void onSkillListChange(EventBase ev) { SkillUIEvent sue = ev as SkillUIEvent; if (sue == null) { return; } ArrayList temp = new ArrayList(); temp = sue.msg;//记录的slotIdx有效范围[0...3] if (temp == null) { ///默认刷新所有技能信息; UpdateSkills(); return; } for (int i = 0, j = temp.Count; i < j; i++) { int skillId = System.Convert.ToInt32(sue.msg[i]); UpdateSkillInfo(skillId); } }
public bool SetSkillLevel(int skillId, int level) { // SkillLevelTableItem item = GetDetailByCurLvSkillID(skillId); // if (item == null) // return false; PlayerData pd = PlayerDataPool.Instance.MainData; // int tempLv = pd.skillData.mLevels[skillId]; pd.skillData.mLevels[skillId] = level; //通知界面更新 SkillUIEvent sue = new SkillUIEvent(SkillUIEvent.SKILL_LEVEL_UP); sue.skillId = skillId; sue.skillLv = level; EventSystem.Instance.PushEvent(sue); return(true); }
void onSkillLvChanged(EventBase ev) { if (ev == null) { return; } SkillUIEvent se = ev as SkillUIEvent; if (se == null) { return; } int skillId = se.skillId; UpdateSkillInfo(skillId); UpdateUpgradeAndCost(); UpdateDetails(false); }
void onEquipSlotChanged(EventBase ev) { if (ev == null) { return; } SkillUIEvent se = ev as SkillUIEvent; if (se == null) { return; } UpdateEquipSkills(); UpdateSkills(); for (int i = 0, j = mEquiAnis.Length; i < j; i++) { mEquiAnis[i].gameObject.SetActive(false); } }