private void SetUpMonsterUIAndInfo(int index)
        {
            MonsterDataWithUIDipslay monsterDataWithUIDipslay = monstersWithUI[index];


            monsterDataWithUIDipslay.monsterUI.gameObject.SetActive(true);

            MonsterData monsterData = monsterDataWithUIDipslay.monsterData;

            monsterNameText.text = monsterData.monsterName;

            monsterMaxHealthText.text = monsterData.originalMaxHealth.ToString();

            monsterAttackText.text      = monsterData.originalAttack.ToString();
            monsterMagicAttackText.text = monsterData.originalMagicAttack.ToString();
            monsterArmorText.text       = monsterData.originalArmor.ToString();
            monsterMagicResistText.text = monsterData.originalMagicResist.ToString();

            int attackTransformTo      = TransformToBarFillAmout(monsterData.originalAttack, 1000);
            int magicAttackTramsformTo = TransformToBarFillAmout(monsterData.originalMagicAttack, 1000);
            int armorTransformto       = TransformToBarFillAmout(monsterData.originalArmor, 1000);
            int magicResistTransformTo = TransformToBarFillAmout(monsterData.originalMagicResist, 1000);

            monsterAttackBar.InitHLHFillBar(1000, attackTransformTo);
            monsterMagicAttackBar.InitHLHFillBar(1000, magicAttackTramsformTo);
            monsterArmorBar.InitHLHFillBar(1000, armorTransformto);
            monsterMagicResistBar.InitHLHFillBar(1000, magicResistTransformTo);

            monsterGoldText.text       = monsterData.rewardGold.ToString();
            monsterExperienceText.text = monsterData.rewardExperience.ToString();
            monsterCritText.text       = string.Format("{0}%", (int)(monsterData.originalCrit * 100));
            monsterDodgeText.text      = string.Format("{0}%", (int)(monsterData.originalDodge * 100));
            switch (monsterData.attackSpeedLevel)
            {
            case 0:
                monsterAttackSpeedText.text = "极快";
                break;

            case 1:
                monsterAttackSpeedText.text = "快速";
                break;

            case 2:
                monsterAttackSpeedText.text = "中速";
                break;

            case 3:
                monsterAttackSpeedText.text = "慢速";
                break;

            case 4:
                monsterAttackSpeedText.text = "极慢";
                break;
            }

            switch (monsterData.mosnterEvaluate)
            {
            case 0:
                monsterEvaluateText.text = "普通";
                break;

            case 1:
                monsterEvaluateText.text = "精英";
                break;

            case 2:
                monsterEvaluateText.text = "Boss";
                break;
            }

            monsterArmorDecreaseText.text       = monsterData.originalArmorDecrease.ToString();
            monsterMaigcResistDecreaseText.text = monsterData.originalMagicResistDecrease.ToString();

            monsterStoryText.text = monsterData.monsterStory;
        }
Example #2
0
        public static void SaveMonstersData()
        {
            List <MonsterData> monsterDatas = new List <MonsterData>();

            string monsterDataPath = "/Users/houlianghong/Desktop/MyGameData/monsters.csv";

            MonsterModel[] monsterModels = LoadMonsterModels(monsterDataPath);

            for (int i = 0; i < monsterModels.Length; i++)
            {
                MonsterModel monsterModel = monsterModels[i];
                MonsterData  monsterData  = new MonsterData();
                monsterData.agentLevel  = 1;
                monsterData.monsterId   = monsterModel.monsterId;
                monsterData.monsterName = monsterModel.monsterName;

                monsterData.originalMaxHealth           = monsterModel.maxHealth;           //基础最大生命值
                monsterData.originalAttack              = monsterModel.attack;              //基础物理伤害
                monsterData.originalMagicAttack         = monsterModel.magicAttack;         //基础魔法伤害
                monsterData.originalArmor               = monsterModel.armor;               //基础护甲
                monsterData.originalMagicResist         = monsterModel.magicResist;         //基础抗性
                monsterData.originalArmorDecrease       = monsterModel.armorDecrease;       //基础护甲穿刺
                monsterData.originalMagicResistDecrease = monsterModel.magicResistDecrease; //基础抗性穿刺
                monsterData.originalCrit           = monsterModel.crit;                     //基础暴击率
                monsterData.originalDodge          = monsterModel.dodge;                    //基础闪避率
                monsterData.originalCritHurtScaler = monsterModel.critHurtScaler;           //基础暴击系数
                monsterData.attackInterval         = monsterModel.attackInterval;           //攻击间隔

                monsterData.rewardExperience = monsterModel.experience;                     //奖励的经验值
                monsterData.rewardGold       = monsterModel.gold;                           //奖励的金钱

                monsterData.attackSpeedLevel = monsterModel.attackSpeedLevel;
                monsterData.mosnterEvaluate  = monsterModel.evaluate;
                monsterData.monsterStory     = monsterModel.story.Replace('+', ',');

                monsterDatas.Add(monsterData);
            }


            monsterDataPath = "/Users/houlianghong/Desktop/MyGameData/boss.csv";

            monsterModels = LoadMonsterModels(monsterDataPath);

            for (int i = 0; i < monsterModels.Length; i++)
            {
                MonsterModel monsterModel = monsterModels[i];
                MonsterData  monsterData  = new MonsterData();
                monsterData.agentLevel  = 1;
                monsterData.monsterId   = monsterModel.monsterId;
                monsterData.monsterName = monsterModel.monsterName;

                monsterData.originalMaxHealth           = monsterModel.maxHealth;           //基础最大生命值
                monsterData.originalAttack              = monsterModel.attack;              //基础物理伤害
                monsterData.originalMagicAttack         = monsterModel.magicAttack;         //基础魔法伤害
                monsterData.originalArmor               = monsterModel.armor;               //基础护甲
                monsterData.originalMagicResist         = monsterModel.magicResist;         //基础抗性
                monsterData.originalArmorDecrease       = monsterModel.armorDecrease;       //基础护甲穿刺
                monsterData.originalMagicResistDecrease = monsterModel.magicResistDecrease; //基础抗性穿刺
                monsterData.originalCrit           = monsterModel.crit;                     //基础暴击率
                monsterData.originalDodge          = monsterModel.dodge;                    //基础闪避率
                monsterData.originalCritHurtScaler = monsterModel.critHurtScaler;           //基础暴击系数
                monsterData.attackInterval         = monsterModel.attackInterval;           //攻击间隔

                monsterData.rewardExperience = monsterModel.experience;                     //奖励的经验值
                monsterData.rewardGold       = monsterModel.gold;                           //奖励的金钱

                monsterData.attackSpeedLevel = monsterModel.attackSpeedLevel;
                monsterData.mosnterEvaluate  = monsterModel.evaluate;
                monsterData.monsterStory     = monsterModel.story.Replace('+', ',');


                monsterDatas.Add(monsterData);
            }

            string targetPath = CommonData.originDataPath + "/MonstersData.json";

            DataHandler.SaveInstanceListToFile <MonsterData>(monsterDatas, targetPath);

            Debug.Log("怪物数据存储完毕!");
        }