Example #1
0
    /// <summary>
    /// 判断技能升级是否有足够的钱
    /// </summary>
    /// <returns></returns>
    public SkillLevelUpCode HaveEnoughMoney()
    {
        var  iter     = userSkilldic.GetEnumerator();
        uint skillID  = 0;
        uint minLevel = 1000;
        uint skillLv  = 0;

        while (iter.MoveNext())
        {
            SkillDatabase temp = GameTableManager.Instance.GetTableItem <SkillDatabase>(iter.Current.Value.skillID, (int)iter.Current.Value.level + 1);
            if (temp != null)
            {
                if (temp.IsBasic)
                {
                    continue;
                }
                if (temp.dwNeedLevel <= minLevel)
                {
                    minLevel = temp.dwNeedLevel;
                    skillID  = iter.Current.Value.skillID;
                    skillLv  = iter.Current.Value.level;
                }
            }
        }
        SkillDatabase sdb = GameTableManager.Instance.GetTableItem <SkillDatabase>(skillID, (int)skillLv);

        if (sdb == null)
        {
            return(SkillLevelUpCode.NoneData);
        }

        if (!UserSkilldic.ContainsKey(sdb.wdID))
        {
            return(SkillLevelUpCode.NoSkill);
        }
        IPlayer player = Client.ClientGlobal.Instance().MainPlayer;

        if (player != null)
        {
            //需要等级
            int playerLv = player.GetProp((int)CreatureProp.Level);

            uint          nextLevel    = sdb.wdLevel + 1;
            SkillDatabase nextDataBase = GameTableManager.Instance.GetTableItem <SkillDatabase>(sdb.wdID, (int)nextLevel);
            if (nextDataBase != null)
            {
                if (playerLv < nextDataBase.dwNeedLevel)
                {
                    return(SkillLevelUpCode.LevelNotEnough);
                }
                //消耗金币
                if (player.GetProp((int)Client.PlayerProp.Coupon) < nextDataBase.dwMoney)
                {
                    return(SkillLevelUpCode.NoMoney);
                }
            }
        }
        return(SkillLevelUpCode.Ok);
    }
Example #2
0
    /// <summary>
    /// 是否可升级
    /// </summary>
    /// <param name="sdb"></param>
    /// <returns></returns>
    public bool IsSkillEnableUpgrade(SkillDatabase sdb)
    {
        bool isEnableUpgrade = true;

        if (sdb == null)
        {
            isEnableUpgrade = false;
            return(isEnableUpgrade);
        }
        if (sdb.isnormal)
        {
            return(false);
        }
        if (!UserSkilldic.ContainsKey(sdb.wdID))
        {
            return(false);
        }
        IPlayer player = Client.ClientGlobal.Instance().MainPlayer;

        if (player != null)
        {
            //需要等级
            int playerLv = player.GetProp((int)CreatureProp.Level);

            uint          nextLevel    = sdb.wdLevel + 1;
            SkillDatabase nextDataBase = GameTableManager.Instance.GetTableItem <SkillDatabase>(sdb.wdID, (int)nextLevel);
            if (nextDataBase != null)
            {
                if (playerLv < nextDataBase.dwNeedLevel)
                {
                    return(false);
                }
                //                 //消耗金币
                //                 if (player.GetProp((int)Client.PlayerProp.Coupon) < nextDataBase.dwMoney)
                //                 {
                //                     return false;
                //                 }
                //
                //                 //消耗经验
                //                 if (player.GetProp((int)PlayerProp.Exp) < nextDataBase.dwExp)
                //                 {
                //                     return false;
                //                 }
            }
            else
            {
                return(false);
            }
        }

        //前置技能
        SkillDatabase preSkilldb = GameTableManager.Instance.GetTableItem <SkillDatabase>(sdb.dwNeedSkill1, (int)sdb.dwNeedSkill1Level);

        if (preSkilldb != null)
        {
            SkillInfo skill;
            if (userSkilldic.TryGetValue(preSkilldb.wdID, out skill))
            {
                if (skill.level < sdb.dwNeedSkill1Level)
                {
                    return(false);
                }
            }
            else
            {
                return(false);
            }
        }

        return(isEnableUpgrade);
    }