Exemple #1
0
    void InitDesc()
    {
        var    datas     = ConfigSkillManager.Instance().allDatas[id];
        string skillDesc = datas.desc;

        desc = $"\n技能:{name}\n{skillDesc}";
    }
Exemple #2
0
        void OnClickRole(GameObject go = null)
        {
            //属性数据
            var attributeData = ConfigAttributeManager.Instance().allDatas;
            //角色数据
            var roleData          = ConfigRoleManager.Instance().allDatas[roleId];
            var roleAttributeData = roleData.attributes[0];

            var attributeSb = new System.Text.StringBuilder();

            for (int i = 0; i < 7; i++)
            {
                attributeSb.Append($"{attributeData[i].name}:{roleAttributeData[i].ToString()}  ");
            }

            string skillDesc = null;

            if (roleData.skillId != 0)
            {
                var datas = ConfigSkillManager.Instance().allDatas[roleData.skillId];
                skillDesc = $"{datas.name}:{datas.desc}";
            }

            string cooperName = ConfigCooperationManager.Instance().allDatas[roleData.cooperId].name;
            string proName    = ConfigProfessionManager.Instance().allDatas[roleData.proId].name;

            string content = $"<size=50><color={ConstConfig.levelColor[roleData.cost]}>{roleData.name}</color></size>\n<color=#8A3468>{cooperName} {proName}</color>\n\n{attributeSb.ToString()}\n\n{skillDesc}";

            ViewManager.Get <WndTips>("WndTips").ShowInfo(content);
        }
Exemple #3
0
    public void SetId(int id, int level, RoleBase owner)
    {
        if (!ConfigSkillManager.Instance().allDatas.ContainsKey(id))
        {
            Debug.LogError("该技能id不存在" + id);
            return;
        }

        Dictionary <int, int[]>[] values = new Dictionary <int, int[]> [3];
        this.owner = owner;
        var datas = ConfigSkillManager.Instance().allDatas[id];

        this.id     = id;
        name        = datas.name;
        targetParam = datas.targetType;

        this.level  = level;
        targetQueue = datas.targetQueue;
        values[0]   = datas.level1;
        values[1]   = datas.level2;
        values[2]   = datas.level3;

        if (level == 1)
        {
            foreach (var v in datas.level1)
            {
                var effect = MyFightEffect.EffectFactory.CreatInstance(v.Key);
                effect.Init(v.Value[0], v.Value[1]);
                effects.Add(effect);
            }
        }
        else if (level == 2)
        {
            foreach (var v in datas.level2)
            {
                var effect = MyFightEffect.EffectFactory.CreatInstance(v.Key);
                effect.Init(v.Value[0], v.Value[1]);
                effects.Add(effect);
            }
        }
        else if (level == 3)
        {
            foreach (var v in datas.level3)
            {
                var effect = MyFightEffect.EffectFactory.CreatInstance(v.Key);
                effect.Init(v.Value[0], v.Value[1]);
                effects.Add(effect);
            }
        }
        else
        {
            Debug.LogError("技能等级配置错误");
        }

        for (int i = 0; i < values.Length; i++)
        {
        }


        selfEffect = datas.selfEffect;

        wholeEffect  = datas.wholeEffect;
        targetEffect = datas.targetEffect;

        InitDesc();
    }