static void ReadData() { string[] data = SaveSprite.ReadFile(DataManager.GetExcelPath(FileName)) .Replace(" ", "").Split(new string[] { "\r\n" }, StringSplitOptions.None); NameAry.Clear(); ColorAry.Clear(); for (int i = 0; i < data.Length; i++) { string[] value = data[i].Split(','); if (string.IsNullOrEmpty(value[0])) { continue; } if (NameAry.ContainsKey(value[0])) { //UnityEngine.Debug.LogError( // string.Format("DataName Key 重复:key-{0},value-{1}", value[0], value[1])); } else { NameAry.Add(value[0], value[1]); ColorAry.Add(value[0], value[2]); } } }
void GetFunction() { //交给 List <CharacterAttribute> ary = SaveSprite.GetCharacterAttributeAry(); PanelManager.Instantiate.SelectedCharacterPanel.Open(ary, delegate(CharacterAttribute Character) { if (Character == null) { return; } GameNumber game = new GameNumber(this.attribute); if (Character.AddProp(game) == false) { PanelManager.Instantiate.ErrorPanel.Open("full"); } else { SaveSprite.RemoveIndexProp(this.attribute, PropIndex, CurrentNumber); PanelManager.Instantiate.Character.OnUpdate(); PanelManager.Instantiate.BackPack.OnUpdate(); Close(); } }); }
void SaveAddSkill() { character.dataModel.userSkillCount += character.dataModel.skillCount - SkillCount; character.dataModel.baseAttribute.AddSkill(AddSkillAry); character.dataModel.skillCount = SkillCount; OnUpdateAddSkill(); SaveSprite.SetCharacterAttribute(character.dataModel); }
void UnloadFunction() { //卸下 if (character.NotEquipment(attribute as EquipmentAttribute) == false) { PanelManager.Instantiate.ErrorPanel.Open("full"); } SaveSprite.Write(); }
void SaveAddAttribute() { character.dataModel.userAttributeCount += character.dataModel.attributeCount - AttributeCount; character.dataModel.baseAttribute += AddAttributeModel; character.dataModel.attributeCount = AttributeCount; AddAttributeModel.Clear(); OnUpddateAddAttribute(); SaveSprite.SetCharacterAttribute(character.dataModel); }
void EquipmentFunction() { //装备 if (character.UpdateWeapon(attribute as EquipmentAttribute) == false) { PanelManager.Instantiate.ErrorPanel.Open("full"); return; } character.RemoveProp(CurrentNumber, PropIndex); SaveSprite.Write(); }
void Arrangement() { GameNumber[] Prop = new GameNumber[Model.Prop.Length]; int index = 0; for (int i = 0; i < Model.Prop.Length; i++) { if (Model.Prop[i].IsNull) { continue; } Prop[index].SetData(Model.Prop[i]); index++; } Model.Prop = Prop; OnUpdate(); SaveSprite.Write(); }
void PurchaseFunction() { if (attribute.number == 0) { return; } //购买 int money = attribute.money * attribute.number; if (SaveSprite.Model.money < money) { PanelManager.Instantiate.ErrorPanel.Open("钱不够"); return; } SaveSprite.AddMoney(money * -1); SaveSprite.AddProp(attribute, CurrentNumber); PanelManager.Instantiate.BackPack.OnUpdate(); }
void ReturnFunction() { //放回 if (SaveSprite.BackPackIsNull(1) == false) { return; } for (int i = 0; i < character.prop.Length; i++) { if (character.prop[i].id == attribute.id) { if (SaveSprite.AddProp(attribute, CurrentNumber)) { character.prop[i].SetNull(); } else { PanelManager.Instantiate.ErrorPanel.Open("full"); } break; } } }
void DiscardFunction() { //丢弃 SaveSprite.RemoveIndexProp(this.attribute, PropIndex, CurrentNumber); }
void SellFunction() { //出售 SaveSprite.AddMoney(attribute.money * Config.sell); SaveSprite.RemoveIndexProp(this.attribute, PropIndex, CurrentNumber); }