protected override void OnShow(object data) { base.OnShow(data); if (data is GameCmd.ItemSerialize) { m_itemServer = (GameCmd.ItemSerialize)data; int type = 0; //1 ride 2 pet uint level = 0; uint baseId = 0; for (int i = 0; i < m_itemServer.numbers.Count; i++) { if (m_itemServer.numbers[i].id == (uint)GameCmd.eItemAttribute.Item_Attribute_Ride_Level) { level = m_itemServer.numbers[i].value; type = 1; } else if (m_itemServer.numbers[i].id == (uint)GameCmd.eItemAttribute.Item_Attribute_Ride_Base_Id) { baseId = m_itemServer.numbers[i].value; } else if (m_itemServer.numbers[i].id == (uint)GameCmd.eItemAttribute.Item_Attribute_Pet_Lv) { level = m_itemServer.numbers[i].value; type = 2; } else if (m_itemServer.numbers[i].id == (uint)GameCmd.eItemAttribute.Item_Attribute_Pet_Base_Id) { baseId = m_itemServer.numbers[i].value; } } m_label_level.text = string.Format("{0}级", level.ToString()); if (type == 1) { m_sprite_bg.height = 286; m_label_Label_3.enabled = false; m_widget_talent.alpha = 0f; m_widget_skil.transform.localPosition = new UnityEngine.Vector3(m_widget_skil.transform.localPosition.x, 53, 0); OnRideUI(baseId, level, skillLabels); } else { m_widget_skil.transform.localPosition = new UnityEngine.Vector3(m_widget_skil.transform.localPosition.x, -59, 0); m_widget_talent.alpha = 1f; m_label_Label_3.enabled = true; m_sprite_bg.height = 380; ShowPetUI(); } } }
private bool Equip(List <GameCmd.ItemSerialize> itemList, int pos, out GameCmd.ItemSerialize item) { item = null; for (int i = 0, imax = itemList.Count; i < imax; i++) { ItemDefine.ItemLocation local = ItemDefine.TransformServerLocation2Local(itemList[i].pos.loc); if (local != null && local.Position.y == pos) { item = itemList[i]; return(true); } } return(false); }
/// <summary> /// 服务器下发奖励 /// </summary> /// <param name="itemIds"></param> /// <param name="offlineTime"></param> public void OnSendOfflineReward(List <GameCmd.ItemSerialize> itemData, uint offlineTime, uint offlineXS) { mlstAwardItems.Clear(); if (null != itemData && itemData.Count > 0) { BaseItem baseItem = null; GameCmd.ItemSerialize offlineReward = null; for (int i = 0; i < itemData.Count; i++) { offlineReward = itemData[i]; baseItem = new BaseItem(offlineReward.dwObjectID, offlineReward); mlstAwardItems.Add(baseItem); } } mOfflineTime = offlineTime; m_uOfflineExpXS = offlineXS; mbHaveEarning = true; }
public bool UpdateData(uint baseId, GameCmd.ItemSerialize serverdata = null) { bool success = false; if (null != serverdata) { this.serverData = serverdata; StructServerItemAttribute(); if (serverdata.pos != null) { UpdateServerLocation(serverdata.pos.loc); } this.baseId = serverdata.dwObjectID; } else { this.baseId = baseId; } m_baseData = GameTableManager.Instance.GetTableItem <table.ItemDataBase>(baseId); if (null != BaseData) { success = true; } m_bBaseReady = null != m_baseData; if (!m_bBaseReady) { return(false); } //tab attr m_sortID = (int)BaseData.sortID; m_subType = (int)BaseData.subType; m_useRole = (int)BaseData.useRole; m_grade = (int)BaseData.grade; m_baseType = (GameCmd.ItemBaseType)BaseData.baseType; //serverattr UpdateServerProperty(); OnUpdateData(); return(success); }
public BaseItem(uint baseId, GameCmd.ItemSerialize serverdata = null) { UpdateData(baseId, serverdata); }
public BaseEquip(uint baseId, GameCmd.ItemSerialize serverdata) : base(baseId, serverdata) { }
/// <summary> /// 显示装备 /// </summary> /// <param name="itemList"></param> private void OnShowEquipGridInfo(List <GameCmd.ItemSerialize> itemList) { //装备栏 GameCmd.ItemSerialize equipItem = null; uint cacheEquipId = 0; UIEquipGrid equipGrid = null; BaseItem baseItem = null; bool needSetData = false; //GameCmd.eItemAttribute for (GameCmd.EquipPos i = GameCmd.EquipPos.EquipPos_Hat; i < GameCmd.EquipPos.EquipPos_Max; i++) { if (i == GameCmd.EquipPos.EquipPos_Capes || i == GameCmd.EquipPos.EquipPos_Office) { continue; } needSetData = false; if (equipGridDic.TryGetValue(i, out equipGrid)) { if (Equip(itemList, (int)i, out equipItem)) { baseItem = new BaseEquip(equipItem.dwObjectID, equipItem); if (equipDic.TryGetValue(i, out cacheEquipId) && cacheEquipId != equipItem.qwThisID) { equipDic[i] = equipItem.qwThisID; needSetData = true; } else if (!equipDic.ContainsKey(i)) { equipDic.Add(i, equipItem.qwThisID); needSetData = true; } if (needSetData) { equipGrid.SetGridData(baseItem); } } else { baseItem = null; if (equipDic.ContainsKey(i)) { equipDic[i] = 0; } needSetData = true; } if (needSetData) { equipGrid.SetGridData(baseItem); } //强化等级 GameCmd.StrengthList strengthData = this.m_showInfo.strengthList.Find((data) => { return(data.equip_pos == i); }); if (strengthData != null) { equipGrid.UpdateStrengthenInfo(strengthData.level, baseItem != null); } else { equipGrid.UpdateStrengthenInfo(0, baseItem != null); } } } }
public Equip(uint baseId, GameCmd.ItemSerialize serverdata = null, uint refineLv = 1) : base(baseId, serverdata) { this.refineLv = refineLv; }
public Item(uint baseId, GameCmd.ItemSerialize serverdata = null) : base(baseId, serverdata) { }
public Muhon(uint baseId, GameCmd.ItemSerialize serverdata = null, int level = 1) : base(baseId, serverdata) { this.level = level; }