void LongPress() { string name = ""; string[] msg = new string[0]; switch (type) { case 1: name = "结束"; msg = new string[] { "结束行动,行动点会积累到下回合" }; break; case 2: name = "攻击"; msg = new string[] { "普通攻击" }; break; case 3: name = model.name; string msg1 = model.GetEffect(Manage.Instance.Battle.CurrentUnit.DataModel.finalAttribute); string msg2 = "消耗:" + model.GetAP(Manage.Instance.Battle.CurrentUnit.DataModel.finalAttribute); msg = new string[] { msg1, msg2 }; break; } PanelManager.Instantiate.GetPanel <DownItemStatsPanel>().Open(name, msg); }
public override void OnUpdate() { base.OnUpdate(); if (!gameObject.activeSelf) { return; } SetName(_attribute.name, _attribute.GetEffect(Character.finalAttribute), _attribute.GetDescribe); if (_attribute.triggerType == 1) { SetGame(APParent, _attribute.GetAPText(Character.finalAttribute)); OnUpdateAttribute(_attribute.NeedAttribute, APParent); SetGame(NeedAttributeParent, _attribute.GetCDText(Character.finalAttribute)); if (_attribute.releaseRange > 1) { SetGame(NeedAttributeParent, "施法范围:", _attribute.releaseRange); } if (_attribute.targetRange > 1) { SetGame(NeedAttributeParent, "有效范围:", _attribute.targetRange); } if (_attribute.needEquipment.Length > 0) { string s = "需要"; switch (_attribute.needEquipment[0]) { case 1: s += (_attribute.needEquipment[1] == 1 ? "近战" : "远程") + "武器"; break; case 2: s += DataName.GetName(((EquipmentEnum)_attribute.needEquipment[1]).ToString(), true); break; case 3: s += DataName.GetName(((weaponEnum)_attribute.needEquipment[1]).ToString(), true); break; } SetGame(NeedAttributeParent, s); } } else { SetGame(AttributeParent, "被动技能"); } //技能是否已经学习,没有就需要显示学习条件 bool have = Character.dataModel.HaveSkill(Attribute); StudyNeedParent.gameObject.SetActive(!have); if (!have) { OnUpdateAttribute(_attribute.StudyNeedAttribute, StudyNeedParent); SetGame(StudyNeedParent, "等级:", _attribute.needLevel); } }