private void SetUI() { GameObject go = NDLoad.LoadWndItem("TrapViewItem", MyHead.trap); if (go != null) { TrapViewItem item = go.GetComponent <TrapViewItem>(); if (item != null) { item.SetBuildInfo(m_build, null, TrapState.Exit, 2); } } sdata.s_itemtypeInfo info = ItemM.GetItemInfo(m_build.fragmentTypeID); if (info != null) { NGUIUtil.Set2DSprite(MyHead.Spr2DItem, "Textures/item/" + info.icon); } else { NGUIUtil.DebugLog("m_build.fragmentTypeID =" + m_build.fragmentTypeID + "not found!"); } NGUIUtil.SetLableText(MyHead.LblItemNum, m_FragmentNum); NGUIUtil.SetLableText(MyHead.LblWoodNum, m_wood); NGUIUtil.SetLableText(MyHead.LblGoldNum, m_coin); }
public ItemM GetItemByCategoryID(int CategoryId) { ItemM _item = new ItemM(); p = new SqlParameter[1]; p[0] = new SqlParameter("@CategoryId", SqlDbType.Int) { Value = CategoryId }; using (reader = SqlHelper.ExecuteReader(clsConnectionString.getConnectionString(), CommandType.StoredProcedure, "spSelectItemByCategory", p)) { while (reader.Read()) { _item = new ItemM { ItemId = int.Parse(reader["ItemId"].ToString()), CategoryId = int.Parse(reader["CategoryId"].ToString()), ItemName = reader["ItemName"].ToString(), Description = reader["Description"].ToString(), ImageUrl = reader["ImageUrl"].ToString(), SinghalaDescription = reader["SinghalaDescription"].ToString(), TamilDescription = reader["TamilDescription"].ToString() }; } return(_item); } }
public void SetRewardItem(int buildtype, int num) { m_iItemID = buildtype; sdata.s_itemtypeInfo Info = ItemM.GetItemInfo(m_iItemID); if (Info == null) { Debug.Log("不存在该物品:" + buildtype); } else { int quality = ConfigM.GetBigQuality(Info.quality); SetHead(Info.gtype, Info.icon, Info.gid); if (MyHead.SprQuality != null) { MyHead.SprQuality.spriteName = quality.ToString(); } if (MyHead.NumLabel != null) { if (num > 0) { MyHead.NumLabel.text = num.ToString(); } else { MyHead.NumLabel.text = ""; } } } }
public ItemM GetItemByItemId(int ItemId) { ItemM ItemM = new ItemM(); p = new SqlParameter[1]; p[0] = new SqlParameter("@ItemId", SqlDbType.Int) { Value = ItemId }; using (reader = SqlHelper.ExecuteReader(clsConnectionString.getConnectionString(), CommandType.StoredProcedure, "spSelectItemByItemId", p)) { while (reader.Read()) { ItemM = new ItemM { ItemId = int.Parse(reader["ItemId"].ToString()), CategoryId = int.Parse(reader["CategoryId"].ToString()), ItemCode = reader["ItemCode"].ToString(), ItemName = reader["ItemName"].ToString(), Description = reader["Description"].ToString() }; } return(ItemM); } }
public ActionResult AddItem(ItemM item) { string fileName = ""; string extension = ""; string fName = ""; if (item.ImageUpload != null) { fileName = Path.GetFileNameWithoutExtension(item.ImageUpload.FileName); extension = Path.GetExtension(item.ImageUpload.FileName); fName = item.ItemName + extension; item.ImageUrl = @"~\Content\Images\Vegetables\" + fName; } else { item.ImageUrl = ""; } if (item.TamilDescription == null) { item.TamilDescription = ""; } string guid = Guid.NewGuid().ToString(); string msg = clsM_Item.CreateItem(item.CategoryId, guid, item.ItemName, item.Description, item.SinghalaDescription, item.TamilDescription, item.ImageUrl); if (!string.IsNullOrEmpty(msg)) { TempData["Message"] = new MessageBox { CssClassName = "alert-danger", Title = "Error!", Message = msg }; } else { try { if (System.IO.File.Exists(item.ImageUrl)) { System.IO.File.Delete(item.ImageUrl); } if (item.ImageUrl != "") { item.ImageUpload.SaveAs(Path.Combine(Server.MapPath("~/Content/Images/Vegetables"), fName)); } TempData["Message"] = new MessageBox { CssClassName = "alert-success", Title = "Success!", Message = "Item Created. Name: " + item.ItemName }; } catch (Exception ex) { TempData["Message"] = new MessageBox { CssClassName = "alert-danger", Title = "Error!", Message = ex.ToString() }; } } return(Content(msg)); }
void ClickDown(Vector3 pos) { sdata.s_itemtypeInfo Info = ItemM.GetItemInfo(m_iItemID); if (Info != null) { string Name = Info.name; int Level = Info.level; string Description = Info.title.Replace("\\n", System.Environment.NewLine); int Money = Info.money; int HaveCount = ItemDC.GetItemCount(m_iItemID); m_wnd = WndManager.GetDialog <StageTipWnd>(); if (Info.gtype == 0) { m_wnd.SetTipData(pos, StageClickType.Item, Info.icon, Info.quality, Name, Level, Description, HaveCount, Money, Info.gtype); } else if (Info.gtype == 1) { m_wnd.SetTipData(pos, StageClickType.Item, Info.gid, Info.quality, Name, Level, Description, HaveCount, Money, Info.gtype); } if (Info.gtype == 2) { m_wnd.SetTipData(pos, StageClickType.Item, Info.gid, Info.quality, Name, Level, Description, HaveCount, Money, Info.gtype); } if (Info.gtype == 3) { m_wnd.SetTipData(pos, StageClickType.Item, Info.gid, Info.quality, Name, Level, Description, HaveCount, Money, Info.gtype); } } }
public void SetData(int iHave, int iNeed, int itemType) { string color; if (iNeed > iHave) { color = "[FF0000]"; } else { color = "[FFFFFF]"; } if (m_wndType == 1) { MyHead.LblNeedNum.text = string.Format(color + "{0}[-]", iNeed); } else if (m_wndType == 2) { MyHead.LblNeedNum.text = string.Format(color + "{0}/{1}[-]", iHave, iNeed); } m_itemType = itemType; string iCon = ItemM.GetItemIcon(itemType); NGUIUtil.Set2DSprite(MyHead.sprIcon, "Textures/item/", iCon); }
void BtnGetSoulStone_OnClickEventHandler(UIButton sender) { sdata.s_itemtypeInfo itemInfo = ItemM.GetItemInfo(m_Info.fragmentTypeID);//当前灵魂石 ItemComeFromWnd wnd = WndManager.GetDialog <ItemComeFromWnd>(); wnd.SetData(itemInfo, null, m_Info, 4); }
void BtnClick_OnClickHander(UIButton sender) { // ItemComeFromWnd wnd = WndManager.GetDialog<ItemComeFromWnd>(); sdata.s_itemtypeInfo itemInfo = ItemM.GetItemInfo(m_itemType); //当前灵魂石 ItemComeFromWnd wnd = WndManager.GetDialog <ItemComeFromWnd>(); wnd.SetData(itemInfo, null, null, 1); }
public void SetData(int ItemTypeID) { ClearUI(); m_vInitPos = MyHead.WndTweenParent.transform.localPosition; m_itemTypeID = ItemTypeID; ItemM.GetCombineEquipNeed(m_itemTypeID, ref m_composeEquipList, ref m_coin); SetUI(); }
void BtnSure_OnClickEventHandler(UIButton sender) { switch (m_wndType) { case 1: //确定 BtnWndBg_OnClickEventHandler(null); break; case 2: //合成公式 TweenLeft(); EquipComposeWnd wnd = WndManager.GetDialog <EquipComposeWnd>(); if (wnd) { EnableBtn(false); wnd.SetData(m_iItemTypeID); } break; case 3: //穿装备 PdbycWnd wnd1 = WndManager.FindDialog <PdbycWnd>(); if (wnd1) { wnd1.SetEquipDataNoReady(); } MyHead.BtnSure.isEnabled = false; SoldierDC.Send_SoldierEquipRequest(m_soldierInfo.ID, m_posIndex); WndManager.DestoryDialog <EquipmentInfoWnd>(); break; case 4: //购买 //堆叠数量上限判定 bool overLimit = ItemDC.CheckItemOverLimit(m_iItemTypeID, m_iBuyCount); if (overLimit) { NGUIUtil.ShowTipWndByKey(30000030); break; } //持有代币是否足够 bool currencyEnough = UserDC.CheckCurrencyEnough(m_iBuyCurrency, m_iBuyPrice); if (currencyEnough) { } else { string currencyName = NGUIUtil.GetStringByKey(99700000 + m_iBuyCurrency); string tipText = string.Format(NGUIUtil.GetStringByKey(30000029), currencyName); //NGUIUtil.ShowTipWnd(tipText); NGUIUtil.ShowFreeSizeTipWnd(tipText); } break; case 5: //获得途径 ItemComeFromWnd Formwnd = WndManager.GetDialog <ItemComeFromWnd>(); s_itemtypeInfo info = ItemM.GetItemInfo(m_iItemTypeID); Formwnd.SetData(info, m_soldierInfo, null); break; } }
void SetUI(ref List <int> listUsedItem) { s_itemtypeInfo info = ItemM.GetItemInfo(m_itemTypeID); if (info != null) { NGUIUtil.Set2DSprite(Spr2dEquipIcon, "Textures/item/", info.icon.ToString()); int quality = ConfigM.GetBigQuality(info.quality); NGUIUtil.SetSprite(SprEquipQuality, quality.ToString()); } else { NGUIUtil.DebugLog(" ItemM.GetItemInfo " + m_itemTypeID.ToString() + " not found!"); return; } //设置装备总数量和合成所需的数量 int totalCount = ItemDC.GetItemCount(m_itemTypeID); int countUsed = listUsedItem.Count; if (totalCount > 0) { int nCountTemp = totalCount; int nCnt = 0; for (nCnt = 0; nCnt < countUsed; nCnt++) { if (listUsedItem[nCnt] == m_itemTypeID) { nCountTemp--; if (nCountTemp == 0) { break; } } } for (nCnt = 0; nCnt < m_iNeedNum; nCnt++) { listUsedItem.Add(m_itemTypeID); } if (nCountTemp < m_iNeedNum) { totalCount = nCountTemp; } } string numText = ""; if (totalCount >= m_iNeedNum) { numText = string.Format("[FFFFFF]{0}/{1}[-]", totalCount, m_iNeedNum); } else { numText = string.Format("[FF0000]{0}/{1}[-]", totalCount, m_iNeedNum); } NGUIUtil.SetLableText <string>(LblNum, numText); }
public void SetData(s_signinInfo info, int signInIndex) { string str = string.Format("{0} x{1}", GetName(info), info.item_num); NGUIUtil.SetLableText(MyHead.LblItem, str); SetItemIcon((SignInRewardType)info.reward_type, info.item_type); string str1 = string.Format(NGUIUtil.GetStringByKey(70000266), signInIndex + 1); NGUIUtil.SetLableText(MyHead.LblTips, str1); NGUIUtil.SetLableText(MyHead.LblHaveNum, ItemM.GetItemCount(info)); NGUIUtil.SetLableText(MyHead.LblDescribe, ItemM.GetItemTitle(info)); }
/// <summary> /// /// </summary> /// <param name="dItemID"></param> /// <param name="posIndex">装备索引 0~5</param> /// <param name="solderierInfo"></param> public void SetData(int dItemID, int posIndex, SoldierInfo solderierInfo) { m_iItemID = dItemID; m_soldierInfo = solderierInfo; m_iPosIndex = posIndex; m_itemTypeID = SoldierM.GetSoldierEquip(solderierInfo.SoldierTypeID, solderierInfo.Quality, posIndex); if (m_itemTypeID == 0) { NGUIUtil.DebugLog(string.Format(" SoldierTypeID={0},Quality={1},EquipIndex={2} 装备静态数据未配置", solderierInfo.SoldierTypeID, solderierInfo.Quality, posIndex)); return; } if (m_iItemID == 0)//当未穿装备时 { ItemTypeInfo info = ItemDC.SearchItem(m_itemTypeID); if (info != null) { m_iItemID = info.ID; m_itemTypeID = info.itemType; m_icon = info.m_Icon; } else { s_itemtypeInfo sInfo = ItemM.GetItemInfo(m_itemTypeID); if (sInfo != null) { m_icon = sInfo.icon; } else { NGUIUtil.DebugLog("itemTypeID =" + m_itemTypeID + " 未配置"); } } } else//已装备 { ItemTypeInfo info1 = ItemDC.GetItem(m_iItemID); if (info1 == null || info1.Positon == 0) { NGUIUtil.DebugLog("获取已装备的信息失败 itemID =" + m_iItemID); return; } m_icon = info1.m_Icon; if (info1 != null) { m_iEquipQuality = info1.m_Quality; } } int itemTypeid = 0; m_equipmentPutType = SoldierM.CheckCanPutEquip(solderierInfo, dItemID, posIndex, ref itemTypeid); SetUI(); }
/// <summary> /// 显示获取灵魂石窗口 /// </summary> void BtnGetSoulStone_OnClickEventHandler(UIButton sender) { s_itemtypeInfo info = ItemM.GetItemInfo(m_soldierInfo.fragmentTypeID); if (info != null) { ItemComeFromWnd wnd = WndManager.GetDialog <ItemComeFromWnd>(); if (wnd != null) { wnd.SetData(info, m_soldierInfo, null, 2); } } }
private void CreateItem(s_itemtypeInfo info, int num) { GameObject go = NDLoad.LoadWndItem("BeiBaoItem", MyHead.TabItem.transform); if (go) { BeiBaoItem item = go.GetComponent <BeiBaoItem>(); if (item != null) { item.SetData(ItemM.GetItemInfo(info), num, null); } } MyHead.TabItem.Reposition(); }
private void SetItemReward(stage.StageResource Res) { if (Res == null) { return; } if (Res.rewards == null || Res.rewards.Count == 0) { return; } if (MyHead.Rewardtable == null) { return; } Dictionary <int, int> l = new Dictionary <int, int>(); for (int i = 0; i < Res.rewards.Count; i++) { sdata.s_itemtypeInfo Info = ItemM.GetItemInfo(Res.rewards[i].itemtypeid); if (Info == null) { continue; } if (l.ContainsKey(Res.rewards[i].itemtypeid) == false) { l.Add(Res.rewards[i].itemtypeid, Res.rewards[i].superpose); } else { l[Res.rewards[i].itemtypeid] = l[Res.rewards[i].itemtypeid] + Res.rewards[i].superpose; } } // foreach (int key in l.Keys) { GameObject go = NDLoad.LoadWndItem("RewardItem", MyHead.Rewardtable.transform); if (go != null) { RewardItem item = go.GetComponent <RewardItem>(); if (item != null) { item.SetRewardItem(key, l[key]); } } } MyHead.Rewardtable.enabled = true; MyHead.Rewardtable.Reposition(); }
/// <summary> /// 检测装备是否存在且符合穿的条件 /// </summary> /// <returns></returns> public bool CheckEquipExist() { m_wndType = 3; SetWndType(); s_itemtypeInfo info = ItemM.GetItemInfo(m_iItemTypeID); if (ItemDC.GetItemCount(m_iItemTypeID) > 0 && m_soldierInfo.Level >= info.level) { MyHead.BtnSure.isEnabled = true; return(true); } MyHead.BtnSure.isEnabled = false; return(false); }
public void SetInfo(int itemID) { m_stageClickType = StageClickType.Item; sdata.s_itemtypeInfo Info = ItemM.GetItemInfo(itemID); if (Info != null) { TipID = itemID; Name = Info.name; Level = Info.level; Description = Info.title; Money = Info.money; HaveCount = ItemDC.GetItemCount(itemID); Quality = Info.quality; } }
public void SetRewardItem(int itemType, int id, int num) { if (itemType == 1) //英雄整卡 { s_soldier_typeInfo info = SoldierM.GetSoldierType(id); if (info == null) { NGUIUtil.DebugLog("s_soldiertype id = " + id + " 静态表数据未配置!"); return; } else { SetHead(itemType, 0, info.modeltype); MyHead.SprQuality.spriteName = "1"; MyHead.SprQuality.gameObject.SetActive(true); } } else if (itemType == 2) //道具/碎片 { s_itemtypeInfo info = ItemM.GetItemInfo(id); if (info == null) { NGUIUtil.DebugLog("s_itemtype id = " + id + " 静态表数据未配置!"); return; } else { SetHead(info.gtype, info.icon, info.gid); int quality = ConfigM.GetBigQuality(info.quality); MyHead.SprQuality.spriteName = quality.ToString(); } } else if (itemType == 3) //陷阱 { s_building_typeInfo buildinfo = buildingM.GetBuildType(id); MyHead.Roomhead.gameObject.SetActive(true); NGUIUtil.Set2DSprite(MyHead.Roomhead, "Textures/room/", buildinfo.modeltype.ToString()); MyHead.SprQuality.spriteName = "1"; } else if (itemType == 4) //黑科技 { string icon = "Textures/role/" + id; MyHead.SprQuality.gameObject.SetActive(true); MyHead.CaptainHead.gameObject.SetActive(true); NGUIUtil.Set2DSprite(MyHead.CaptainHead, icon); MyHead.SprQuality.spriteName = "1"; } }
public ActionResult CreateStock(int ID) { StockM stock = new StockM(); ItemM ItemM = clsM_Item.GetItemByItemId(ID); ViewBag.Location = getLocation(); ViewBag.Grade = GetItemGrade(ID); ViewBag.UOM = getUOM(); stock.ItemId = ItemM.ItemId; stock.ItemCode = ItemM.ItemCode; stock.ItemName = ItemM.ItemName; return(View(stock)); }
/// <summary> /// 802 /// </summary> private static void Recv_ItemGetResponse(object Info) { if (Info == null) { return; } item.ItemInfoResponse response = Info as item.ItemInfoResponse; foreach (item.ItemInfo itemInfo in response.item_infos) { int action = itemInfo.action; int id = itemInfo.id; //添加 if (action == 0) //新增 { if (m_lItem.ContainsKey(id) == true) { ItemTypeInfo I = m_lItem[id]; ItemM.UpdateItemInfo(itemInfo, ref I); } else { ItemTypeInfo I = ItemM.GetItemInfo(itemInfo); if (I != null) { m_lItem.Add(id, I); } } } //update else if (action == 1) { if (m_lItem.ContainsKey(id) == true) { ItemTypeInfo I = m_lItem[id]; ItemM.UpdateItemInfo(itemInfo, ref I); } } else //删除 { if (m_lItem.ContainsKey(id) == true) { m_lItem.Remove(id); } } } }
public void BtnSelect_OnClickEventHandler(UIButton sender) { if (m_canExist == true) //可召唤但未召唤的炮弹兵 { SummonHeroWnd wnd = WndManager.GetDialog <SummonHeroWnd>(); if (wnd != null) { wnd.SetData(Info, null, 1); } } else //不可召唤的炮弹兵 目前不做处理 { sdata.s_itemtypeInfo itemInfo = ItemM.GetItemInfo(Info.fragmentTypeID); //当前灵魂石 ItemComeFromWnd wnd = WndManager.GetDialog <ItemComeFromWnd>(); wnd.SetData(itemInfo, Info, null, 3); } }
void BtnCompose_OnClickEventHandler(UIButton sender) { if (UserDC.GetCoin() < m_coin) { NGUIUtil.ShowTipWndByKey("88800108"); return; } if (ItemM.CheckEquipCompose(m_itemTypeID)) { ItemDC.SendEquipComposeRequest(m_itemTypeID); } else { NGUIUtil.ShowTipWndByKey("88800110"); } }
private void SetUI() { //设置要合成装备的名称和所需的金币 s_itemtypeInfo info = ItemM.GetItemInfo(m_itemTypeID); if (info != null) { NGUIUtil.SetLableText <string>(MyHead.LblName, info.name); string coinText = ""; if (m_coin > UserDC.GetCoin()) //金币不够时红色 { coinText = string.Format("{0}{1}", "[B05659]", m_coin); } else { coinText = m_coin.ToString(); } NGUIUtil.SetLableText <string>(MyHead.LblCoin, coinText); NGUIUtil.Set2DSprite(MyHead.m_ComposeMid.Spr2dEquipIcon, "Textures/item/", info.icon.ToString()); int quality = ConfigM.GetBigQuality(info.quality); NGUIUtil.SetSprite(MyHead.m_ComposeMid.SprEquipQuality, quality.ToString()); NGUIUtil.Set2DSprite(MyHead.m_ComposeEquip.Spr2dEquipIcon, "Textures/item/", info.icon.ToString()); NGUIUtil.Set2DSprite(MyHead.m_ComposeMid.Spr2dEquipIcon, "Textures/item/", info.icon.ToString()); NGUIUtil.SetSprite(MyHead.m_ComposeEquip.SprEquipQuality, quality.ToString()); NGUIUtil.SetSprite(MyHead.m_ComposeMid.SprEquipQuality, quality.ToString()); } else { NGUIUtil.DebugLog(" ItemM.GetItemInfo " + m_itemTypeID.ToString() + " not found!"); } m_lCurEquipItems.Clear(); //创建子装备 List <int> listUsedItem = new List <int>(); foreach (var item in m_composeEquipList) { CreateEquipComposeItem(item.key, item.value, ref listUsedItem); } listUsedItem.Clear(); NGUIUtil.RepositionTablePivot(MyHead.EquipMidTable.gameObject); ShowSprLines(m_composeEquipList.Count - 1); }
public void CacheObject(object toCache) { switch (toCache.GetType().Name) { case "Player": Models.Player player = toCache as Models.Player; Players.Add(player.SteamId, toCache); break; case "Item": ItemM item = toCache as ItemM; Prices.Add(item.Name, item.Price); break; default: throw new CustomException(ErrorCodes.Codes.UnknownError); } }
public void GetTrophies(stage.StageResource Res) { if (Res != null && Res.rewards != null) { for (int i = 0; i < Res.rewards.Count; i++) { sdata.s_itemtypeInfo Info = ItemM.GetItemInfo(Res.rewards[i].itemtypeid); if (Info == null) { continue; } if (Info.gtype == 1 || Info.gtype == 2 || Info.gtype == 3) { m_lRewardInfo.Add(Info); } } } }
public void GetTrophies(List <ItemInfo> rewards) { if (rewards != null) { for (int i = 0; i < rewards.Count; i++) { sdata.s_itemtypeInfo Info = ItemM.GetItemInfo(rewards[i].mItemtypeid); if (Info == null) { continue; } if (Info.gtype == 1 || Info.gtype == 2 || Info.gtype == 3) { m_lRewardInfo.Add(Info); } } } }
/// <summary> /// 从protobuf 解析静态数据到本地 /// </summary> /// <param name="msg"></param> public static void LoadStaticDataToLocal(sdata.StaticDataResponse msg) { ConfigM.Init(msg); buildingM.Init(msg); DeckM.Init(msg); UserM.Init(msg); SoldierM.Init(msg); SummonM.Init(msg); SkillM.Init(msg); StageM.Init(msg); RoleNameM.Init(msg); ItemM.Init(msg); GodSkillM.Init(msg); AthleticsM.Init(msg); ErnieM.Init(msg); FruitionM.Init(msg); ShipPlanM.Init(msg); }
/// <summary> /// 获取章节星级奖励 /// </summary> public static Dictionary <s_itemtypeInfo, int> GetChapterRewardItem(int ChapterRewardID, ref int Coin, ref int Diamond) { Dictionary <s_itemtypeInfo, int> l = new Dictionary <s_itemtypeInfo, int>(); foreach (s_stage_rewardInfo Info in m_lchapterreward) { if (Info.id == ChapterRewardID) { Coin = Info.reward_coin; Diamond = Info.reward_diamond; if (Info.num1 > 0 && Info.item1id > 0) { s_itemtypeInfo I = new s_itemtypeInfo(); I = ItemM.GetItemInfo(Info.item1id); l.Add(I, Info.num1); } if (Info.num2 > 0 && Info.item2id > 0) { s_itemtypeInfo I = new s_itemtypeInfo(); I = ItemM.GetItemInfo(Info.item2id); l.Add(I, Info.num2); } if (Info.num3 > 0 && Info.item3id > 0) { s_itemtypeInfo I = new s_itemtypeInfo(); I = ItemM.GetItemInfo(Info.item3id); l.Add(I, Info.num3); } if (Info.num4 > 0 && Info.item4id > 0) { s_itemtypeInfo I = new s_itemtypeInfo(); I = ItemM.GetItemInfo(Info.item4id); l.Add(I, Info.num4); } if (Info.num5 > 0 && Info.item5id > 0) { s_itemtypeInfo I = new s_itemtypeInfo(); I = ItemM.GetItemInfo(Info.item5id); l.Add(I, Info.num5); } } } return(l); }