void onClick_StrengthenSuitBtn_Btn(GameObject caster) { SuitPanelParam param = new SuitPanelParam() { m_type = SuitPanelParam.SuitType.Strengthen, vec = new Vector3(-36.47f, 140.8f, 0), }; DataManager.Manager <UIPanelManager>().ShowPanel(PanelID.GridStrengthenSuitPanel, data: param); }
void onClick_BtnStoneSuitActive_Btn(GameObject caster) { SuitPanelParam param = new SuitPanelParam() { m_type = SuitPanelParam.SuitType.Stone, vec = new Vector3(133.8f, 201.31f, 0), isOther = true, }; DataManager.Manager <UIPanelManager>().ShowPanel(PanelID.GridStrengthenSuitPanel, data: param); }
protected override void OnShow(object data) { base.OnShow(data); RegisterGlobalEvent(true); Vector3 pos = Vector3.zero; if (null != data && data is SuitPanelParam) { SuitPanelParam par = (SuitPanelParam)data; pos = (Vector3)par.vec; m_CurType = par.m_type; isOtherPlayer = par.isOther; } if (null != m_trans_Content) { m_trans_Content.transform.localPosition = pos; } StrengthenDataDes.Clear(); m_lstSuitLv.Clear(); if (isOtherPlayer) { ViewPlayerData retData = ViewPlayerData.GetViewPlayerData(); if (retData == null) { return; } List <GemInlayList> gem_data = retData.gem_data; List <StrengthList> strengthList = retData.strengthList; List <ItemSerialize> itemList = retData.itemList; List <uint> tempStrength = new List <uint>(); #region 宝石等级 ActiveStoneSuitLv = 0; for (int i = 0; i < gem_data.Count; i++) { uint itemID = gem_data[i].base_id; table.ItemDataBase item = GameTableManager.Instance.GetTableItem <table.ItemDataBase>(itemID); if (item != null) { ActiveStoneSuitLv += item.grade; } } #endregion #region 颜色等级 ActiveColorSuitLv = 0; List <BaseItem> items = new List <BaseItem>(); for (int i = 0; i < itemList.Count; i++) { BaseItem baseItem = new BaseItem(itemList[i].dwObjectID, itemList[i]); if (baseItem != null) { if (baseItem.EquipColor >= EquipDefine.EquipColor.Orange) { items.Add(baseItem); } } } for (int j = 0; j < colors.Count; j++) { uint count = 0; for (int x = 0; x < items.Count; x++) { if (items[x].Grade >= colors[j].grade) { count++; } } if (count >= colors[j].equip_num) { ActiveColorSuitLv = colors[j].level; } } #endregion #region 套装强化等级 ActiveStrengthenSuitLv = 0; List <GridStrengthenSuitDataBase> StrengthenDataBase = GameTableManager.Instance.GetTableList <GridStrengthenSuitDataBase>(); for (int i = 0; i < StrengthenDataBase.Count; i++) { if (StrengthenDataBase[i].job == retData.job) { uint matchNum = 0; m_lstSuitLv.Add(StrengthenDataBase[i].suitlv); StrengthenDataDes.Add(StrengthenDataBase[i].des); for (int j = 0; j < strengthList.Count; j++) { if (strengthList[j].level >= StrengthenDataBase[i].triggerStrengLv) { matchNum++; } } if (matchNum >= StrengthenDataBase[i].triggerPosNum) { ActiveStrengthenSuitLv = StrengthenDataBase[i].suitlv; } } } #endregion } else { ActiveStrengthenSuitLv = DataManager.Manager <EquipManager>().ActiveStrengthenSuitLv; ActiveColorSuitLv = DataManager.Manager <EquipManager>().ActiveColorSuitLv; ActiveStoneSuitLv = DataManager.Manager <EquipManager>().ActiveStoneSuitLv; m_lstSuitLv.AddRange(DataManager.Manager <EquipManager>().CurGroupSuitData.GetStrengthenLvDatas()); for (int i = 0; i < m_lstSuitLv.Count; i++) { string des = DataManager.Manager <EquipManager>().CurGroupSuitData.GetLocalStrengthenData(m_lstSuitLv[i]).Des; StrengthenDataDes.Add(des); } } CreateData(); }