/// <summary> /// 返回物品的数量 /// </summary> public static int GetItemCount(s_signinInfo info) { int result = 0; int id = info.item_type; SignInRewardType type = (SignInRewardType)info.reward_type; switch (type) { case SignInRewardType.BlackScience: CaptionInfo cInfo = new CaptionInfo(); GodSkillM.GetCaption(id, ref cInfo); if (cInfo.m_captionid > 0) { result = 1; } break; case SignInRewardType.HeroSoulFragment: case SignInRewardType.ItemAndEquip: case SignInRewardType.TrapFragment: case SignInRewardType.BlackScienceFragment: result = ItemDC.GetItemCount(id); break; case SignInRewardType.Hero: SoldierInfo info2 = SoldierM.GetSoldierInfo(id); if (info2 != null) { result = 1; } break; case SignInRewardType.Trap: BuildInfo info3 = buildingM.GetStartBuildInfo(id); if (info3 != null) { result = 1; } break; case SignInRewardType.GoldCoin: //下面内容策划待定 result = UserDC.GetCoin(); break; case SignInRewardType.Diamond: result = UserDC.GetDiamond(); break; case SignInRewardType.Crystal: result = UserDC.GetCrystal(); break; case SignInRewardType.Wood: result = UserDC.GetWood(); break; } return(result); }
/// <summary> /// 计算怪物炮弹兵战斗力,不包括陷阱. /// </summary> /// <returns>The monstoner combat power.</returns> /// <param name="modeid">Modeid.</param> public static int GetMonstonerCombatPower(int modeid) { int combatPower = 0; foreach (s_monsterInfo item in m_lMonsterInfo) { if (item.modeid == modeid) { SoldierInfo info = SoldierM.GetSoldierInfo(item); combatPower += info.m_combat_power; } } return(combatPower); }
/// <summary> /// 设置防御方炮弹兵数据。 /// </summary> private static void SetDefenseSoldier(List <battle.SoldierInfo> soldierInfo) { m_DefenseList.Clear(); for (int i = 0; i < soldierInfo.Count; i++) { SoldierInfo info = SoldierM.GetSoldierInfo(soldierInfo[i]); if (info == null) { continue; } if (!m_DefenseList.ContainsKey(info.ID)) { m_DefenseList.Add(info.ID, info); } } }
/// <summary> /// 获取怪物数据 /// </summary> public static SoldierInfo Getmonster(s_countershipputInfo Info) { if (Info == null) { return(null); } s_monsterInfo monster = GetMonsterInfo(Info.objid); if (monster == null) { return(null); } SoldierInfo I = SoldierM.GetSoldierInfo(monster); if (I.m_modeltype == 200009 || I.m_modeltype == 102003) { s_monsterInfo monsterturn = GetMonsterInfo(Info.objid + 1); I.m_TurnInfo = SoldierM.GetSoldierInfo(monsterturn); if (I.m_TurnInfo != null) { I.m_TurnInfo.CX = Info.cx; I.m_TurnInfo.CY = Info.cy; s_monsterskillorderInfo order = GetSkillOrder(Info.objid + 1); if (order != null && I.m_TurnInfo.m_Skill != null) { I.m_TurnInfo.m_Skill.attack1 = order.attack; I.m_TurnInfo.m_Skill.attack2 = order.attack1; } } } if (I != null) { I.CX = Info.cx; I.CY = Info.cy; s_monsterskillorderInfo order = GetSkillOrder(Info.objid); if (order != null && I.m_Skill != null) { I.m_Skill.attack1 = order.attack; I.m_Skill.attack2 = order.attack1; } } return(I); }
public void CreatList() { U3DUtil.DestroyAllChild(MyHead.table.gameObject, false); if (battack) { foreach (treasure.TreasureObjInfo si in m_status) { SoldierInfo soldierInfo = SoldierM.GetSoldierInfo(si); SoldierM.GetSoldierInfo(ref soldierInfo); CreatItem(soldierInfo); } } else { foreach (battle.SoldierInfo si in m_soldiers) { SoldierInfo soldierInfo = SoldierM.GetSoldierInfo(si); CreatItem(soldierInfo); } } MyHead.table.Reposition(); }
/// <summary> /// 设置技能UI /// </summary> /// <param name="soldierID"></param> private void SetSkillShow(int soldierID) { SoldierInfo info = SoldierM.GetSoldierInfo(soldierID); List <SoldierSkill> skillList = info.m_Skill.GetUpdateSkills(); for (int i = 0; i < skillList.Count; i++) { if (skillList[i].m_level <= 0 || i == 0) { continue; } if (i == 1) { MyHead.bigSkillItem.SetData(skillList[i]); } else { CreateSkillItem(skillList[i]); } } NGUIUtil.RepositionTable(MyHead.SkillTable.gameObject); }
private void CalUplevelNum(int LevExp, int MaxLvl) { if (Info.EXP >= LevExp && LevExp > 0) { if (Info.Level < MaxLvl) { Info.EXP -= LevExp; } AddLeveAndExp(Info.Level, 1f, true); ShowLabel(); Info.Level += 1; int NextLevExp = SoldierM.GetSoldierExp(Info.Level); SoldierM.GetSoldierInfo(ref Info); SetPower(Info.m_combat_power); if (NextLevExp > 0 && Info.Level < MaxLvl) { CalUplevelNum(NextLevExp, MaxLvl); } } }
private string GetName(s_signinInfo info) { string result = ""; int id = info.item_type; SignInRewardType type = (SignInRewardType)info.reward_type; switch (type) { case SignInRewardType.BlackScience: CaptionInfo cInfo = new CaptionInfo(); GodSkillM.GetCaption(id, ref cInfo); GodSkillInfo gInfo = new GodSkillInfo(); GodSkillM.GetGodSkill(cInfo.m_godskilltype1, 1, ref gInfo); result = gInfo.m_name; break; case SignInRewardType.HeroSoulFragment: case SignInRewardType.ItemAndEquip: case SignInRewardType.TrapFragment: case SignInRewardType.BlackScienceFragment: s_itemtypeInfo info1 = ItemM.GetItemInfo(id); if (info1 != null) { result = info1.name; } break; case SignInRewardType.Hero: SoldierInfo info2 = SoldierM.GetSoldierInfo(id); if (info2 != null) { result = info2.m_name; } break; case SignInRewardType.Trap: BuildInfo info3 = buildingM.GetStartBuildInfo(id); if (info3 != null) { result = info3.m_name; } break; case SignInRewardType.GoldCoin: result = NGUIUtil.GetStringByKey(88800061); break; case SignInRewardType.Diamond: result = NGUIUtil.GetStringByKey(99700001); break; case SignInRewardType.Crystal: result = NGUIUtil.GetStringByKey(10000177); break; case SignInRewardType.Wood: result = NGUIUtil.GetStringByKey(10000178); break; } return(result); }