Example #1
0
        private int goodsPrice;        // 商品价格

        /// <summary>
        /// 获取商品
        /// </summary>
        /// <returns>The goods item.</returns>
        public Item GetGoodsItem()
        {
            if (itemAsGoods != null)
            {
                return(itemAsGoods);
            }

            itemAsGoods = Item.NewItemWith(goodsId, 1);


            if (itemAsGoods.itemType == ItemType.Equipment)
            {
                Equipment equipment = itemAsGoods as Equipment;

                switch (equipmentQuality)
                {
                case 0:
                    equipment.ResetPropertiesByQuality(EquipmentQuality.Gray);
                    break;

                case 1:
                    equipment.ResetPropertiesByQuality(EquipmentQuality.Blue);
                    break;

                case 2:
                    equipment.ResetPropertiesByQuality(EquipmentQuality.Gold);
                    break;

                case 3:
                    equipment.ResetPropertiesByQuality(EquipmentQuality.Purple);
                    break;
                }
            }

            if (priceFloat <= float.Epsilon)
            {
                goodsPrice = itemAsGoods.price;
            }
            else
            {
                goodsPrice = Mathf.RoundToInt(itemAsGoods.price * priceFloat);
            }

            return(itemAsGoods);
        }
Example #2
0
        public void NextDialog()
        {
            if (dialogHasFinished)
            {
                return;
            }

            int nextDialogId = ++currentDialogId;

            if (nextDialogId < dialogGroup.dialogs.Count)
            {
                HLHDialog dialog = dialogGroup.dialogs[nextDialogId];

                dialogText.text = dialog.dialogContent;

                return;
            }

            if (dialogGroup.isRewardTriggered)
            {
                HLHNPCReward reward = dialogGroup.reward;

                switch (reward.rewardType)
                {
                case HLHRewardType.Gold:
                    int goldReward = reward.rewardValue;
                    Player.mainPlayer.totalGold += goldReward;
                    tintHUD.SetUpGoldTintHUD(goldReward);
                    break;

                case HLHRewardType.Item:
                    Item rewardItem = Item.NewItemWith(reward.rewardValue, reward.attachValue);

                    if (rewardItem.itemType == ItemType.Equipment)
                    {
                        Equipment equipment = rewardItem as Equipment;

                        if (equipment.defaultQuality.Equals(EquipmentDefaultQuality.Random))
                        {
                            equipment.ResetPropertiesByQuality(EquipmentQuality.Gray);
                        }
                    }

                    ExploreManager.Instance.newMapGenerator.SetUpRewardInMap(rewardItem, ExploreManager.Instance.battlePlayerCtr.transform.position);

                    if (!Player.mainPlayer.CheckBagFull(rewardItem))
                    {
                        Player.mainPlayer.AddItem(rewardItem);
                        simpleItemDetail.SetupSimpleItemDetail(rewardItem);
                        ExploreManager.Instance.expUICtr.UpdateBottomBar();
                    }
                    break;
                }

                if (!dialogGroup.isMultiTimes)
                {
                    List <HLHNPCChatRecord> chatRecords = GameManager.Instance.gameDataCenter.chatRecords;

                    HLHNPCChatRecord chatRecord = new HLHNPCChatRecord(npc.npcId, dialogGroup.dialogGroupId);

                    chatRecords.Add(chatRecord);


                    //GameManager.Instance.persistDataManager.SaveCompletePlayerData();
                }

                dialogHasFinished = true;

                QuitDialogPlane();

                return;
            }

            //if(Player.mainPlayer.currentLevelIndex == CommonData.maxLevel && dialogGroup.triggerLevel == CommonData.maxLevel){

            //             this.gameObject.SetActive(false);

            //	GameManager.Instance.UIManager.SetUpCanvasWith(CommonData.shareCanvasBundleName, "ShareCanvas", delegate
            //             {
            //                 TransformManager.FindTransform("ShareCanvas").GetComponent<ShareViewController>().SetUpShareView(ShareType.WeChat, null, null, null);
            //             });

            //	return;
            //}

            QuitDialogPlane();
        }
        public override void InitializeWithAttachedInfo(int mapIndex, MapAttachedInfoTile attachedInfo)
        {
            this.mapIndex = mapIndex;

            transform.position = attachedInfo.position;

            isGoldTreasureBox = false;


            if (KVPair.ContainsKey("type", attachedInfo.properties))
            {
                string type = KVPair.GetPropertyStringWithKey("type", attachedInfo.properties);
                isGoldTreasureBox = type == "1";
            }

            int rewardItemId = 0;

            if (!isGoldTreasureBox)
            {
                mapItemRenderer.sprite = normalTbSprite;
                treasureType           = TreasureType.NormalTreasureBox;
            }
            else
            {
                mapItemRenderer.sprite = specialTbSprite;
                treasureType           = TreasureType.GoldTreasureBox;
            }


            if (KVPair.ContainsKey("dropID", attachedInfo.properties))
            {
                rewardItemId = int.Parse(KVPair.GetPropertyStringWithKey("dropID", attachedInfo.properties));
            }
            else
            {
                rewardItemId = GetRandomItemIdFromGameLevelData();
            }

            if (isGoldTreasureBox && MapEventsRecord.IsMapEventTriggered(mapIndex, attachedInfo.position))
            {
                AddToPool(ExploreManager.Instance.newMapGenerator.mapEventsPool);
            }


            rewardItem = Item.NewItemWith(rewardItemId, 1);


            if (rewardItem.itemType == ItemType.Equipment)
            {
                Equipment eqp = rewardItem as Equipment;

                int randomSeed = Random.Range(0, 100);

                int graySeed = 0;
                int blueSeed = 0;

                // 物品品质概率
                switch (Player.mainPlayer.luckInOpenTreasure)
                {
                case 0:
                    graySeed = 65 - Player.mainPlayer.extraLuckInOpenTreasure;
                    blueSeed = 95 - Player.mainPlayer.extraLuckInOpenTreasure;
                    break;

                case 1:
                    graySeed = 60 - Player.mainPlayer.extraLuckInOpenTreasure;
                    blueSeed = 90 - Player.mainPlayer.extraLuckInOpenTreasure;
                    break;
                }

                EquipmentQuality quality = EquipmentQuality.Gray;

                // 如果不是金色宝箱,则随机一种品质
                if (!isGoldTreasureBox)
                {
                    if (randomSeed < graySeed)
                    {
                        quality = EquipmentQuality.Gray;
                    }
                    else if (randomSeed < blueSeed)
                    {
                        quality = EquipmentQuality.Blue;
                    }
                    else
                    {
                        quality = EquipmentQuality.Gold;
                    }
                }
                else
                {
                    quality = EquipmentQuality.Gold;
                }

                eqp.ResetPropertiesByQuality(quality);
            }

            CheckIsWordTriggeredAndShow();

            bc2d.enabled = true;
            //mapItemAnimator.gameObject.SetActive (false);
            mapItemRenderer.enabled = true;
            int sortingOrder = -(int)transform.position.y;

            SetSortingOrder(sortingOrder);
            //SetAnimationSortingOrder (sortingOrder);
        }
Example #4
0
        /// <summary>
        /// 玩家战斗胜利逻辑
        /// </summary>
        /// <param name="monsterTransArray">Monster trans array.</param>
        public void BattlePlayerWin(Transform[] monsterTransArray)
        {
            // 如果没有传入敌人,直接返回
            if (monsterTransArray.Length <= 0)
            {
                return;
            }

            // 记录击败的怪物数
            Player.mainPlayer.totaldefeatMonsterCount++;

            // 重置角色骨骼动画速率
            battlePlayerCtr.SetRoleAnimTimeScale(1.0f);
            battleMonsterCtr.SetRoleAnimTimeScale(1.0f);

            Transform trans = monsterTransArray [0];

            BattleMonsterController bmCtr = trans.GetComponent <BattleMonsterController> ();

            Monster monster = trans.GetComponent <Monster> ();

            MapWalkableEvent walkableEvent = trans.GetComponent <MapWalkableEvent> ();

            Player player = Player.mainPlayer;

            // 执行战斗结束的回调
            FightEndCallBacks();

            // 重置所有技能产生的属性变化
            battlePlayerCtr.agent.ClearPropertyChangesFromSkill();

            // 重置角色属性【按照脱离战斗时持有装备的正常情况重新计算一遍人物属性】
            battlePlayerCtr.agent.ResetBattleAgentProperties(false);

            // 怪物清空所有技能产生的属性变化
            battleMonsterCtr.agent.ClearPropertyChangesFromSkill();

            // 怪物重置属性
            battleMonsterCtr.agent.ResetBattleAgentProperties(false);

            // 玩家位置修正到标准位置【整数点位置】
            battlePlayerCtr.FixPositionToStandard();

            // 玩家等待当前动作结束
            battlePlayerCtr.ResetToWaitAfterCurrentRoleAnimEnd();

            Vector3 monsterPos = trans.position;

            walkableEvent.RefreshWalkableInfoWhenQuit(true);

            MapMonster mm = bmCtr.GetComponent <MapMonster> ();

            if (mm != null)
            {
                // 生成奖励物品
                Item rewardItem = mm.GenerateRewardItem();

                if (rewardItem != null)
                {
                    newMapGenerator.SetUpRewardInMap(rewardItem, trans.position);
                }

                if (mm.pairEventPos != -Vector3.one)
                {
                    newMapGenerator.ChangeMapEventStatusAtPosition(mm.pairEventPos);
                }

                if (monster.isBoss)
                {
                    MapEventsRecord.AddEventTriggeredRecord(mm.mapIndex, mm.oriPos);
                }
            }


            // 目前npc不参与战斗,下面的代码后续扩展可用
            MapNPC mn = bmCtr.GetComponent <MapNPC> ();

            if (mn != null)
            {
                Item rewardItem = Item.NewItemWith(mn.fightReward.rewardValue, 1);

                if (rewardItem != null)
                {
                    if (rewardItem.itemType == ItemType.Equipment)
                    {
                        Equipment        eqp     = rewardItem as Equipment;
                        EquipmentQuality quality = (EquipmentQuality)mn.fightReward.attachValue;
                        eqp.ResetPropertiesByQuality(quality);
                    }

                    newMapGenerator.SetUpRewardInMap(rewardItem, trans.position);
                }
            }


            // 开启屏幕行走点击
            EnableExploreInteractivity();
            // 标记不在战斗
            battlePlayerCtr.isInFight = false;
            // 标记不再地图事件中
            battlePlayerCtr.isInEvent = false;
            // 角色包围盒开启
            battlePlayerCtr.boxCollider.enabled = true;
            // 清除敌方信息
            battlePlayerCtr.enemy = null;

            //更新玩家金钱
            int goldGain = monster.rewardGold + player.extraGold;

            player.totalGold += goldGain;

            GameManager.Instance.soundManager.PlayAudioClip(CommonData.goldAudioName);

            expUICtr.SetUpGoldGainTintHUD(goldGain);

            player.experience += monster.rewardExperience + player.extraExperience; //更新玩家经验值

            bool isLevelUp = player.LevelUpIfExperienceEnough();                    //判断是否升级

            newMapGenerator.allMonstersInMap.Remove(mm);

            if (isLevelUp)
            {
                PlayLevelUpAnim();// 升级时播放升级动画

                DisableExploreInteractivity();

                expUICtr.ShowLevelUpPlane();
            }
            else
            {
                MapWalkableEventsStartAction();
            }

            // 更新角色状态栏
            battlePlayerCtr.UpdateStatusPlane();
        }