Exemple #1
0
    public void RequestSkillUpgrade(long heroID, int skillID, int index)
    {
        HeroInfo info = GetHeroInfo(heroID);

        if (info == null)
        {
            return;
        }

        SkillInfo skillInfo = info.GetSkillByID(skillID);

        int level = 1;

        if (skillInfo != null)
        {
            level = skillInfo.Level;
        }

        if (level + 1 > info.Level)
        {
            UIUtil.ShowMsgFormat("MSG_HERO_SKILL_NEED_HERO_LEVEL", info.Level + 1);
            return;
        }

        int moneyCost = SkillInfo.GetUpgradeCost(index, level);

        if (UserManager.Instance.Money < moneyCost)
        {
            UIUtil.ShowMsgFormat("MSG_CITY_BUILDING_MONEY_LIMIT");
            return;
        }

        if (UserManager.Instance.GetCurrentSkillPoint() <= 0)
        {
            UIUtil.ShowMsgFormat("MSG_HERO_SKILL_POINT_LIMIT");
            return;
        }

        PSkill builder = new PSkill();

        builder.heroId = heroID;
        builder.cfgId  = skillID;

        NetworkManager.Instance.Send(eCommand.UPGRADE_SKILL, builder, (buffer) => {
            CommonAnswer ret = Net.Deserialize <CommonAnswer>(buffer);
            if (!Net.CheckErrorCode(ret.err_code, eCommand.UPGRADE_SKILL))
            {
                return;
            }

            // 减去消耗的金钱和技能点
            Money -= moneyCost;
            UseSkillPoint();

            if (skillInfo != null)
            {
                ++skillInfo.Level;
            }

            // 刷新英雄技能界面
            UIManager.Instance.RefreshWindow <UINewHeroView>();
            UIManager.Instance.RefreshWindow <UINewHeroListView>();

            // 刷新主界面的金钱数据
            EventDispatcher.TriggerEvent(EventID.EVENT_UI_MAIN_REFRESH_VALUE);
        });
    }
Exemple #2
0
    public void SetInfo(HeroInfo info, int skillID, int index)
    {
        _currentHeroInfo = info;
        _currentIndex    = index;

        _skillIcon.sprite = ResourceManager.Instance.GetSkillIcon(skillID);

        SkillSettingsConfig cfg = SkillSettingsConfigLoader.GetConfig(skillID, false);

        if (cfg == null)
        {
            _flag.gameObject.SetActive(false);
            _textMoney.gameObject.SetActive(false);
            _btnUplev.gameObject.SetActive(false);
            _textLevel.gameObject.SetActive(false);
            _textUnlock.gameObject.SetActive(false);
            _skillIcon.gameObject.SetActive(false);
            _textName.gameObject.SetActive(false);
            _txtFullLevel.gameObject.SetActive(false);
            return;
        }

        _skillIcon.gameObject.SetActive(true);
        _textName.gameObject.SetActive(true);

        _textName.text = cfg.Name;

        bool lockSkill = false;

        if (index == 2 && info.Level < GameConfig.SKILL_UNLOCK2 ||
            index == 3 && info.Level < GameConfig.SKILL_UNLOCK3 ||
            index == 4 && info.Level < GameConfig.SKILL_UNLOCK4)
        {
            lockSkill = true;
        }

        if (!lockSkill)
        {
            SkillInfo skillInfo = info.GetSkillByID(skillID);
            int       level     = skillInfo != null ? skillInfo.Level : 1;

            // 已经解锁
            _flag.gameObject.SetActive(true);
            _textMoney.gameObject.SetActive(true);
            _btnUplev.gameObject.SetActive(true);
            _textLevel.gameObject.SetActive(true);
            _textUnlock.gameObject.SetActive(false);

            int upgradeCost = SkillInfo.GetUpgradeCost(index, level);
            if (upgradeCost > 0)
            {
                // 未满级
                _textMoney.text = upgradeCost.ToString();
                _textMoney.gameObject.SetActive(true);
                _txtFullLevel.gameObject.SetActive(false);
                _flag.gameObject.SetActive(true);
                _btnUplev.gameObject.SetActive(true);
            }
            else
            {
                // 已满级
                _textMoney.gameObject.SetActive(false);
                _txtFullLevel.gameObject.SetActive(true);
                _flag.gameObject.SetActive(false);
                _btnUplev.gameObject.SetActive(false);
            }
            _textLevel.text = "Lv." + level;
        }
        else
        {
            // 提升到固定品阶解锁
            _flag.gameObject.SetActive(false);
            _textMoney.gameObject.SetActive(false);
            _btnUplev.gameObject.SetActive(false);
            _textLevel.gameObject.SetActive(false);
            _textUnlock.gameObject.SetActive(true);
            _txtFullLevel.gameObject.SetActive(false);

            if (index == 2)
            {
                _textUnlock.text = Str.Format("UI_HERO_SKILL_UPGRADE_TIP", GameConfig.SKILL_UNLOCK2);
            }
            else if (index == 3)
            {
                _textUnlock.text = Str.Format("UI_HERO_SKILL_UPGRADE_TIP", GameConfig.SKILL_UNLOCK3);
            }
            else if (index == 4)
            {
                _textUnlock.text = Str.Format("UI_HERO_SKILL_UPGRADE_TIP", GameConfig.SKILL_UNLOCK4);
            }
        }
    }