Example #1
0
        private void RefreshPlayerLevelAndAttributes()
        {
            PlayerInfo playerInfo     = GameProxy.instance.PlayerInfo;
            int        playerLevel    = playerInfo.level;
            int        playerMaxLevel = GlobalData.GetGlobalData().playerLevelMax;
            float      playerExpPercentToNextLevel = PlayerUtil.GetPlayerExpPercentToNextLevel(playerInfo);

            playerExpSlider.value       = playerExpPercentToNextLevel;
            playerExpPercentText.text   = string.Format(Localization.Get("common.percent"), ((int)(playerExpPercentToNextLevel * 100)));
            playerNameAndLevelText.text = string.Format(Localization.Get("ui.player_view.profession_name_and_level"), Localization.Get(playerInfo.heroData.name), playerLevel, playerMaxLevel);

            Dictionary <RoleAttributeType, RoleAttribute> playerAttributeDictionary = PlayerUtil.CalcPlayerAttributesDic(playerInfo);
            Dictionary <RoleAttributeType, RoleAttribute> playerAddAttrByEquipDic   = PlayerUtil.CalcPlayerAttributesDicByEquip(playerInfo);

            hpText.text = playerAttributeDictionary[RoleAttributeType.HP].ValueString;


            RoleAttackAttributeType roleAttackAttributeType = CharacterUtil.GetRoleAttackAttributeType(playerInfo.heroData.roleType);
            int offence   = 0;
            int attackAdd = 0;

            if (roleAttackAttributeType == RoleAttackAttributeType.PhysicalAttack)
            {
                offence   = (int)playerAttributeDictionary[RoleAttributeType.NormalAtk].value;
                attackAdd = GetRoleAttrValue(playerAddAttrByEquipDic.GetValue(RoleAttributeType.NormalAtk));
            }
            else if (roleAttackAttributeType == RoleAttackAttributeType.MagicalAttack)
            {
                offence   = (int)playerAttributeDictionary[RoleAttributeType.MagicAtk].value;
                attackAdd = GetRoleAttrValue(playerAddAttrByEquipDic.GetValue(RoleAttributeType.MagicAtk));
            }
            offenceText.text = offence.ToString();

            defenceText.text = playerAttributeDictionary[RoleAttributeType.Normal_Def].ValueString;
            speedText.text   = playerAttributeDictionary[RoleAttributeType.Speed].ValueString;

            float crit  = playerAttributeDictionary.ContainsKey(RoleAttributeType.Crit) ? playerAttributeDictionary[RoleAttributeType.Crit].value : 0;
            float dodge = playerAttributeDictionary.ContainsKey(RoleAttributeType.Dodge) ? playerAttributeDictionary[RoleAttributeType.Dodge].value : 0;
            float block = playerAttributeDictionary.ContainsKey(RoleAttributeType.Block) ? playerAttributeDictionary[RoleAttributeType.Block].value : 0;
            float hit   = playerAttributeDictionary.ContainsKey(RoleAttributeType.Hit) ? playerAttributeDictionary[RoleAttributeType.Hit].value : 0;

            critText.text  = string.Format(Localization.Get("common.percent"), crit);
            dodgeText.text = string.Format(Localization.Get("common.percent"), dodge);
            blockText.text = string.Format(Localization.Get("common.percent"), block);
            hitText.text   = string.Format(Localization.Get("common.percent"), hit);

            hpAddText.text          = playerAddAttrByEquipDic.ContainsKey(RoleAttributeType.HP) ? string.Format("(+{0})", playerAddAttrByEquipDic[RoleAttributeType.HP].ValueString) : string.Empty;
            attackAddText.text      = attackAdd == 0 ? string.Empty : string.Format("(+{0})", attackAdd);
            defenceAddText.text     = playerAddAttrByEquipDic.ContainsKey(RoleAttributeType.Normal_Def) ? string.Format("(+{0})", playerAddAttrByEquipDic[RoleAttributeType.Normal_Def].ValueString) : string.Empty;
            actionPointAddText.text = playerAddAttrByEquipDic.ContainsKey(RoleAttributeType.Speed) ? string.Format("(+{0})", playerAddAttrByEquipDic[RoleAttributeType.Speed].ValueString) : string.Empty;
            float critAdd  = playerAddAttrByEquipDic.ContainsKey(RoleAttributeType.Crit) ? playerAddAttrByEquipDic[RoleAttributeType.Crit].value : 0;
            float dodgeAdd = playerAddAttrByEquipDic.ContainsKey(RoleAttributeType.Dodge) ? playerAddAttrByEquipDic[RoleAttributeType.Dodge].value : 0;
            float blockAdd = playerAddAttrByEquipDic.ContainsKey(RoleAttributeType.Block) ? playerAddAttrByEquipDic[RoleAttributeType.Block].value : 0;
            float hitAdd   = playerAddAttrByEquipDic.ContainsKey(RoleAttributeType.Hit) ? playerAddAttrByEquipDic[RoleAttributeType.Hit].value : 0;

            critAddText.text  = critAdd == 0 ? string.Empty : string.Format(Localization.Get("common.percent"), string.Format("(+{0})", critAdd));
            dodgeAddText.text = dodgeAdd == 0 ? string.Empty : string.Format(Localization.Get("common.percent"), string.Format("(+{0})", dodgeAdd));
            blockAddText.text = blockAdd == 0 ? string.Empty : string.Format(Localization.Get("common.percent"), string.Format("(+{0})", blockAdd));
            hitAddText.text   = hitAdd == 0 ? string.Empty : string.Format(Localization.Get("common.percent"), string.Format("(+{0})", hitAdd));
        }
Example #2
0
        /// <summary>
        ///获取主属性
        /// </summary>

        public static List <RoleAttribute> CalcHeroMainAttributesList(HeroInfo hero)
        {
            List <RoleAttribute>    mainAttriList = new List <RoleAttribute>();
            List <RoleAttribute>    attriList     = CalcHeroAttributes(hero);
            RoleAttribute           attribute;
            RoleAttackAttributeType roleAttackAttributeType = CharacterUtil.GetRoleAttackAttributeType(hero.heroData.roleType);


            for (int i = 0, count = attriList.Count; i < count; i++)
            {
                attribute = attriList[i];
                if (attribute.type == RoleAttributeType.HP)
                {
                    mainAttriList.Add(attribute);
                }
                else if (attribute.type == RoleAttributeType.MagicAtk && roleAttackAttributeType == RoleAttackAttributeType.MagicalAttack)
                {
                    mainAttriList.Add(attribute);
                }
                else if (attribute.type == RoleAttributeType.NormalAtk && roleAttackAttributeType == RoleAttackAttributeType.PhysicalAttack)
                {
                    mainAttriList.Add(attribute);
                }
                else if (attribute.type == RoleAttributeType.Normal_Def)
                {
                    mainAttriList.Add(attribute);
                }
            }
            return(mainAttriList);
        }
Example #3
0
        public static EquipmentType GetRoleCorrespondingWeaponType(RoleInfo roleInfo)
        {
            RoleAttackAttributeType roleAttackAttributeType = RoleAttackAttributeType.Invalid;
            EquipmentType           equipmentType           = EquipmentType.None;

            if (roleInfo is PlayerInfo)
            {
                PlayerInfo playerInfo = roleInfo as PlayerInfo;
                roleAttackAttributeType = CharacterUtil.GetRoleAttackAttributeType(playerInfo.heroData.roleType);
            }
            else if (roleInfo is HeroInfo)
            {
                HeroInfo heroInfo = roleInfo as HeroInfo;
                roleAttackAttributeType = CharacterUtil.GetRoleAttackAttributeType(heroInfo.heroData.roleType);
            }

            if (roleAttackAttributeType == RoleAttackAttributeType.PhysicalAttack)
            {
                equipmentType = EquipmentType.PhysicalWeapon;
            }
            else if (roleAttackAttributeType == RoleAttackAttributeType.MagicalAttack)
            {
                equipmentType = EquipmentType.MagicalWeapon;
            }
            return(equipmentType);
        }
Example #4
0
        private void RefreshAttributes()
        {
            Dictionary <RoleAttributeType, RoleAttribute> roleAttributesDic = RoleUtil.CalcRoleAttributesDic(_playerInfo);
            Dictionary <RoleAttributeType, RoleAttribute> roleAttributeAddByEquipmentDic = RoleUtil.CalcRoleAttributesDicByEquip(_playerInfo);
            RoleAttackAttributeType roleAttackAttributeType = CharacterUtil.GetRoleAttackAttributeType(_playerInfo.heroData.roleType);

            int hpValue       = (int)roleAttributesDic[RoleAttributeType.HP].value;
            int offenceValue  = 0;
            int defenceValue  = 0;
            int speedValue    = (int)roleAttributesDic[RoleAttributeType.Speed].value;
            int criticalValue = roleAttributesDic.ContainsKey(RoleAttributeType.Crit) ? (int)roleAttributesDic[RoleAttributeType.Crit].value : 0;
            int dodgeValue    = roleAttributesDic.ContainsKey(RoleAttributeType.Dodge) ? (int)roleAttributesDic[RoleAttributeType.Dodge].value : 0;
            int blockValue    = roleAttributesDic.ContainsKey(RoleAttributeType.Block) ? (int)roleAttributesDic[RoleAttributeType.Block].value : 0;
            int hitValue      = roleAttributesDic.ContainsKey(RoleAttributeType.Hit) ? (int)roleAttributesDic[RoleAttributeType.Hit].value : 0;

            int hpAddValue       = roleAttributeAddByEquipmentDic.ContainsKey(RoleAttributeType.HP) ? (int)roleAttributeAddByEquipmentDic[RoleAttributeType.HP].value : 0;
            int offenceAddValue  = 0;
            int defenceAddValue  = 0;
            int speedAddValue    = roleAttributeAddByEquipmentDic.ContainsKey(RoleAttributeType.Speed) ? (int)roleAttributeAddByEquipmentDic[RoleAttributeType.Speed].value : 0;
            int criticalAddValue = roleAttributeAddByEquipmentDic.ContainsKey(RoleAttributeType.Crit) ? (int)roleAttributeAddByEquipmentDic[RoleAttributeType.Crit].value : 0;
            int dodgeAddValue    = roleAttributeAddByEquipmentDic.ContainsKey(RoleAttributeType.Dodge) ? (int)roleAttributeAddByEquipmentDic[RoleAttributeType.Dodge].value : 0;
            int blockAddValue    = roleAttributeAddByEquipmentDic.ContainsKey(RoleAttributeType.Block) ? (int)roleAttributeAddByEquipmentDic[RoleAttributeType.Block].value : 0;
            int hitAddValue      = roleAttributeAddByEquipmentDic.ContainsKey(RoleAttributeType.Hit) ? (int)roleAttributeAddByEquipmentDic[RoleAttributeType.Hit].value : 0;

            if (roleAttackAttributeType == RoleAttackAttributeType.PhysicalAttack)
            {
                offenceValue    = (int)roleAttributesDic[RoleAttributeType.NormalAtk].value;
                offenceAddValue = roleAttributeAddByEquipmentDic.ContainsKey(RoleAttributeType.NormalAtk) ? (int)roleAttributeAddByEquipmentDic.GetValue(RoleAttributeType.NormalAtk).value : 0;
            }
            else if (roleAttackAttributeType == RoleAttackAttributeType.MagicalAttack)
            {
                offenceValue    = (int)roleAttributesDic[RoleAttributeType.MagicAtk].value;
                offenceAddValue = roleAttributeAddByEquipmentDic.ContainsKey(RoleAttributeType.MagicAtk) ? (int)roleAttributeAddByEquipmentDic.GetValue(RoleAttributeType.MagicAtk).value : 0;
            }
            defenceValue    = (int)roleAttributesDic[RoleAttributeType.Normal_Def].value;
            defenceAddValue = roleAttributeAddByEquipmentDic.ContainsKey(RoleAttributeType.Normal_Def) ? (int)roleAttributeAddByEquipmentDic.GetValue(RoleAttributeType.Normal_Def).value : 0;
            hpItem.SetValue(hpValue);
            hpItem.SetAddValue(hpAddValue);
            offenceItem.SetValue(offenceValue);
            offenceItem.SetAddValue(offenceAddValue);
            defenceItem.SetValue(defenceValue);
            defenceItem.SetAddValue(defenceAddValue);
            speedItem.SetValue(speedValue);
            speedItem.SetAddValue(speedAddValue);
            criticalItem.SetValue(criticalValue);
            criticalItem.SetAddValue(criticalAddValue);
            dodgeItem.SetValue(dodgeValue);
            dodgeItem.SetAddValue(dodgeAddValue);
            blockItem.SetValue(blockValue);
            blockItem.SetAddValue(blockAddValue);
            hitItem.SetValue(hitValue);
            hitItem.SetAddValue(hitAddValue);
        }
Example #5
0
        private void InitAttribute()
        {
            _attrDic.Clear();
            _attrDic.Add(RoleAttributeType.HP, 1);

            RoleType roleType = _roleInfo.heroData.roleType;
            RoleAttackAttributeType roleAttackAttributeType = CharacterUtil.GetRoleAttackAttributeType(roleType);

            if (roleAttackAttributeType == RoleAttackAttributeType.PhysicalAttack)
            {
                _attrDic.Add(RoleAttributeType.NormalAtk, 1);
            }
            else
            {
                _attrDic.Add(RoleAttributeType.MagicAtk, 1);
            }
            _attrDic.Add(RoleAttributeType.Normal_Def, 1);
            _attrDic.Add(RoleAttributeType.Speed, 1);
        }
Example #6
0
        public void ClickWeaponHandler()
        {
            if (!FunctionOpen.Model.FunctionOpenProxy.instance.IsFunctionOpen(FunctionOpenType.MainView_Equipment, true))
            {
                return;
            }
            RoleEquipmentsView roleEquipmentsView = UIMgr.instance.Open <RoleEquipmentsView>(RoleEquipmentsView.PREFAB_PATH);

            roleEquipmentsView.SetPlayerInfo(GameProxy.instance.PlayerInfo);
            RoleAttackAttributeType roleAttackAttributeType = CharacterUtil.GetRoleAttackAttributeType(GameProxy.instance.PlayerInfo.heroData.roleType);

            if (roleAttackAttributeType == RoleAttackAttributeType.PhysicalAttack)
            {
                roleEquipmentsView.SetCurrentSelectEquipmentType(EquipmentType.PhysicalWeapon);
            }
            else if (roleAttackAttributeType == RoleAttackAttributeType.MagicalAttack)
            {
                roleEquipmentsView.SetCurrentSelectEquipmentType(EquipmentType.MagicalWeapon);
            }
        }
        private void RefreshPlayerLevelAndAttributes(PlayerInfo playerInfo)
        {
            int   playerLevel    = playerInfo.level;
            int   playerMaxLevel = GlobalData.GetGlobalData().playerLevelMax;
            float playerExpPercentToNextLevel = PlayerUtil.GetPlayerExpPercentToNextLevel(playerInfo);

            playerLevelText.text      = playerLevel.ToString();
            playerLevelMaxText.text   = playerMaxLevel.ToString();;
            playerExpSlider.value     = playerExpPercentToNextLevel;
            playerExpPercentText.text = string.Format(Localization.Get("common.percent"), ((int)(playerExpPercentToNextLevel * 100)));

            Dictionary <RoleAttributeType, RoleAttribute> playerAttributeDictionary = PlayerUtil.CalcPlayerAttributesDic(playerInfo);

            hpText.text = playerAttributeDictionary[RoleAttributeType.HP].ValueString;

            RoleAttackAttributeType roleAttackAttributeType = CharacterUtil.GetRoleAttackAttributeType(playerInfo.heroData.roleType);
            int offence = 0;

            if (roleAttackAttributeType == RoleAttackAttributeType.PhysicalAttack)
            {
                offence = (int)playerAttributeDictionary[RoleAttributeType.NormalAtk].value;
            }
            else if (roleAttackAttributeType == RoleAttackAttributeType.MagicalAttack)
            {
                offence = (int)playerAttributeDictionary[RoleAttributeType.MagicAtk].value;
            }
            attackText.text = offence.ToString();

            defenceText.text = playerAttributeDictionary[RoleAttributeType.Normal_Def].ValueString;
            speedText.text   = playerAttributeDictionary[RoleAttributeType.Speed].ValueString;

            float crit  = playerAttributeDictionary.ContainsKey(RoleAttributeType.Crit) ? playerAttributeDictionary[RoleAttributeType.Crit].value : 0;
            float dodge = playerAttributeDictionary.ContainsKey(RoleAttributeType.Dodge) ? playerAttributeDictionary[RoleAttributeType.Dodge].value : 0;
            float block = playerAttributeDictionary.ContainsKey(RoleAttributeType.Block) ? playerAttributeDictionary[RoleAttributeType.Block].value : 0;
            float hit   = playerAttributeDictionary.ContainsKey(RoleAttributeType.Hit) ? playerAttributeDictionary[RoleAttributeType.Hit].value : 0;

            critText.text  = string.Format(Localization.Get("common.percent"), crit);
            dodgeText.text = string.Format(Localization.Get("common.percent"), dodge);
            blockText.text = string.Format(Localization.Get("common.percent"), block);
            hitText.text   = string.Format(Localization.Get("common.percent"), hit);
        }
Example #8
0
        public static RoleAttackAttributeType GetRoleAttackAttributeType(RoleType roleType)
        {
            RoleAttackAttributeType roleAttackAttributeType = RoleAttackAttributeType.Invalid;

            switch (roleType)
            {
            case RoleType.Defence:
            case RoleType.Offence:
            case RoleType.Mighty:
                roleAttackAttributeType = RoleAttackAttributeType.PhysicalAttack;
                break;

            case RoleType.Mage:
            case RoleType.Support:
                roleAttackAttributeType = RoleAttackAttributeType.MagicalAttack;
                break;

            default:
                break;
            }
            return(roleAttackAttributeType);
        }
Example #9
0
        /// <summary>
        ///获取属性(给定type列表)
        /// </summary>

        public static List <RoleAttribute> CalcPlayerAttributesList(PlayerInfo player, List <RoleAttributeType> needTypes)
        {
            List <RoleAttribute>    mainAttriList = new List <RoleAttribute>();
            List <RoleAttribute>    attriList     = CalcPlayerAttributesDic(player).GetValues();
            RoleAttribute           attribute;
            RoleAttackAttributeType roleAttackAttributeType = CharacterUtil.GetRoleAttackAttributeType(player.heroData.roleType);

            for (int i = 0, count = attriList.Count; i < count; i++)
            {
                attribute = attriList[i];
                if (needTypes.Contains(attribute.type))
                {
                    if (attribute.type == RoleAttributeType.MagicAtk)
                    {
                        if (roleAttackAttributeType == RoleAttackAttributeType.MagicalAttack)
                        {
                            mainAttriList.Add(attribute);
                        }
                    }
                    else if (attribute.type == RoleAttributeType.NormalAtk)
                    {
                        if (roleAttackAttributeType == RoleAttackAttributeType.PhysicalAttack)
                        {
                            mainAttriList.Add(attribute);
                        }
                    }
                    else if (attribute.type == RoleAttributeType.Normal_Def)
                    {
                        mainAttriList.Add(attribute);
                    }
                    else
                    {
                        mainAttriList.Add(attribute);
                    }
                }
            }
            return(mainAttriList);
        }