Example #1
0
        public void BuildUplevel(int level)
        {
//			Debug.LogFormat("<color=green>BuildSkillUplevel level={0}, this.level={1}</color>", level, this.level);

            BuildLevelConfig buildLevelConfig = buildConfig.GetLevelConfig(this.level);

            RemoveBuildModule(buildLevelConfig.basepropConfig);
            RemoveBuildModule(buildLevelConfig.produceConfig);
            RemoveBuildModule(buildLevelConfig.turretConfig);
            RemoveBuildModule(buildLevelConfig.spotConfig);


            buildLevelConfig = buildConfig.GetLevelConfig(level);
            AddBuildModule(buildLevelConfig.basepropConfig);
            AddBuildModule(buildLevelConfig.produceConfig);
            AddBuildModule(buildLevelConfig.turretConfig);
            AddBuildModule(buildLevelConfig.spotConfig);

            this.Props.Calculate();
            avatarConfig = buildLevelConfig.avatarConfig;
//			Debug.Log(avatarConfig);
//			Debug.Log(avatarConfig.Model);

            if (unit != null)
            {
                if (legionId == War.ownLegionID)
                {
                    War.textEffect.PlayImage(TextEffectImageType.Uplevel, unit.transform);
                }
            }
        }
        public void SetData(SkillOperateData data)
        {
            uiCamera = Coo.uiCamera;

            this.data = data;
            data.receiveList.Clear();
            skillButton.SetData(data);
            skillInfoNode.SetData(data);
            if (useEffect != null)
            {
                useEffect.SetData(data);
            }



            if (data.skillConfig.skillType == SkillType.Build_Replace)
            {
                BuildConfig buildConfig = War.model.GetBuildConfig(data.skillConfig.buildId);
                Debug.Log("data.skillId=" + data.skillId + "  data.skillConfig.buildId=" + data.skillConfig.buildId);
                string file = buildConfig.GetLevelConfig(1).avatarConfig.Model;
                Debug.Log(file);
                GameObject prefab = WarRes.GetPrefab(file);
                obj = GameObject.Instantiate(prefab);
                obj.SetActive(false);
                obj.GetComponent <SpriteRenderer>().color = new Color(0.8f, 0.8f, 0.8f, 0.8f);
                objDestory = true;
            }
            else
            {
                switch (data.skillConfig.operate)
                {
                case SkillOperateType.SelectCircle:
                    obj = GameObject.Instantiate(War.skillUse.selectCircleView.gameObject);
                    obj.SetActive(false);
                    SkillOperateSelectCircleView skillOperateSelectCircleView = obj.GetComponent <SkillOperateSelectCircleView> ();
                    skillOperateSelectCircleView.Radius   = data.skillConfig.radius;
                    skillOperateSelectCircleView.Relation = data.skillConfig.relation;
                    objDestory = true;
                    break;
                }
            }

            selectUnitMaterialType = data.skillConfig.relation.REnemy() ? WarMaterialsType.operateSelect_Enemy : WarMaterialsType.operateSelect_Own;

            if (this.data != null)
            {
                rectTransform.anchoredPosition = new Vector2(-180, 56);
                MoveToGroove();

                this.data.sSetUse += SetUse;
            }
        }