/// <summary> /// 模拟数据 /// </summary> public static void SimulationData() { m_PlayerSoldiers.Clear(); List <SoldierInfo> ls = SoldierM.GetAllSoldier(); for (int i = 0; i < ls.Count; i++) { m_PlayerSoldiers.Add(ls[i].ID, ls[i]); } }
/// <summary> /// 哪些炮弹兵可以装备 /// </summary> private void AddCouldEquipHero() { List <SoldierInfo> lSoldierInfo = new List <SoldierInfo>(); List <KeyValueName> lList = new List <KeyValueName>(); lSoldierInfo = SoldierM.GetAllSoldier(); if (lSoldierInfo == null || lSoldierInfo.Count < 1) { return; } AddBanner(2); PdbbbItem pbbItem = null; GameObject go2 = NDLoad.LoadWndItem("PdbbbItem", MyHead.Table.transform); pbbItem = go2.GetComponent <PdbbbItem>(); if (pbbItem != null && pbbItem.MyHead.Table != null) { pbbItem.MyHead.Table.columns = 3; pbbItem.MyHead.Table.padding.y = 10f; pbbItem.MyHead.Table.padding.x = 20f; foreach (SoldierInfo info in lSoldierInfo) { bool can = SoldierM.CheckCanPutEquip(info.SoldierTypeID, m_ItemInfo.itemType); if (can) { GameObject go = NDLoad.LoadWndItem("EquipInfoInnerHeroItem", pbbItem.MyHead.Table.transform); if (go != null) { EquipInfoInnerHeroItem item = go.GetComponent <EquipInfoInnerHeroItem>(); item.SetData(info); } } } pbbItem.MyHead.Table.Reposition(); pbbItem.MyHead.Table.repositionNow = true; } }
/// <summary> /// 获取所有炮弹兵数据 /// </summary> /// <param name="mainProperty">-1 全部</param> private void GetAllSoldiersData() { m_allExistSoldier.Clear(); m_allCanExistSoldierInfo.Clear(); m_allNoExistSoldierInfo.Clear(); List <SoldierInfo> lAll = SoldierM.GetAllSoldier(); foreach (SoldierInfo I in lAll) { SoldierInfo Info = SoldierDC.GetSoldiersBySoldierType(I.SoldierTypeID); if (Info != null) { m_allExistSoldier.Add(Info); continue; } if (I.CheckCanSummon() == true) { m_allCanExistSoldierInfo.Add(I); } else { m_allNoExistSoldierInfo.Add(I); } } //sort //已召唤 SoldierM.SortSoldierList(ref m_allExistSoldier); // 能召唤 m_allCanExistSoldierInfo.Sort((a, b) => { if (a.SoldierTypeID > b.SoldierTypeID) { return(1); } else if (a.SoldierTypeID < b.SoldierTypeID) { return(-1); } else { return(0); } }); //不能召唤 m_allNoExistSoldierInfo.Sort((a, b) => { if (a.GetHaveFragmentNum() > b.GetHaveFragmentNum()) { return(-1); } else if (a.GetHaveFragmentNum() < b.GetHaveFragmentNum()) { return(1); } if (a.SoldierTypeID > b.SoldierTypeID) { return(1); } else if (a.SoldierTypeID < b.SoldierTypeID) { return(-1); } else { return(0); } }); }