public void SetNewSkill(SoldierInfo curInfo, SoldierInfo preInfo)
    {
        int CurSmallQuality = ConfigM.GetSmallQuality(curInfo.Quality);
        int CurBigQuality   = ConfigM.GetBigQuality(curInfo.Quality);

        int PreSmallQuality = ConfigM.GetSmallQuality(preInfo.Quality);
        int PreBigQuality   = ConfigM.GetBigQuality(preInfo.Quality);

        if (CurSmallQuality == 0 && CurBigQuality > PreBigQuality)
        {
            MyHead.GoShowNewSkill.SetActive(true);
            int          skillIndex = ConfigM.GetEnableSkill(curInfo.Quality);
            SoldierSkill info       = curInfo.m_Skill.GetSkill(skillIndex);
            if (info != null)
            {
                MyHead.GoShowNewSkill.SetActive(true);
                NGUIUtil.Set2DSprite(MyHead.Spr2DSkillIcon, "Textures/skill/", info.m_type.ToString());
                MyHead.LblSkillDes.text = info.m_description1;
            }
            else
            {
                MyHead.GoShowNewSkill.SetActive(false);
            }
        }
        else
        {
            MyHead.GoShowNewSkill.SetActive(false);
        }
    }
Exemple #2
0
    public static string GetSmallQualityStr(int Quality)
    {
        int bigLevel   = ConfigM.GetBigQuality(Quality);
        int smallLevel = ConfigM.GetSmallQuality(Quality);

        string color        = NGUIUtil.GetBigQualityColor(bigLevel);
        string smallQuality = "";

        if (smallLevel > 0)
        {
            smallQuality = color + "+" + smallLevel.ToString() + "[-]";
        }

        return(smallQuality);
    }
Exemple #3
0
    public void SetRoleRewardItem(SoldierInfo soldier)
    {
        if (soldier == null)
        {
            return;
        }

        m_info = soldier;

        if (MyHead.level != null)
        {
            MyHead.level.text = "[ffffff]" + soldier.Level + "[-]";
        }

        if (MyHead.m_star != null && MyHead.m_star.Count == 5 && soldier.StarLevel <= 5)
        {
            for (int i = 0; i < soldier.StarLevel; i++)
            {
                MyHead.m_star[i].SetActive(true);
            }
        }
        if (MyHead.head != null)
        {
            //head.spriteName = soldier.m_modeltype.ToString() ;
            NGUIUtil.Set2DSprite(MyHead.head, "Textures/role/", soldier.m_modeltype.ToString());
        }

        if (MyHead.BtnShowTip)
        {
            MyHead.BtnShowTip.OnPressDownEventHandler += BtnShowTip_OnPressDownEventHandler;
            MyHead.BtnShowTip.OnPressUpEventHandler   += BtnShowTip_OnPressUpEventHandler;
        }
        NGUIUtil.SetSprite(MyHead.SprQuality, ConfigM.GetBigQuality(soldier.Quality));
        int smallquality = ConfigM.GetSmallQuality(soldier.Quality);

        if (smallquality > 0)
        {
            NGUIUtil.SetLableText(MyHead.LblQualityPlus, "+" + smallquality);
        }
        else
        {
            NGUIUtil.SetLableText(MyHead.LblQualityPlus, "");
        }
        NGUIUtil.SetLableText(MyHead.level, soldier.Level);
        //NGUIUtil.SetStarLevelNum (MyHead.m_star,soldier.StarLevel);
    }
Exemple #4
0
    public void SetSkill()
    {
        int oldBigQua = ConfigM.GetBigQuality(m_oldBuildInfo.Quality);
        int oldSmall  = ConfigM.GetSmallQuality(m_oldBuildInfo.Quality);

        int bigQua = ConfigM.GetBigQuality(m_buildInfo.Quality);
        int Small  = ConfigM.GetSmallQuality(m_buildInfo.Quality);

        if (bigQua > oldBigQua && Small == 0)
        {
            BuildSkillInfo afterInfo = SkillM.GetBuildSkill(m_buildInfo.BuildType, bigQua);
            if (afterInfo != null)
            {
                MyHead.LblAfterSkill.text = afterInfo.m_desc;
            }

            BuildSkillInfo befInfo = SkillM.GetBuildSkill(m_oldBuildInfo.BuildType, oldBigQua);
            if (befInfo != null)
            {
                MyHead.LblForeSkill.text = befInfo.m_desc;
            }

            if (befInfo != null && afterInfo != null)
            {
                MyHead.GoSkill.SetActive(true);
            }
            else
            {
                MyHead.GoSkill.SetActive(false);
            }
        }
        else
        {
            MyHead.GoSkill.SetActive(false);
        }
    }