void InitDesc() { var datas = ConfigSkillManager.Instance().allDatas[id]; string skillDesc = datas.desc; desc = $"\n技能:{name}\n{skillDesc}"; }
void OnClickRole(GameObject go = null) { //属性数据 var attributeData = ConfigAttributeManager.Instance().allDatas; //角色数据 var roleData = ConfigRoleManager.Instance().allDatas[roleId]; var roleAttributeData = roleData.attributes[0]; var attributeSb = new System.Text.StringBuilder(); for (int i = 0; i < 7; i++) { attributeSb.Append($"{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); }
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(); }