public void SetUI(DataTransfer data) { StartCoroutine(SetUIIE(data)); }
public void SetUI(DataTransfer data) { m_RoleId = data.GetData <long>(ConstDefine.UI_HeroInfo_RoleId); string heroName = data.GetData <string>(ConstDefine.UI_HeroInfo_HeroName); m_HName.text = heroName; int heroStar = data.GetData <int>(ConstDefine.UI_HeroInfo_HeroStar); RefreshStar(heroStar); int heroQuality = data.GetData <int>(ConstDefine.UI_HeroInfo_HeroQuality); if (heroQuality == 0) { m_Quality.text = "普通"; } else if (heroQuality == 1) { m_Quality.text = "精英"; } else if (heroQuality == 2) { m_Quality.text = "传奇"; } int heroLevel = data.GetData <int>(ConstDefine.UI_HeroInfo_HeroLevel); m_Level.text = heroLevel.ToString(); int hp = data.GetData <int>(ConstDefine.UI_HeroInfo_HeroHp); int mgicAtk = data.GetData <int>(ConstDefine.UI_HeroInfo_MgicAtk); int phyAtk = data.GetData <int>(ConstDefine.UI_HeroInfo_PhyAtk); int cri = data.GetData <int>(ConstDefine.UI_HeroInfo_Cri); float criValue = data.GetData <float>(ConstDefine.UI_HeroInfo_CriValue); int mgicDef = data.GetData <int>(ConstDefine.UI_HeroInfo_MgicDef); int phyDef = data.GetData <int>(ConstDefine.UI_HeroInfo_PhyDef); m_Hp.text = hp.ToString(); m_MgicAtk.text = mgicAtk.ToString(); m_PhyAtk.text = phyAtk.ToString(); m_Cri.text = cri.ToString(); m_CriValue.text = criValue.ToString(); m_PhyDef.text = phyDef.ToString(); m_MgicDef.text = phyDef.ToString(); List <DataTransfer> skillDatas = data.GetData <List <DataTransfer> >(ConstDefine.UI_HeroInfo_SkillContent); for (int i = 0; i < skillDatas.Count; i++) { string skillName = skillDatas[i].GetData <string>(ConstDefine.UI_HeroInfo_SkillName); string skillIcon = skillDatas[i].GetData <string>(ConstDefine.UI_HeroInfo_SkillIcon); string skillDesc = skillDatas[i].GetData <string>(ConstDefine.UI_HeroInfo_SkillDesc); } int needDebris = data.GetData <int>(ConstDefine.UI_HeroInfo_NeedDebris); int ownedDebris = data.GetData <int>(ConstDefine.UI_HeroInfo_OwnedDebris); m_NeedDebris.text = needDebris.ToString(); m_OwnedDebris.text = ownedDebris.ToString(); }
public void RefreshAfterUpgradeStar(DataTransfer data) { SetUI(data); //特效动画啥的 //TODO }
public void SetUI(DataTransfer data) { m_IsPlayMusic = data.GetData <bool>(ConstDefine.MusicStatus); SetMusic(); }
private DataTransfer GetHeroInfoData(long roldID) { long roleId = roldID; GameObject go = UIViewUtil.Instance.OpenWindow(UIViewType.HeroInfoView); m_HeroInfoView = go.GetComponent <UIHeroInfoView>(); if (m_HeroInfoView == null) { Debug.LogError("错误:没有这个界面"); return(null); } HeroInfo heroInfo = Global.HeroInfoList.Find(x => x.RoleId == roleId); if (heroInfo == null) { Debug.LogError("错误:没有英雄信息"); return(null); } HeroEntity heroEntity = HeroDBModel.Instance.Get(heroInfo.HeroID); if (heroEntity == null) { Debug.LogError("错误:找不到英雄实体"); return(null); } string heroName = heroInfo.RoleNickName; int heroStar = heroInfo.HeroStar; int heroQuality = heroEntity.Quality; int heroLevel = SimulatedDatabase.Instance.GetLevel(); int hp = heroInfo.MaxHP; int mgicAtk = heroInfo.MgicAtk; int phyAtk = heroInfo.PhyAtk; int cri = heroInfo.Cri; float criValue = heroInfo.CriValue; int phyDef = heroInfo.PhyDef; int mgicDef = heroInfo.MgicDef; DataTransfer data = new DataTransfer(); data.SetData(ConstDefine.UI_HeroInfo_RoleId, roleId); data.SetData(ConstDefine.UI_HeroInfo_HeroName, heroName); data.SetData(ConstDefine.UI_HeroInfo_HeroStar, heroStar); data.SetData(ConstDefine.UI_HeroInfo_HeroQuality, heroQuality); data.SetData(ConstDefine.UI_HeroInfo_HeroLevel, heroLevel); data.SetData(ConstDefine.UI_HeroInfo_HeroHp, hp); data.SetData(ConstDefine.UI_HeroInfo_MgicAtk, mgicAtk); data.SetData(ConstDefine.UI_HeroInfo_PhyAtk, phyAtk); data.SetData(ConstDefine.UI_HeroInfo_Cri, cri); data.SetData(ConstDefine.UI_HeroInfo_CriValue, criValue); data.SetData(ConstDefine.UI_HeroInfo_PhyDef, phyDef); data.SetData(ConstDefine.UI_HeroInfo_MgicDef, mgicDef); List <DataTransfer> skillDatas = new List <DataTransfer>(); for (int i = 0; i < heroInfo.SkillList.Count; i++) { DataTransfer skillData = new DataTransfer(); SkillEntity skillEntity = SkillDBModel.Instance.Get(heroInfo.SkillList[i].SkillId); skillData.SetData(ConstDefine.UI_HeroInfo_SkillName, skillEntity.SkillName); string skillIcno = Global.Instance.GetSkillIconByRanggeAndType(skillEntity.AttackRange, skillEntity.AttackArea); skillData.SetData(ConstDefine.UI_HeroInfo_SkillIcon, skillIcno); skillData.SetData(ConstDefine.UI_HeroInfo_SkillDesc, skillEntity.SkillDesc); skillDatas.Add(skillData); } data.SetData(ConstDefine.UI_HeroInfo_SkillContent, skillDatas); HeroStarEntity heroStarEntity = HeroStarDBModel.Instance.GetList().Find((x) => x.Star == heroStar); data.SetData(ConstDefine.UI_HeroInfo_NeedDebris, heroStarEntity.NeedHeroDebris); data.SetData(ConstDefine.UI_HeroInfo_OwnedDebris, SimulatedDatabase.Instance.GetDebris()); return(data); }
//显示英雄简介 private void ShowHeroIntro(long roleId) { if (m_HeroIntroView == null) { GameObject go = ResourcesMrg.Instance.Load(ResourcesMrg.ResourceType.UIWindowChild, "HeroIntro"); m_HeroIntroView = go.GetComponent <UIHeroIntroView>(); go.transform.SetParent(UISceneCtrl.Instance.CurrentUIScene.MainCanvans.transform); go.transform.localScale = Vector3.one; go.transform.localPosition = Vector3.zero; } m_HeroIntroView.gameObject.SetActive(true); DataTransfer data = new DataTransfer(); HeroInfo heroInfo = Global.HeroInfoList.Find(x => x.RoleId == roleId); if (heroInfo != null) { if (heroInfo != null) { HeroEntity heroEntity = HeroDBModel.Instance.Get(heroInfo.HeroID); data.SetData <string>("HeroName", heroEntity.Name); data.SetData <string>("HeroDesc", heroEntity.Desc); for (int i = 0; i < heroInfo.SkillList.Count; i++) { SkillEntity skill1Entity = SkillDBModel.Instance.Get(heroInfo.SkillList[i].SkillId); data.SetData <string>("Skill" + (i + 1) + "Name", skill1Entity.SkillName); data.SetData <string>("Skill" + (i + 1) + "Desc", skill1Entity.SkillDesc); } } } else { //敌人 RoleInfoBase monsterInfo = GameSceneCtrl.Instance.MonsterList.Find(x => x.CurRoleInfo.RoleId == roleId).CurRoleInfo; if (monsterInfo != null) { SpriteEntity spriteEntity = SpriteDBModel.Instance.GetList().Find(x => x == ((MonsterInfo)monsterInfo).SpriteEntity); if (spriteEntity == null) { Debug.LogError("错误:找不到精灵实体,请查看是否有没有赋值,或者GameSceneCtrl的MonsterList 移除,添加出错了"); return; } else { data.SetData <string>("HeroName", spriteEntity.Name); data.SetData <string>("HeroDesc", ""); for (int j = 0; j < ((MonsterInfo)monsterInfo).GetSkillList().Count; j++) { SkillEntity skill1Entity = SkillDBModel.Instance.Get(((MonsterInfo)monsterInfo).GetSkillList()[j]); data.SetData <string>("Skill" + (j + 1) + "Name", skill1Entity.SkillName); data.SetData <string>("Skill" + (j + 1) + "Desc", skill1Entity.SkillDesc); } } } else { Debug.Log("错误:没找到英雄信息"); return; } } m_HeroIntroView.SetUI(data); }