//====================================== private void showNowFlyWingProperty() { if (m_CurWantEquipFlyWingId == GlobeVar.INVALID_ID) { m_PropertyNameNow.text = ""; m_PropertyVlueNow.text = ""; return; } Tab_FlyWing curEquipFlyWingTab = TableManager.GetFlyWingByID(m_CurWantEquipFlyWingId, 0); if (curEquipFlyWingTab == null) { return; } if (curEquipFlyWingTab.ABSORBID <= (int)COMBATATTE.INVALID || curEquipFlyWingTab.ABSORBID >= (int)COMBATATTE.COMBATATTE_MAXNUM) { return; } string propertyName = ItemTool.ConvertAttrToString((COMBATATTE)curEquipFlyWingTab.ABSORBID); m_PropertyNameNow.text = propertyName; m_PropertyVlueNow.text = string.Format("+{0}", curEquipFlyWingTab.ABSORBVLUE); }
//显示装备属性 public void ShowAttr(GameItem item, bool bUnEquiped = false) { ClearInfo(); //获得身上对应槽位的装备 int slotindex = item.GetEquipSlotIndex(); GameItem compareEquip = GameManager.gameManager.PlayerDataPool.EquipPack.GetItem(slotindex); Tab_EquipAttr line = TableManager.GetEquipAttrByID(item.DataID, 0); if (line != null) { int index = 0; //血上限 if (line.HP > 0 && index < m_Attr.Length && index >= 0) { string strColor = GetAttrColor(bUnEquiped, compareEquip, line.HP, "HP"); m_Attr[index].text = strColor + ItemTool.ConvertAttrToString(COMBATATTE.MAXHP); m_AttrValue[index].text = strColor + string.Format("+{0}", (int)(line.HP * item.GetAttrFactorRefix())); m_AttrWhole[index].SetActive(true); //强化 SetEnchanceAndStarAttr(item, index, line.HP); ++index; } //血上限(百分比) if (line.HPPer > 0 && index < m_Attr.Length && index >= 0) { string strColor = GetAttrColor(bUnEquiped, compareEquip, line.HPPer, "HPPer"); m_Attr[index].text = strColor + ItemTool.ConvertAttrToString(COMBATATTE.MAXHP); m_AttrValue[index].text = strColor + string.Format("+{0}%", (int)(line.HPPer * 100)); m_AttrWhole[index].SetActive(true); ++index; } //蓝上限 if (line.MP > 0 && index < m_Attr.Length && index >= 0) { string strColor = GetAttrColor(bUnEquiped, compareEquip, line.MP, "MP"); m_Attr[index].text = strColor + ItemTool.ConvertAttrToString(COMBATATTE.MAXMP); m_AttrValue[index].text = strColor + string.Format("+{0}", (int)(line.MP * item.GetAttrFactorRefix())); m_AttrWhole[index].SetActive(true); //强化 SetEnchanceAndStarAttr(item, index, line.MP); ++index; } //蓝上限(百分比) if (line.MPPer > 0 && index < m_Attr.Length && index >= 0) { string strColor = GetAttrColor(bUnEquiped, compareEquip, line.MPPer, "MPPer"); m_Attr[index].text = strColor + ItemTool.ConvertAttrToString(COMBATATTE.MAXMP); m_AttrValue[index].text = strColor + string.Format("+{0}%", (int)(line.MPPer * 100)); m_AttrWhole[index].SetActive(true); ++index; } //物理攻击 if (line.PhysicsAttack > 0 && index < m_Attr.Length && index >= 0) { string strColor = GetAttrColor(bUnEquiped, compareEquip, line.PhysicsAttack, "PhysicsAttack"); m_Attr[index].text = strColor + ItemTool.ConvertAttrToString(COMBATATTE.PYSATTACK); m_AttrValue[index].text = strColor + string.Format("+{0}", (int)(line.PhysicsAttack * item.GetAttrFactorRefix())); m_AttrWhole[index].SetActive(true); //强化 SetEnchanceAndStarAttr(item, index, line.PhysicsAttack); ++index; } //物理攻击(百分比) if (line.PhysicsAttackPer > 0 && index < m_Attr.Length && index >= 0) { string strColor = GetAttrColor(bUnEquiped, compareEquip, line.PhysicsAttackPer, "PhysicsAttackPer"); m_Attr[index].text = strColor + ItemTool.ConvertAttrToString(COMBATATTE.PYSATTACK); m_AttrValue[index].text = strColor + string.Format("+{0}%", (int)(line.PhysicsAttackPer * 100)); m_AttrWhole[index].SetActive(true); ++index; } //法术攻击 if (line.MagicAttack > 0 && index < m_Attr.Length && index >= 0) { string strColor = GetAttrColor(bUnEquiped, compareEquip, line.MagicAttack, "MagicAttack"); m_Attr[index].text = strColor + ItemTool.ConvertAttrToString(COMBATATTE.MAGATTACK); m_AttrValue[index].text = strColor + string.Format("+{0}", (int)(line.MagicAttack * item.GetAttrFactorRefix())); m_AttrWhole[index].SetActive(true); //强化 SetEnchanceAndStarAttr(item, index, line.MagicAttack); ++index; } //法术攻击(百分比) if (line.MagicAttackPer > 0 && index < m_Attr.Length && index >= 0) { string strColor = GetAttrColor(bUnEquiped, compareEquip, line.MagicAttackPer, "MagicAttackPer"); m_Attr[index].text = strColor + ItemTool.ConvertAttrToString(COMBATATTE.MAGATTACK); m_AttrValue[index].text = strColor + string.Format("+{0}%", (int)(line.MagicAttackPer * 100)); m_AttrWhole[index].SetActive(true); ++index; } //物理防御 if (line.PhysicsDefence > 0 && index < m_Attr.Length && index >= 0) { string strColor = GetAttrColor(bUnEquiped, compareEquip, line.PhysicsDefence, "PhysicsDefence"); m_Attr[index].text = strColor + ItemTool.ConvertAttrToString(COMBATATTE.PYSDEF); m_AttrValue[index].text = strColor + string.Format("+{0}", (int)(line.PhysicsDefence * item.GetAttrFactorRefix())); m_AttrWhole[index].SetActive(true); //强化 SetEnchanceAndStarAttr(item, index, line.PhysicsDefence); ++index; } //物理防御(百分比) if (line.PhysicsDefencePer > 0 && index < m_Attr.Length && index >= 0) { string strColor = GetAttrColor(bUnEquiped, compareEquip, line.PhysicsDefencePer, "PhysicsDefencePer"); m_Attr[index].text = strColor + ItemTool.ConvertAttrToString(COMBATATTE.PYSDEF); m_AttrValue[index].text = strColor + string.Format("+{0}%", (int)(line.PhysicsDefencePer * 100)); m_AttrWhole[index].SetActive(true); ++index; } //法术防御 if (line.MagicDefence > 0 && index < m_Attr.Length && index >= 0) { string strColor = GetAttrColor(bUnEquiped, compareEquip, line.MagicDefence, "MagicDefence"); m_Attr[index].text = strColor + ItemTool.ConvertAttrToString(COMBATATTE.MAGDEF); m_AttrValue[index].text = strColor + string.Format("+{0}", (int)(line.MagicDefence * item.GetAttrFactorRefix())); m_AttrWhole[index].SetActive(true); //强化 SetEnchanceAndStarAttr(item, index, line.MagicDefence); ++index; } //法术防御(百分比) if (line.MagicDefencePer > 0 && index < m_Attr.Length && index >= 0) { string strColor = GetAttrColor(bUnEquiped, compareEquip, line.MagicDefencePer, "MagicDefencePer"); m_Attr[index].text = strColor + ItemTool.ConvertAttrToString(COMBATATTE.MAGDEF); m_AttrValue[index].text = strColor + string.Format("+{0}%", (int)(line.MagicDefencePer * 100)); m_AttrWhole[index].SetActive(true); ++index; } //攻击速度 if (line.AttackSpeed > 0 && index < m_Attr.Length && index >= 0) { //策划要求 隐藏装备攻速属性 //m_Attr[index].text = string.Format("{0}+{1}", ConvertAttrToString(COMBATATTE.ATTACKSPEED), line.AttackSpeed); //m_Attr[index].gameObject.SetActive(true); ////策划要求 攻速不受强化和打星影响 //++index; } //攻击速度(百分比) if (line.AttackSpeedPer > 0 && index < m_Attr.Length && index >= 0) { //策划要求 隐藏装备攻速属性 //m_Attr[index].text = string.Format("{0}+{1}%", ConvertAttrToString(COMBATATTE.ATTACKSPEED), line.AttackSpeedPer * 100); //m_Attr[index].gameObject.SetActive(true); //++index; } //全攻击 if (line.AllAttack > 0 && index < m_Attr.Length && index >= 0) { string strColor = GetAttrColor(bUnEquiped, compareEquip, line.AllAttack, "AllAttack"); m_Attr[index].text = strColor + ItemTool.ConvertAttrToString((COMBATATTE)1000); m_AttrValue[index].text = strColor + string.Format("+{0}", (int)(line.AllAttack * item.GetAttrFactorRefix())); m_AttrWhole[index].SetActive(true); //强化 SetEnchanceAndStarAttr(item, index, line.AllAttack); ++index; } //全攻击(百分比) if (line.AllAttackPer > 0 && index < m_Attr.Length && index >= 0) { string strColor = GetAttrColor(bUnEquiped, compareEquip, line.AllAttackPer, "AllAttackPer"); m_Attr[index].text = strColor + ItemTool.ConvertAttrToString((COMBATATTE)1000); m_AttrValue[index].text = strColor + string.Format("+{0}%", (int)(line.AllAttackPer * 100)); m_AttrWhole[index].SetActive(true); ++index; } //全防御 if (line.AllDefence > 0 && index < m_Attr.Length && index >= 0) { string strColor = GetAttrColor(bUnEquiped, compareEquip, line.AllDefence, "AllDefence"); m_Attr[index].text = strColor + ItemTool.ConvertAttrToString((COMBATATTE)1001); m_AttrValue[index].text = strColor + string.Format("+{0}", (int)(line.AllDefence * item.GetAttrFactorRefix())); m_AttrWhole[index].SetActive(true); //强化 SetEnchanceAndStarAttr(item, index, line.AllDefence); ++index; } //全防御(百分比) if (line.AllDefencePer > 0 && index < m_Attr.Length && index >= 0) { string strColor = GetAttrColor(bUnEquiped, compareEquip, line.AllDefencePer, "AllDefencePer"); m_Attr[index].text = strColor + ItemTool.ConvertAttrToString((COMBATATTE)1001); m_AttrValue[index].text = strColor + string.Format("+{0}%", (int)(line.AllDefencePer * 100)); m_AttrWhole[index].SetActive(true); ++index; } // delete cut lines //if (index >= 1) //{ // if ((index - 1) >= 0 && (index - 1) < m_CutLine.Length) // { // m_CutLine[index - 1].SetActive(true); // } //} //附加属性 for (int attrIndex = 0; attrIndex < line.getAddAttrTypeCount(); ++attrIndex) { int attrType = line.GetAddAttrTypebyIndex(attrIndex); float attrValue = line.GetAddAttrValuebyIndex(attrIndex); if ((attrType >= (int)COMBATATTE.MAXHP && attrType < (int)COMBATATTE.COMBATATTE_MAXNUM) || attrType == 1000 || attrType == 1001) { if (attrValue > 0) { if (index < m_Attr.Length && index >= 0) { //策划要求隐藏装备攻速属性 if (attrType == (int)COMBATATTE.ATTACKSPEED) { continue; } string strColor = GetAttrColor(bUnEquiped, compareEquip, attrValue, "AddAttr", attrIndex); m_Attr[index].text = strColor + ItemTool.ConvertAttrToString((COMBATATTE)attrType); m_AttrValue[index].text = strColor + string.Format("+{0}", (int)attrValue); m_AttrWhole[index].SetActive(true); if (attrType != (int)COMBATATTE.ATTACKSPEED) //策划要求 攻速不受强化和打星影响 { //强化 SetEnchanceAndStarAttr(item, index, attrValue, true); //策划要求 附加属性不受打星影响 } ++index; } } } } //附加属性(百分比) for (int attrIndex = 0; attrIndex < line.getAddAttrTypeCount(); ++attrIndex) { int attrType = line.GetAddAttrTypebyIndex(attrIndex); float attrPer = line.GetAddAttrPerbyIndex(attrIndex); if (attrType >= (int)COMBATATTE.MAXHP && attrType < (int)COMBATATTE.COMBATATTE_MAXNUM && attrPer > 0) { if (index < m_Attr.Length && index >= 0) { string strColor = GetAttrColor(bUnEquiped, compareEquip, attrPer, "AddAttrPer", attrIndex); m_Attr[index].text = strColor + ItemTool.ConvertAttrToString((COMBATATTE)attrIndex); m_AttrValue[index].text = strColor + string.Format("+{0}%", (int)(attrPer * 100)); m_AttrWhole[index].SetActive(true); ++index; } } } //神器属性 if (item != null && item.IsShenQiEquipMent()) { Tab_ShenQiInfo _ShenQiInfo = TableManager.GetShenQiInfoByID(item.DataID, 0); if (_ShenQiInfo != null) { // 技能信息 int SkillInfIndex = (int)ShenQiDyData.SkillId; if (SkillInfIndex >= 0 && SkillInfIndex < item.DynamicData.Length) { Tab_SkillEx _skillEx = TableManager.GetSkillExByID(item.DynamicData[(int)ShenQiDyData.SkillId], 0); if (_skillEx != null) { Tab_SkillBase _SkillBase = TableManager.GetSkillBaseByID(_skillEx.BaseId, 0); if (_SkillBase != null) { // delete cut lines //if (index >= 1 && index - 1 < m_CutLine.Length) //{ // m_CutLine[index - 1].SetActive(true); //} m_ShenQiSkillNameLable.text = _SkillBase.Name + "(" + _skillEx.Level + "/" + _ShenQiInfo.MaxSkillLev + ")"; m_ShenQiSkillDescLable.text = _skillEx.SkillDesc; m_ShenQiSkillName.SetActive(true); m_ShenQiSkillDesc.SetActive(true); } } } //属性条 int nLastAttrIndex = -1; for (int i = 0; i < (int)ShenQiInfo.MAXRANDATTRNUM && i < m_ShenQiAttrWhole.Length; i++) { if (i + (int)ShenQiDyData.Attr1Info >= 0 && i + (int)ShenQiDyData.Attr1Info < item.DynamicData.Length) { int AttrRandData = item.DynamicData[i + (int)ShenQiDyData.Attr1Info]; if (AttrRandData > 0) { int AttrType = item.GetShenQiRandAttrType(AttrRandData); int AttrNum = item.GetShenQiRandAttrNum(AttrRandData); int AttrQuality = item.GetShenQiRandAttrQuality(AttrRandData); m_ShenQiAttrName[i].text = Utils.GetItemNameColor(AttrQuality + 1) + Utils.GetAttrTypeString(AttrType); //if (1 + _ShenQiInfo.ShenQiRefixPer > 0 && _ShenQiInfo.ShenQiRefixPer > 0) //{ // int nBaseAttr = (int)((AttrNum * 1.0f) / (1 + _ShenQiInfo.ShenQiRefixPer)); // int nFixAttr = (int)(AttrNum * _ShenQiInfo.ShenQiRefixPer); // m_ShenQiAttrValue[i].text = Utils.GetItemNameColor(AttrQuality+1) + "+" + nBaseAttr.ToString() + "+" + nFixAttr.ToString(); //} //else { m_ShenQiAttrValue[i].text = Utils.GetItemNameColor(AttrQuality + 1) + "+" + AttrNum; } m_ShenQiAttrWhole[i].SetActive(true); nLastAttrIndex = i; } } } //分界线 // m_ShenQiSkillCutLine.SetActive(true); if (nLastAttrIndex >= 0 && nLastAttrIndex < m_ShenQiAttrCutLine.Length) { m_ShenQiAttrCutLine[nLastAttrIndex].SetActive(true); } //m_ShenQiCutLine2.SetActive(true); } } //m_Grid.Reposition(); //m_TopGrid.Recenter(true); m_Table.sorted = true; m_Table.hideInactive = true; m_Table.keepWithinPanel = true; m_Table.repositionNow = true; } }
//显示套装属性 public void ShowEquipSetAttr(GameItem item) { ClearInfo(); int setId = item.GetEquipSetId(); if (setId >= 0) { Tab_EquipSet line = TableManager.GetEquipSetByID(setId, 0); if (line != null) { for (int index = 0; index < 8; index++) { m_Attr[index].text = "[626262]"; } GameItemContainer equipPack = GameManager.gameManager.PlayerDataPool.EquipPack; //显示套装名称 int labelIndex = 0; m_Attr[labelIndex].text = "[FF9933]" + line.Name; m_AttrWhole[labelIndex].SetActive(true); labelIndex++; for (int index = 0; index < line.getEquipIdCount(); index++) { int equipid = line.GetEquipIdbyIndex(index); if (equipid != -1) { Tab_CommonItem lineCommonitem = TableManager.GetCommonItemByID(equipid, 0); if (lineCommonitem != null) { int relatedId = ItemTool.GetEquipIdByTransferSetId(equipid); if (equipPack.GetItemCountByDataId(equipid) > 0 || equipPack.GetItemCountByDataId(relatedId) > 0) { m_Attr[labelIndex].text += "[FF9933]"; } else { m_Attr[labelIndex].text += "[626262]"; } m_Attr[labelIndex].text += lineCommonitem.Name; m_AttrWhole[labelIndex].SetActive(true); labelIndex++; } } } //m_Attr[labelIndex].text = "[FF9933]套装属性:"; m_Attr[labelIndex].text = StrDictionary.GetClientDictionaryString("#{2878}"); m_AttrWhole[labelIndex].SetActive(true); labelIndex++; int equipCount = equipPack.GetEquipCountBySetId(setId); string color = "[626262]"; //显示两件套效果 if (line.GetEffectTypebyIndex(0) != -1) { if (equipCount >= 2) { color += "[FF9933]"; } m_Attr[labelIndex].text += color; m_Attr[labelIndex].text += StrDictionary.GetClientDictionaryString("#{1448}"); m_AttrWhole[labelIndex].SetActive(true); labelIndex++; string text = string.Format("{0}+{1}", ItemTool.ConvertAttrToString((COMBATATTE)line.GetEffectTypebyIndex(0)), line.GetEffectValuebyIndex(0)); m_Attr[labelIndex].text += color; m_Attr[labelIndex].text += " " + text; m_AttrWhole[labelIndex].SetActive(true); labelIndex++; } color = "[626262]"; //显示三件套效果 if (line.GetEffectTypebyIndex(1) != -1) { if (equipCount >= 3) { color += "[FF9933]"; } m_Attr[labelIndex].text += color; m_Attr[labelIndex].text += StrDictionary.GetClientDictionaryString("#{1449}"); m_AttrWhole[labelIndex].SetActive(true); labelIndex++; string text = string.Format("{0}+{1}", ItemTool.ConvertAttrToString((COMBATATTE)line.GetEffectTypebyIndex(1)), line.GetEffectValuebyIndex(1)); m_Attr[labelIndex].text += color; m_Attr[labelIndex].text += " " + text; m_AttrWhole[labelIndex].SetActive(true); labelIndex++; } color = "[626262]"; //显示四件套效果 if (line.GetEffectTypebyIndex(2) != -1) { if (equipCount >= 4) { color += "[FF9933]"; } m_Attr[labelIndex].text += color; m_Attr[labelIndex].text += StrDictionary.GetClientDictionaryString("#{1450}"); m_AttrWhole[labelIndex].SetActive(true); labelIndex++; string text = string.Format("{0}+{1}", ItemTool.ConvertAttrToString((COMBATATTE)line.GetEffectTypebyIndex(2)), line.GetEffectValuebyIndex(2)); m_Attr[labelIndex].text += color; m_Attr[labelIndex].text += " " + text; m_AttrWhole[labelIndex].SetActive(true); labelIndex++; } //m_Grid.Reposition(); // m_TopGrid.Recenter(true); m_Table.sorted = true; m_Table.hideInactive = true; m_Table.keepWithinPanel = true; m_Table.repositionNow = true; } } }
void ShowSwordsManEffect() { SwordsManContainer Container = GameManager.gameManager.PlayerDataPool.GetSwordsManContainer(m_PackType); if (Container == null) { return; } SwordsMan oSwordsMan = Container.GetSwordsManByGuid(m_SwordsManGuid); if (oSwordsMan == null) { LogModule.ErrorLog("ShowSwordsManEffect::oSwordsMan is null"); return; } Tab_SwordsManAttr pAttrTable = TableManager.GetSwordsManAttrByID(oSwordsMan.DataId, 0); if (null == pAttrTable) { LogModule.ErrorLog("ShowSwordsManEffect::pAttrTable is null"); return; } for (int i = 0; i < m_LabelCurEffect.Length; i++) { m_LabelCurEffect[i].gameObject.SetActive(false); } for (int i = 0; i < m_LabelNextEffect.Length; i++) { m_LabelNextEffect[i].gameObject.SetActive(false); } int nCurEffectIndex = 0; int nNextEffectIndex = 0; for (int i = 0; i < pAttrTable.getAddAttrTypeCount(); i++) { COMBATATTE nAttrType = (COMBATATTE)pAttrTable.GetAddAttrTypebyIndex(i); int nAttrValue = oSwordsMan.GetComBatAttrById(nAttrType); int nNextLevelAttrValue = oSwordsMan.GetNextLevelComBatAttrById(nAttrType); if (nAttrValue > 0 && nCurEffectIndex < m_LabelCurEffect.Length && nCurEffectIndex >= 0) { //m_LabelCurEffect[nCurEffectIndex].text = string.Format("{0}+{1}", ItemTool.ConvertAttrToString(nAttrType), nAttrValue.ToString()); m_LabelCurEffect[nCurEffectIndex].text = StrDictionary.GetClientDictionaryString("#{3339}", ItemTool.ConvertAttrToString(nAttrType), nAttrValue.ToString()); m_LabelCurEffect[nCurEffectIndex].gameObject.SetActive(true); ++nCurEffectIndex; } if (nNextLevelAttrValue > 0 && nNextEffectIndex < m_LabelNextEffect.Length && nNextEffectIndex >= 0) { //m_LabelNextEffect[nNextEffectIndex].text = string.Format("{0}+{1}", ItemTool.ConvertAttrToString(nAttrType), nNextLevelAttrValue.ToString()); m_LabelNextEffect[nNextEffectIndex].text = StrDictionary.GetClientDictionaryString("#{3339}", ItemTool.ConvertAttrToString(nAttrType), nNextLevelAttrValue.ToString()); m_LabelNextEffect[nNextEffectIndex].gameObject.SetActive(true); ++nNextEffectIndex; } } if (m_CurEffectGrid != null) { m_CurEffectGrid.SetActive(true); } if (m_CurEffectTitle != null) { m_CurEffectTitle.SetActive(true); } if (oSwordsMan.IsFullLevel()) { if (m_NextEffectGrid != null) { m_NextEffectGrid.SetActive(false); } if (m_NextEffectTitle != null) { m_NextEffectTitle.SetActive(false); } } else { if (m_NextEffectGrid != null) { m_NextEffectGrid.SetActive(true); } if (m_NextEffectTitle != null) { m_NextEffectTitle.SetActive(true); } } }
/// <summary> /// 侠客属性加成效果 /// </summary> void ShowSwordsManEffect() { if (m_SwordsMan == null) { LogModule.ErrorLog("ShowSwordsManEffect::m_SwordsMan is null"); return; } Tab_SwordsManAttr pAttrTable = TableManager.GetSwordsManAttrByID(m_SwordsMan.DataId, 0); if (null == pAttrTable) { LogModule.ErrorLog("ShowSwordsManEffect::pAttrTable is null"); return; } for (int i = 0; i < m_LabelCurEffect.Length; i++) { m_LabelCurEffect[i].gameObject.SetActive(false); } for (int i = 0; i < m_LabelNextEffect.Length; i++) { m_LabelNextEffect[i].gameObject.SetActive(false); } int nNextEffectIndex = 0; int nCurEffectIndex = 0; for (int i = 0; i < pAttrTable.getAddAttrTypeCount(); i++) { COMBATATTE nAttrType = (COMBATATTE)pAttrTable.GetAddAttrTypebyIndex(i); int nAttrValue = m_SwordsMan.GetComBatAttrById(nAttrType); int nNextLevelAttrValue = m_SwordsMan.GetNextLevelComBatAttrById(nAttrType); if (nAttrValue > 0 && nCurEffectIndex < m_LabelCurEffect.Length && nCurEffectIndex >= 0) { m_LabelCurEffect[nCurEffectIndex].text = string.Format("{0}+{1}", ItemTool.ConvertAttrToString(nAttrType), nAttrValue.ToString()); m_LabelCurEffect[nCurEffectIndex].gameObject.SetActive(true); ++nCurEffectIndex; } if (nNextLevelAttrValue > 0 && nNextEffectIndex < m_LabelNextEffect.Length && nNextEffectIndex >= 0) { m_LabelNextEffect[nNextEffectIndex].text = string.Format("{0}+{1}", ItemTool.ConvertAttrToString(nAttrType), nNextLevelAttrValue.ToString()); m_LabelNextEffect[nNextEffectIndex].gameObject.SetActive(true); ++nNextEffectIndex; } } if (m_ShowType == SwordsMan_ShowType.Equiped || m_ShowType == SwordsMan_ShowType.UnEquiped) { if (m_SwordsMan.IsFullLevel()) { if (m_NextEffectGrid != null) { m_NextEffectGrid.SetActive(false); } if (m_NextEffectTitle != null) { m_NextEffectTitle.SetActive(false); } } else { if (m_NextEffectGrid != null) { m_NextEffectGrid.SetActive(true); } if (m_NextEffectTitle != null) { m_NextEffectTitle.SetActive(true); } } } else if (m_ShowType == SwordsMan_ShowType.ScoreShop || m_ShowType == SwordsMan_ShowType.ChatLink) { if (m_NextEffectTitle != null) { m_NextEffectTitle.SetActive(false); } if (m_NextEffectGrid != null) { m_NextEffectGrid.SetActive(false); } } }
void ShowEquipAttrInfo(EquipStrengthenItemLogic itemLogic) { ClearInfo(); int itemId = itemLogic.getGameItem().DataID; Tab_EquipAttr line = TableManager.GetEquipAttrByID(itemId, 0); if (line != null) { int index = 0; //血上限 if (line.HP > 0 && index < m_Attr.Length && index >= 0) { //string strColor = GetAttrColor(bUnEquiped, compareEquip, line.HP, "HP"); m_Attr[index].text = ItemTool.ConvertAttrToString(COMBATATTE.MAXHP); m_AttrValue[index].text = string.Format("+{0}", (int)(line.HP * itemLogic.getGameItem().GetAttrFactorRefix())); m_AttrWhole[index].SetActive(true); //强化 //SetEnchanceAndStarAttr(item, index, line.HP); ++index; } //血上限(百分比) if (line.HPPer > 0 && index < m_Attr.Length && index >= 0) { //string strColor = GetAttrColor(bUnEquiped, compareEquip, line.HPPer, "HPPer"); m_Attr[index].text = ItemTool.ConvertAttrToString(COMBATATTE.MAXHP); m_AttrValue[index].text = string.Format("+{0}%", (int)(line.HPPer * 100)); m_AttrWhole[index].SetActive(true); ++index; } //蓝上限 if (line.MP > 0 && index < m_Attr.Length && index >= 0) { //string strColor = GetAttrColor(bUnEquiped, compareEquip, line.MP, "MP"); m_Attr[index].text = ItemTool.ConvertAttrToString(COMBATATTE.MAXMP); m_AttrValue[index].text = string.Format("+{0}", (int)(line.MP * itemLogic.getGameItem().GetAttrFactorRefix())); m_AttrWhole[index].SetActive(true); //强化 //SetEnchanceAndStarAttr(item, index, line.MP); ++index; } //蓝上限(百分比) if (line.MPPer > 0 && index < m_Attr.Length && index >= 0) { //string strColor = GetAttrColor(bUnEquiped, compareEquip, line.MPPer, "MPPer"); m_Attr[index].text = ItemTool.ConvertAttrToString(COMBATATTE.MAXMP); m_AttrValue[index].text = string.Format("+{0}%", (int)(line.MPPer * 100)); m_AttrWhole[index].SetActive(true); ++index; } //物理攻击 if (line.PhysicsAttack > 0 && index < m_Attr.Length && index >= 0) { //string strColor = GetAttrColor(bUnEquiped, compareEquip, line.PhysicsAttack, "PhysicsAttack"); m_Attr[index].text = ItemTool.ConvertAttrToString(COMBATATTE.PYSATTACK); m_AttrValue[index].text = string.Format("+{0}", (int)(line.PhysicsAttack * itemLogic.getGameItem().GetAttrFactorRefix())); m_AttrWhole[index].SetActive(true); //强化 //SetEnchanceAndStarAttr(item, index, line.PhysicsAttack); ++index; } //物理攻击(百分比) if (line.PhysicsAttackPer > 0 && index < m_Attr.Length && index >= 0) { //string strColor = GetAttrColor(bUnEquiped, compareEquip, line.PhysicsAttackPer, "PhysicsAttackPer"); m_Attr[index].text = ItemTool.ConvertAttrToString(COMBATATTE.PYSATTACK); m_AttrValue[index].text = string.Format("+{0}%", (int)(line.PhysicsAttackPer * 100)); m_AttrWhole[index].SetActive(true); ++index; } //法术攻击 if (line.MagicAttack > 0 && index < m_Attr.Length && index >= 0) { //string strColor = GetAttrColor(bUnEquiped, compareEquip, line.MagicAttack, "MagicAttack"); m_Attr[index].text = ItemTool.ConvertAttrToString(COMBATATTE.MAGATTACK); m_AttrValue[index].text = string.Format("+{0}", (int)(line.MagicAttack * itemLogic.getGameItem().GetAttrFactorRefix())); m_AttrWhole[index].SetActive(true); //强化 //SetEnchanceAndStarAttr(item, index, line.MagicAttack); ++index; } //法术攻击(百分比) if (line.MagicAttackPer > 0 && index < m_Attr.Length && index >= 0) { //string strColor = GetAttrColor(bUnEquiped, compareEquip, line.MagicAttackPer, "MagicAttackPer"); m_Attr[index].text = ItemTool.ConvertAttrToString(COMBATATTE.MAGATTACK); m_AttrValue[index].text = string.Format("+{0}%", (int)(line.MagicAttackPer * 100)); m_AttrWhole[index].SetActive(true); ++index; } //物理防御 if (line.PhysicsDefence > 0 && index < m_Attr.Length && index >= 0) { //string strColor = GetAttrColor(bUnEquiped, compareEquip, line.PhysicsDefence, "PhysicsDefence"); m_Attr[index].text = ItemTool.ConvertAttrToString(COMBATATTE.PYSDEF); m_AttrValue[index].text = string.Format("+{0}", (int)(line.PhysicsDefence * itemLogic.getGameItem().GetAttrFactorRefix())); m_AttrWhole[index].SetActive(true); //强化 //SetEnchanceAndStarAttr(item, index, line.PhysicsDefence); ++index; } //物理防御(百分比) if (line.PhysicsDefencePer > 0 && index < m_Attr.Length && index >= 0) { //string strColor = GetAttrColor(bUnEquiped, compareEquip, line.PhysicsDefencePer, "PhysicsDefencePer"); m_Attr[index].text = ItemTool.ConvertAttrToString(COMBATATTE.PYSDEF); m_AttrValue[index].text = string.Format("+{0}%", (int)(line.PhysicsDefencePer * 100)); m_AttrWhole[index].SetActive(true); ++index; } //法术防御 if (line.MagicDefence > 0 && index < m_Attr.Length && index >= 0) { //string strColor = GetAttrColor(bUnEquiped, compareEquip, line.MagicDefence, "MagicDefence"); m_Attr[index].text = ItemTool.ConvertAttrToString(COMBATATTE.MAGDEF); m_AttrValue[index].text = string.Format("+{0}", (int)(line.MagicDefence * itemLogic.getGameItem().GetAttrFactorRefix())); m_AttrWhole[index].SetActive(true); //强化 //SetEnchanceAndStarAttr(item, index, line.MagicDefence); ++index; } //法术防御(百分比) if (line.MagicDefencePer > 0 && index < m_Attr.Length && index >= 0) { //string strColor = GetAttrColor(bUnEquiped, compareEquip, line.MagicDefencePer, "MagicDefencePer"); m_Attr[index].text = ItemTool.ConvertAttrToString(COMBATATTE.MAGDEF); m_AttrValue[index].text = string.Format("+{0}%", (int)(line.MagicDefencePer * 100)); m_AttrWhole[index].SetActive(true); ++index; } //全攻击 if (line.AllAttack > 0 && index < m_Attr.Length && index >= 0) { //string strColor = GetAttrColor(bUnEquiped, compareEquip, line.AllAttack, "AllAttack"); m_Attr[index].text = ItemTool.ConvertAttrToString((COMBATATTE)1000); m_AttrValue[index].text = string.Format("+{0}", (int)(line.AllAttack * itemLogic.getGameItem().GetAttrFactorRefix())); m_AttrWhole[index].SetActive(true); //强化 //SetEnchanceAndStarAttr(item, index, line.AllAttack); ++index; } //全攻击(百分比) if (line.AllAttackPer > 0 && index < m_Attr.Length && index >= 0) { //string strColor = GetAttrColor(bUnEquiped, compareEquip, line.AllAttackPer, "AllAttackPer"); m_Attr[index].text = ItemTool.ConvertAttrToString((COMBATATTE)1000); m_AttrValue[index].text = string.Format("+{0}%", (int)(line.AllAttackPer * 100)); m_AttrWhole[index].SetActive(true); ++index; } //全防御 if (line.AllDefence > 0 && index < m_Attr.Length && index >= 0) { //string strColor = GetAttrColor(bUnEquiped, compareEquip, line.AllDefence, "AllDefence"); m_Attr[index].text = ItemTool.ConvertAttrToString((COMBATATTE)1001); m_AttrValue[index].text = string.Format("+{0}", (int)(line.AllDefence * itemLogic.getGameItem().GetAttrFactorRefix())); m_AttrWhole[index].SetActive(true); //强化 //SetEnchanceAndStarAttr(item, index, line.AllDefence); ++index; } //全防御(百分比) if (line.AllDefencePer > 0 && index < m_Attr.Length && index >= 0) { //string strColor = GetAttrColor(bUnEquiped, compareEquip, line.AllDefencePer, "AllDefencePer"); m_Attr[index].text = ItemTool.ConvertAttrToString((COMBATATTE)1001); m_AttrValue[index].text = string.Format("+{0}%", (int)(line.AllDefencePer * 100)); m_AttrWhole[index].SetActive(true); ++index; } //附加属性 for (int attrIndex = 0; attrIndex < line.getAddAttrTypeCount(); ++attrIndex) { int attrType = line.GetAddAttrTypebyIndex(attrIndex); float attrValue = line.GetAddAttrValuebyIndex(attrIndex); if ((attrType >= (int)COMBATATTE.MAXHP && attrType < (int)COMBATATTE.COMBATATTE_MAXNUM) || attrType == 1000 || attrType == 1001) { if (attrValue > 0) { if (index < m_Attr.Length && index >= 0) { //策划要求隐藏装备攻速属性 if (attrType == (int)COMBATATTE.ATTACKSPEED) { continue; } //string strColor = GetAttrColor(bUnEquiped, compareEquip, attrValue, "AddAttr", attrIndex); m_Attr[index].text = ItemTool.ConvertAttrToString((COMBATATTE)attrType); m_AttrValue[index].text = string.Format("+{0}", (int)attrValue); m_AttrWhole[index].SetActive(true); if (attrType != (int)COMBATATTE.ATTACKSPEED) //策划要求 攻速不受强化和打星影响 { //强化 //SetEnchanceAndStarAttr(item, index, attrValue, true); //策划要求 附加属性不受打星影响 } ++index; } } } } //附加属性(百分比) for (int attrIndex = 0; attrIndex < line.getAddAttrTypeCount(); ++attrIndex) { int attrType = line.GetAddAttrTypebyIndex(attrIndex); float attrPer = line.GetAddAttrPerbyIndex(attrIndex); if (attrType >= (int)COMBATATTE.MAXHP && attrType < (int)COMBATATTE.COMBATATTE_MAXNUM && attrPer > 0) { if (index < m_Attr.Length && index >= 0) { //string strColor = GetAttrColor(bUnEquiped, compareEquip, attrPer, "AddAttrPer", attrIndex); m_Attr[index].text = ItemTool.ConvertAttrToString((COMBATATTE)attrIndex); m_AttrValue[index].text = string.Format("+{0}%", (int)(attrPer * 100)); m_AttrWhole[index].SetActive(true); ++index; } } } } }
//显示装备属性 public void ShowAttr(GameItem item) { for (int i = 0; i < m_AttrName.Length; ++i) { m_AttrName[i].text = ""; m_AddAttr[i].text = ""; m_AttrValue[i].text = ""; m_AttrWhole[i].SetActive(false); m_CurAttr[i].text = ""; } string strStar = ""; string curStrStar = ""; Tab_EquipStar starline = TableManager.GetEquipStarByID(item.StarLevel + 1, 0); Tab_EquipStar curStarline = TableManager.GetEquipStarByID(item.StarLevel, 0); //if (starline != null && curStarline != null) if (starline != null) { strStar = (starline.AttrRate * 100 + 100).ToString() + "%"; if (curStarline != null) { curStrStar = (curStarline.AttrRate * 100 + 100).ToString() + "%"; } else { curStrStar = "0%"; } } string strColor = "[00A0FF]"; Tab_EquipAttr line = TableManager.GetEquipAttrByID(item.DataID, 0); if (line != null) { int index = 0; //血上限 if (line.HP > 0 && index < m_AttrName.Length && index >= 0) { //打星加成属性 m_AttrName[index].text = strColor + ItemTool.ConvertAttrToString(COMBATATTE.MAXHP); m_AddAttr[index].text = strStar; m_CurAttr[index].text = curStrStar; m_AttrWhole[index].SetActive(true); ++index; } //蓝上限 if (line.MP > 0 && index < m_AttrName.Length && index >= 0) { m_AttrName[index].text = strColor + ItemTool.ConvertAttrToString(COMBATATTE.MAXMP); m_AddAttr[index].text = strStar; m_CurAttr[index].text = curStrStar; m_AttrWhole[index].SetActive(true); ++index; } //物理攻击 if (line.PhysicsAttack > 0 && index < m_AttrName.Length && index >= 0) { m_AttrName[index].text = strColor + ItemTool.ConvertAttrToString(COMBATATTE.PYSATTACK); m_AddAttr[index].text = strStar; m_CurAttr[index].text = curStrStar; m_AttrWhole[index].SetActive(true); ++index; } //法术攻击 if (line.MagicAttack > 0 && index < m_AttrName.Length && index >= 0) { m_AttrName[index].text = strColor + ItemTool.ConvertAttrToString(COMBATATTE.MAGATTACK); m_AddAttr[index].text = strStar; m_CurAttr[index].text = curStrStar; m_AttrWhole[index].SetActive(true); ++index; } //物理防御 if (line.PhysicsDefence > 0 && index < m_AttrName.Length && index >= 0) { m_AttrName[index].text = strColor + ItemTool.ConvertAttrToString(COMBATATTE.PYSDEF); m_AddAttr[index].text = strStar; m_CurAttr[index].text = curStrStar; m_AttrWhole[index].SetActive(true); ++index; } //法术防御 if (line.MagicDefence > 0 && index < m_AttrName.Length && index >= 0) { m_AttrName[index].text = strColor + ItemTool.ConvertAttrToString(COMBATATTE.MAGDEF); m_AddAttr[index].text = strStar; m_CurAttr[index].text = curStrStar; m_AttrWhole[index].SetActive(true); ++index; } //全攻击 if (line.AllAttack > 0 && index < m_AttrName.Length && index >= 0) { m_AttrName[index].text = strColor + ItemTool.ConvertAttrToString((COMBATATTE)1000); m_AddAttr[index].text = strStar; m_CurAttr[index].text = curStrStar; m_AttrWhole[index].SetActive(true); ++index; } //全防御 if (line.AllDefence > 0 && index < m_AttrName.Length && index >= 0) { m_AttrName[index].text = strColor + ItemTool.ConvertAttrToString((COMBATATTE)1001); m_AddAttr[index].text = strStar; m_CurAttr[index].text = curStrStar; m_AttrWhole[index].SetActive(true); ++index; } ////打星不加附加属性 //for (int attrIndex = 0; attrIndex < line.getAddAttrTypeCount(); ++attrIndex) //{ // int attrType = line.GetAddAttrTypebyIndex(attrIndex); // float attrValue = line.GetAddAttrValuebyIndex(attrIndex); // if ((attrType >= (int)COMBATATTE.MAXHP && attrType < (int)COMBATATTE.COMBATATTE_MAXNUM) || attrType == 1000 || attrType == 1001) // { // if (attrValue > 0) // { // if (index < m_AttrName.Length && index >= 0) // { // //策划要求隐藏装备攻速属性 // if (attrType == (int)COMBATATTE.ATTACKSPEED) // { // continue; // } // m_AttrName[index].text = strColor + ItemTool.ConvertAttrToString((COMBATATTE)attrType); // m_AddAttr[index].text = strStar; // m_AttrWhole[index].SetActive(true); // ++index; // } // } // } //} m_Grid.Reposition(); m_TopGrid.Recenter(true); } }
//显示装备属性 public void ShowAttr(GameItem item) { for (int i = 0; i < m_AttrName.Length; ++i) { m_AttrName[i].text = ""; m_AddAttr[i].text = ""; m_AttrWhole[i].SetActive(false); m_CurAttr[i].text = ""; } string strColor = "[00A0FF]"; //Tab_EquipEnchance curEnchanceLine = TableManager.GetEquipEnchanceByID(item.EnchanceLevel.ToString(), 0); Tab_EquipEnchance nextEnchanceLine = TableManager.GetEquipEnchanceByID(item.EnchanceLevel + 1, 0); // Tab_EquipEnchance curEnchanceLine = TableManager.GetEquipEnchanceByID(item.EnchanceLevel, 0); //if (nextEnchanceLine != null && curEnchanceLine != null) if (nextEnchanceLine != null) { Tab_EquipAttr line = TableManager.GetEquipAttrByID(item.DataID, 0); if (line != null) { int index = 0; //血上限 if (line.HP > 0 && index < m_AttrName.Length && index >= 0) { //打星加成属性 m_AttrName[index].text = strColor + ItemTool.ConvertAttrToString(COMBATATTE.MAXHP); m_AddAttr[index].text = string.Format("+{0}", GetNextEnchanceAttr(item, (int)line.HP).ToString()); m_CurAttr[index].text = string.Format("+{0}", GetCurEnchanceAttr(item, (int)line.HP).ToString()); m_AttrWhole[index].SetActive(true); ++index; } //蓝上限 if (line.MP > 0 && index < m_AttrName.Length && index >= 0) { m_AttrName[index].text = strColor + ItemTool.ConvertAttrToString(COMBATATTE.MAXMP); m_AddAttr[index].text = string.Format("+{0}", GetNextEnchanceAttr(item, (int)line.MP).ToString()); m_CurAttr[index].text = string.Format("+{0}", GetCurEnchanceAttr(item, (int)line.MP).ToString()); m_AttrWhole[index].SetActive(true); ++index; } //物理攻击 if (line.PhysicsAttack > 0 && index < m_AttrName.Length && index >= 0) { m_AttrName[index].text = strColor + ItemTool.ConvertAttrToString(COMBATATTE.PYSATTACK); m_AddAttr[index].text = string.Format("+{0}", GetNextEnchanceAttr(item, (int)line.PhysicsAttack).ToString()); m_CurAttr[index].text = string.Format("+{0}", GetCurEnchanceAttr(item, (int)line.PhysicsAttack).ToString()); m_AttrWhole[index].SetActive(true); ++index; } //法术攻击 if (line.MagicAttack > 0 && index < m_AttrName.Length && index >= 0) { m_AttrName[index].text = strColor + ItemTool.ConvertAttrToString(COMBATATTE.MAGATTACK); m_AddAttr[index].text = string.Format("+{0}", GetNextEnchanceAttr(item, (int)line.MagicAttack).ToString()); m_CurAttr[index].text = string.Format("+{0}", GetCurEnchanceAttr(item, (int)line.MagicAttack).ToString()); m_AttrWhole[index].SetActive(true); ++index; } //物理防御 if (line.PhysicsDefence > 0 && index < m_AttrName.Length && index >= 0) { m_AttrName[index].text = strColor + ItemTool.ConvertAttrToString(COMBATATTE.PYSDEF); m_AddAttr[index].text = string.Format("+{0}", GetNextEnchanceAttr(item, (int)line.PhysicsDefence).ToString()); m_CurAttr[index].text = string.Format("+{0}", GetCurEnchanceAttr(item, (int)line.PhysicsDefence).ToString()); m_AttrWhole[index].SetActive(true); ++index; } //法术防御 if (line.MagicDefence > 0 && index < m_AttrName.Length && index >= 0) { m_AttrName[index].text = strColor + ItemTool.ConvertAttrToString(COMBATATTE.MAGDEF); m_AddAttr[index].text = string.Format("+{0}", GetNextEnchanceAttr(item, (int)line.MagicDefence).ToString()); m_CurAttr[index].text = string.Format("+{0}", GetCurEnchanceAttr(item, (int)line.MagicDefence).ToString()); m_AttrWhole[index].SetActive(true); ++index; } //全攻击 if (line.AllAttack > 0 && index < m_AttrName.Length && index >= 0) { m_AttrName[index].text = strColor + ItemTool.ConvertAttrToString((COMBATATTE)1000); m_AddAttr[index].text = string.Format("+{0}", GetNextEnchanceAttr(item, (int)line.AllAttack).ToString()); m_CurAttr[index].text = string.Format("+{0}", GetCurEnchanceAttr(item, (int)line.AllAttack).ToString()); m_AttrWhole[index].SetActive(true); ++index; } //全防御 if (line.AllDefence > 0 && index < m_AttrName.Length && index >= 0) { m_AttrName[index].text = strColor + ItemTool.ConvertAttrToString((COMBATATTE)1001); m_AddAttr[index].text = string.Format("+{0}", GetNextEnchanceAttr(item, (int)line.AllDefence).ToString()); m_CurAttr[index].text = string.Format("+{0}", GetCurEnchanceAttr(item, (int)line.AllDefence).ToString()); m_AttrWhole[index].SetActive(true); ++index; } //附加属性 for (int attrIndex = 0; attrIndex < line.getAddAttrTypeCount(); ++attrIndex) { int attrType = line.GetAddAttrTypebyIndex(attrIndex); float attrValue = line.GetAddAttrValuebyIndex(attrIndex); if ((attrType >= (int)COMBATATTE.MAXHP && attrType < (int)COMBATATTE.COMBATATTE_MAXNUM) || attrType == 1000 || attrType == 1001) { if (attrValue > 0) { if (index < m_AttrName.Length && index >= 0) { //策划要求隐藏装备攻速属性 if (attrType == (int)COMBATATTE.ATTACKSPEED) { continue; } m_AttrName[index].text = strColor + ItemTool.ConvertAttrToString((COMBATATTE)attrType); m_AddAttr[index].text = string.Format("+{0}", GetNextEnchanceAttr(item, (int)attrValue).ToString()); m_CurAttr[index].text = string.Format("+{0}", GetCurEnchanceAttr(item, (int)attrValue).ToString()); m_AttrWhole[index].SetActive(true); ++index; } } } } m_Grid.Reposition(); m_TopGrid.Recenter(true); } } }
private void _showBasePropertyByEquipFlyWingId(int id) { // if (GameManager.gameManager.FlyWingMananger.CurEquipFlyWingId != GlobeVar.INVALID_ID) { Tab_FlyWing flyWingTab = TableManager.GetFlyWingByID(id, 0); if (flyWingTab != null) { if (flyWingTab.BASE1ID != GlobeVar.INVALID_ID && flyWingTab.BASE1VLUE != GlobeVar.INVALID_ID) { if (flyWingTab.BASE1ID > (int)COMBATATTE.INVALID && flyWingTab.BASE1ID < (int)COMBATATTE.COMBATATTE_MAXNUM) { string propertyName = ItemTool.ConvertAttrToString((COMBATATTE)flyWingTab.BASE1ID); m_PropertyName1.text = propertyName; m_PropertyVlue1.text = string.Format("+{0}", flyWingTab.BASE1VLUE); } else { m_PropertyName1.text = ""; m_PropertyVlue1.text = ""; } } if (flyWingTab.BASE2ID != GlobeVar.INVALID_ID && flyWingTab.BASE2VLUE != GlobeVar.INVALID_ID) { if (flyWingTab.BASE2ID > (int)COMBATATTE.INVALID && flyWingTab.BASE2ID < (int)COMBATATTE.COMBATATTE_MAXNUM) { string propertyName = ItemTool.ConvertAttrToString((COMBATATTE)flyWingTab.BASE2ID); m_PropertyName2.text = propertyName; m_PropertyVlue2.text = string.Format("+{0}", flyWingTab.BASE2VLUE); } else { m_PropertyName2.text = ""; m_PropertyName2.text = ""; } } if (flyWingTab.BASE3ID != GlobeVar.INVALID_ID && flyWingTab.BASE3VLUE != GlobeVar.INVALID_ID) { if (flyWingTab.BASE3ID > (int)COMBATATTE.INVALID && flyWingTab.BASE3ID < (int)COMBATATTE.COMBATATTE_MAXNUM) { string propertyName = ItemTool.ConvertAttrToString((COMBATATTE)flyWingTab.BASE3ID); m_PropertyName3.text = propertyName; m_PropertyVlue3.text = string.Format("+{0}", flyWingTab.BASE3VLUE); } else { m_PropertyName3.text = ""; m_PropertyVlue3.text = ""; } } if (flyWingTab.BASE4ID != GlobeVar.INVALID_ID && flyWingTab.BASE4VLUE != GlobeVar.INVALID_ID) { if (flyWingTab.BASE4ID > (int)COMBATATTE.INVALID && flyWingTab.BASE4ID < (int)COMBATATTE.COMBATATTE_MAXNUM) { string propertyName = ItemTool.ConvertAttrToString((COMBATATTE)flyWingTab.BASE4ID); m_PropertyName4.text = propertyName; m_PropertyVlue4.text = string.Format("+{0}", flyWingTab.BASE4VLUE); } else { m_PropertyName4.text = ""; m_PropertyVlue4.text = ""; } } if (flyWingTab.BASE5ID != GlobeVar.INVALID_ID && flyWingTab.BASE5VLUE != GlobeVar.INVALID_ID) { if (flyWingTab.BASE5ID > (int)COMBATATTE.INVALID && flyWingTab.BASE5ID < (int)COMBATATTE.COMBATATTE_MAXNUM) { string propertyName = ItemTool.ConvertAttrToString((COMBATATTE)flyWingTab.BASE5ID); m_PropertyName5.text = propertyName; m_PropertyVlue5.text = string.Format("+{0}", flyWingTab.BASE5VLUE); } else { m_PropertyName5.text = ""; m_PropertyVlue5.text = ""; } } if (flyWingTab.BASE6ID != GlobeVar.INVALID_ID && flyWingTab.BASE6VLUE != GlobeVar.INVALID_ID) { if (flyWingTab.BASE6ID > (int)COMBATATTE.INVALID && flyWingTab.BASE6ID < (int)COMBATATTE.COMBATATTE_MAXNUM) { string propertyName = ItemTool.ConvertAttrToString((COMBATATTE)flyWingTab.BASE6ID); m_PropertyName6.text = propertyName; m_PropertyVlue6.text = string.Format("+{0}", flyWingTab.BASE6VLUE); } else { m_PropertyName6.text = ""; m_PropertyVlue6.text = ""; } } } } }