void OnPlayerInfoChanged(PlayerInfoType infotype) { switch (infotype) { case PlayerInfoType.All: UpdateShowPlayerAll(); break; case PlayerInfoType.Exp: UpdateShowPlayerExp(); break; case PlayerInfoType.Equip: UpdateShowPlayerEquip(); break; case PlayerInfoType.Damage: UpdateShowPlayerDamage(); break; case PlayerInfoType.Hp: UpdateShowPlayerHp(); break; } }
/// <summary> /// 更新 /// </summary> /// <param name="infoType"></param> private void OnPlayInfoChanged(PlayerInfoType infoType) { if (infoType == PlayerInfoType.All || infoType == PlayerInfoType.Hp || infoType == PlayerInfoType.Exp || infoType == PlayerInfoType.Damage) { InitPlayEquip(); } }
void OnPlayerInfoChange(PlayerInfoType type) { if (type == PlayerInfoType.All || type == PlayerInfoType.Energy || type == PlayerInfoType.HeadPortrait || type == PlayerInfoType.Level || type == PlayerInfoType.LiLian || type == PlayerInfoType.Name) { UpdateInfoShow(); } }
void OnPlayerInfoChange(PlayerInfoType type) { if (type == PlayerInfoType.All || type == PlayerInfoType.Coin || type == PlayerInfoType.Diamond) { UpdateShow(); } }
void OnPlayerInfoChanged(PlayerInfoType type) { if (type == PlayerInfoType.All || type == PlayerInfoType.Damage || type == PlayerInfoType.Exp || type == PlayerInfoType.HP || type == PlayerInfoType.Equip) { UpdateInfoShow(); } }
/// <summary> /// 属性更改 /// </summary> public void ChangeAttri(PlayerInfoType info, float index) { switch (info) { case PlayerInfoType.当前血量: HP += (int)index; break; case PlayerInfoType.法力: SP += index; break; case PlayerInfoType.最大血量: MaxHp += (int)index; HP += (int)index; break; case PlayerInfoType.基础攻击力: BaseATK += (int)index; break; case PlayerInfoType.金钱: Money += (int)index; break; case PlayerInfoType.凹槽已用数: GroUsed += (int)index; break; case PlayerInfoType.凹槽拥有数: GroHeld += (int)index; break; } }
/// <summary> /// 当值发生变化的时候 /// 会被触发 /// </summary> /// <param name="infoType"></param> void OnPlayerInfoChanged(PlayerInfoType infoType) { if (infoType == PlayerInfoType.All || infoType == PlayerInfoType.HeadPortail || infoType == PlayerInfoType.Hp || infoType == PlayerInfoType.Level || infoType == PlayerInfoType.Name || infoType == PlayerInfoType.Sp || infoType == PlayerInfoType.Energy) { //需要更新 upDateShow(); } }
/// <summary> /// 当值发生变化的时候 /// 会被触发 /// </summary> /// <param name="infoType"></param> void OnPlayerInfoChanged(PlayerInfoType infoType) { if (infoType == PlayerInfoType.All || infoType == PlayerInfoType.Coin || infoType == PlayerInfoType.Diamond) { //需要更新 upDateShow(); } }
/// <summary> /// 升级事件 /// </summary> /// <param name="type"></param> void OnPlayerUpgrade(PlayerInfoType type) { if (type == PlayerInfoType.Upgrade) { AudioManager.Instacne.PlayAudioClip(AudioSourceType._EffectAudioSource, "LevelUp"); CreatEffect("LevelUp"); } }
/// <summary> /// 更改属性 /// </summary> /// <param name="name"> 属性名 </param> /// <param name="index"> 增幅 </param> public void ChangePlayerAttri(PlayerInfoType info, float index) { playerInfo.ChangeAttri(info, index); if (info == PlayerInfoType.金钱) { moneyDelta += index; } SavePlayerInfo(); playerInfo.Notify(); }
/// <summary> /// 回调 /// </summary> /// <param name="type"></param> void OnPlayerInfoChanged(PlayerInfoType type) { switch (type) { case PlayerInfoType.Name: this.mNameText.text = Controller_SceneRoleSelected.Instance.GetPlayerName(); this.mLevelText.text = "Lv." + "1"; this.mBtn_CreateText.text = "已选择"; PlayOwenListShow(this.mNameText.text); break; } }
///// <summary> ///// 按下 ///// </summary> //void OnButtonDown(GameObject click) //{ // if (click.gameObject.name.StartsWith("Btn_Attack")) // { // iTween.ScaleTo(click, click.transform.localScale + new Vector3(0.15f, 0.15f, 0.15f), 0.2f); // } // if (click.gameObject.name.Equals("Btn_Attack_Normal")) // { // isPress = true; // } // OnButtonPress(click); //} ///// <summary> ///// 抬起 ///// </summary> //void OnButtonUp(GameObject click) //{ // if (click.gameObject.name.StartsWith("Btn_Attack")) // { // iTween.ScaleTo(click, click.transform.localScale-new Vector3(0.15f, 0.15f, 0.15f), 0.2f); // } // if (click.gameObject.name.Equals("Btn_Attack_Normal")) // { // isPress = false; // } // StopAllCoroutines(); //} //void OnButtonSelect(GameObject click) //{ // if (click.gameObject.name.StartsWith("Btn_Attack")) // { // iTween.ScaleTo(click, click.transform.localScale+new Vector3(0.15f, 0.15f, 0.15f), 0.2f); // } //} /// <summary> /// 注册事件 /// </summary> /// <param name="type"></param> void OnPlayerInfoChanged(PlayerInfoType type) { if (type == PlayerInfoType.All) { mLevelText.text = PlayerInfo.Instance.PlayerPropertyCurrent.Level.ToString(); HPProgressBar.fillAmount = (float)PlayerInfo.Instance.PlayerPropertyCurrent.HP / PlayerInfo.Instance.PlayerPropertyCurrent.HPMax; MPProgressBar.fillAmount = (float)PlayerInfo.Instance.PlayerPropertyCurrent.MP / PlayerInfo.Instance.PlayerPropertyCurrent.MPMax; mHPText.text = PlayerInfo.Instance.PlayerPropertyCurrent.HP.ToString() + " /" + PlayerInfo.Instance.PlayerPropertyCurrent.HPMax.ToString(); mMPText.text = PlayerInfo.Instance.PlayerPropertyCurrent.MP.ToString() + " /" + PlayerInfo.Instance.PlayerPropertyCurrent.MPMax.ToString(); mNameText.text = PlayerInfo.Instance.PlayerPropertyCurrent.Name; } }
private void OnPlayerInfoChanged(PlayerInfoType type) { switch (type) { case PlayerInfoType.Diamond: case PlayerInfoType.Gold: case PlayerInfoType.All: UpdateInfoShow(); break; default: break; } }
/// <summary> /// 注册事件 /// </summary> /// <param name="type"></param> void OnPlayerInfoChanged(PlayerInfoType type) { if (type == PlayerInfoType.All) { mNameText.text = PlayerInfo.Instance.PlayerPropertyCurrent.Name.ToString(); mLevelText.text = "Lv." + PlayerInfo.Instance.PlayerPropertyCurrent.Level.ToString(); mExpText.text = PlayerInfo.Instance.PlayerPropertyCurrent.Exp.ToString() + "/" + PlayerInfo.Instance.PlayerPropertyCurrent.ExpUpGrade.ToString();; mHPText.text = PlayerInfo.Instance.PlayerPropertyCurrent.HP.ToString() + "/" + PlayerInfo.Instance.PlayerPropertyCurrent.HPMax.ToString(); mMPText.text = PlayerInfo.Instance.PlayerPropertyCurrent.MP.ToString() + "/" + PlayerInfo.Instance.PlayerPropertyCurrent.MPMax.ToString(); mAttackText.text = PlayerInfo.Instance.PlayerPropertyCurrent.Attack.ToString() + "/" + PlayerInfo.Instance.PlayerPropertyCurrent.AttackMax.ToString(); mDefenceText.text = PlayerInfo.Instance.PlayerPropertyCurrent.Defence.ToString() + "/" + PlayerInfo.Instance.PlayerPropertyCurrent.DefenceMax.ToString(); mDexterityText.text = PlayerInfo.Instance.PlayerPropertyCurrent.Dexterity.ToString() + "/" + PlayerInfo.Instance.PlayerPropertyCurrent.DexterityMax.ToString(); mCriticalTriggerRateText.text = (PlayerInfo.Instance.PlayerPropertyCurrent.CriticalTriggerRateMax * 100f).ToString() + "%"; // +"/" + (PlayerInfo.Instance.PlayerPropertyCurrent.CriticalTriggerRateMax * 100f).ToString() + "%100"; mCriticalAttackMaxText.text = (PlayerInfo.Instance.PlayerPropertyCurrent.CriticalAttackMax * 100f).ToString() + "%"; //+ "/" + PlayerInfo.Instance.PlayerPropertyCurrent.CriticalAttackMax.ToString(); } }
private void OnPlayerInfoChanged(PlayerInfoType type) { switch (type) { case PlayerInfoType.Name: case PlayerInfoType.HeadPortrait: case PlayerInfoType.Level: case PlayerInfoType.Energy: case PlayerInfoType.Toughen: case PlayerInfoType.All: UpdateInfoShow(); break; default: break; } }
void OnPlayerInfoChanged(PlayerInfoType infoType) { switch (infoType) { case PlayerInfoType.Coin: UpdateShowPlayerCoin(); break; case PlayerInfoType.Diamond: UpdateShowPlayerDiamond(); break; case PlayerInfoType.All: UpdateShowPlayerAll(); break; } }
void OnPlayerInfoChanged(PlayerInfoType infoType) { switch (infoType) { case PlayerInfoType.Name: UpdateShowPlayerName(); break; case PlayerInfoType.Head: UpdateShowPlayerHead(); break; case PlayerInfoType.Level: UpdateShowPlayerLevel(); break; case PlayerInfoType.Power: UpdateShowPlayerPower(); break; case PlayerInfoType.Exp: UpdateShowPlayerExp(); break; case PlayerInfoType.Energy: UpdateShowPlayerEnergy(); break; case PlayerInfoType.Toughen: UpdateShowPlayerToughen(); break; case PlayerInfoType.Coin: UpdateShowPlayerCoin(); break; case PlayerInfoType.Diamond: UpdateShowPlayerDiamond(); break; case PlayerInfoType.All: UpdateShowPlayerAll(); break; } }
/// <summary> /// 作用类型的转换 /// </summary> /// <param name="typeName"></param> /// <returns></returns> public static PlayerInfoType GetPlayerInfoType(string typeName) { PlayerInfoType type = 0; if (typeName == null || typeName.Trim() == "") { return(type); } try { type = (PlayerInfoType)Enum.Parse(typeof(PlayerInfoType), typeName, false); } catch (Exception e) { Debug.LogError("typeName=" + typeName + " ;\n " + GetCurSourceFileName() + ",GetPlayerInfoType(string typeName)作用类型转换失败,=" + GetLineNum()); } return(type); }
void OnPlayerInfoChanged(PlayerInfoType infoType) { //如果是这些值得话 //if(infoType==PlayerInfoType.Name||// // infoType==PlayerInfoType.Head||// // infoType==PlayerInfoType.Level||// // infoType==PlayerInfoType.Energy||// // infoType==PlayerInfoType.Toughen) //{ //} switch (infoType) { case PlayerInfoType.Name: UpdateShowPlayerName(); break; case PlayerInfoType.Head: UpdateShowPlayerHead(); break; case PlayerInfoType.Level: UpdateShowPlayerLevel(); break; case PlayerInfoType.Energy: UpdateShowPlayerEnergy(); break; case PlayerInfoType.Toughen: UpdateShowPlayerToughen(); break; case PlayerInfoType.All: UpdateShowPlayerAll(); break; } }
/// <summary> /// 玩家信息变化 /// 用来广播的方法 /// </summary> /// <param name="type"></param> public void OnPlayerValueChanged(PlayerInfoType type) { OnPlayInfoChanged(type); }
void OnPlayerInfoChanged(PlayerInfoType type) { UpdateShow(); }
private void OnPlayerInfoChanged(PlayerInfoType type) { UpdateInfoShow(); }
/// <summary> /// 监听玩家的信息 /// </summary> /// <param name="type"></param> void OnPlayInfoChanged(PlayerInfoType infoType) { if (infoType == PlayerInfoType.All || infoType == PlayerInfoType.HeadPortail || infoType == PlayerInfoType.HeadPortail || infoType == PlayerInfoType.Hp || infoType == PlayerInfoType.Level || infoType == PlayerInfoType.Name || infoType == PlayerInfoType.Sp) { } }
/// <summary> /// 提供给Buff更改属性的方法(自加自减) /// </summary> /// <param name="info"> 改哪个属性 </param> /// <param name="amount"> 改多少 </param> public void ChangeAttri(PlayerInfoType info, float amount) { switch (info) { case PlayerInfoType.法术攻击基础系数: MagicAtkRate += amount; break; case PlayerInfoType.法术消耗基础系数: MagicCostRate += amount; break; case PlayerInfoType.后坐力基础系数: RecoilForceRate += amount; break; case PlayerInfoType.受击后退距离基础系数: FallBackRate += amount; break; case PlayerInfoType.受击后无敌时间基础系数: HitRecoverRate += amount; break; case PlayerInfoType.攻击间隔基础系数: AttackIntervalRate += amount; break; case PlayerInfoType.攻击距离基础系数: AttackDistanceRate += amount; break; case PlayerInfoType.冲刺间隔基础系数: SprintCDRate += amount; break; case PlayerInfoType.普通攻击基础系数: AtkRate += amount; break; case PlayerInfoType.打击力基础系数: KnockBackRate += amount; break; case PlayerInfoType.治愈速度基础系数: HealingSpeedRate += amount; break; case PlayerInfoType.治愈量基础系数: HealingAmountRate += amount; break; case PlayerInfoType.回蓝量基础系数: SPIncreaseRate += amount; break; case PlayerInfoType.速度基础系数: SpeedRate += amount; break; case PlayerInfoType.地图显示位置: PlayerStatus.Instance.CanShowPosInMap = amount > 0 ? true : false; break; case PlayerInfoType.金币拾取范围: ChangeMoneyPickUpRate(amount); break; case PlayerInfoType.最大血量: TempChangeMaxHp((int)amount); break; case PlayerInfoType.基础攻击力: BaseATK += amount; break; } Debug.Log(info); }
/// <summary> /// 发出所用信息的广播 /// </summary> public void GetPlayerInfo(PlayerInfoType type) { ////装备属性 OnPlayerInfoChanged(type); }
/// <summary> /// 是那种作用类型的药水 /// </summary> /// <param name="it"></param> void ApplyInWitchPlayerInfo(Item it) { PlayerInfoType type = it.ItemInfo.InfoType; switch (type) { case PlayerInfoType.All: break; case PlayerInfoType.Coin: this.Coin += it.ItemInfo.ApplyValue; // OnPlayInfoChanged(PlayerInfoType.Coin); break; case PlayerInfoType.Damage: this.Damage += it.ItemInfo.ApplyValue; // OnPlayInfoChanged(PlayerInfoType.Damage); break; case PlayerInfoType.Diamond: this.Diamond += it.ItemInfo.ApplyValue; // OnPlayInfoChanged(PlayerInfoType.Diamond); break; case PlayerInfoType.Energy: this.Energy += it.ItemInfo.ApplyValue; // OnPlayInfoChanged(PlayerInfoType.Energy); break; case PlayerInfoType.Exp: this.Exp += it.ItemInfo.ApplyValue; // OnPlayInfoChanged(PlayerInfoType.Exp); break; case PlayerInfoType.HeadPortail: //头像的物品不知道怎么改 // OnPlayInfoChanged(PlayerInfoType.HeadPortail); break; case PlayerInfoType.Hp: this.Hp += it.ItemInfo.ApplyValue; if (this.Hp > this.HpMax) { this.Hp = this.HpMax; } // OnPlayInfoChanged(PlayerInfoType.Hp); break; case PlayerInfoType.Item: //类型是道具 // OnPlayInfoChanged(PlayerInfoType.Item); break; case PlayerInfoType.Level: this.Level += it.ItemInfo.ApplyValue; // OnPlayInfoChanged(PlayerInfoType.Level); break; case PlayerInfoType.Name: //玩家姓名 不用改 break; case PlayerInfoType.Power: this.Power += it.ItemInfo.ApplyValue; //OnPlayInfoChanged(PlayerInfoType.Power); break; case PlayerInfoType.Sp: this.Toughen += it.ItemInfo.ApplyValue; if (this.Toughen > this.ToughenMax) { this.Toughen = this.ToughenMax; } // OnPlayInfoChanged(PlayerInfoType.Sp); break; default: break; } if (OnPlayInfoChanged != null) { OnPlayInfoChanged(type); } }
/// <summary> /// 注册事件 /// </summary> /// <param name="type"></param> void OnPlayerInfoChanged(PlayerInfoType type) { if (type == PlayerInfoType.All) { } }
/// <summary> /// 当值发生变化的时候 /// 会被触发 /// </summary> /// <param name="infoType"></param> void OnPlayerInfoChanged(PlayerInfoType infoType) { //需要更新 upDateShow(); }