private void SetUI() { if (m_soldierInfo == null && m_buildInfo == null) { NGUIUtil.DebugLog("SummonHeroWnd 's Info is null!!!"); return; } int NeedNum = 0; int NeedCoin = 0; if (m_iWndType == 1 && m_soldierInfo != null) { SoldierM.GetUpStarNeed(m_soldierInfo.SoldierTypeID, m_soldierInfo.StarLevel, ref NeedNum, ref NeedCoin); } else if (m_iWndType == 2 && m_buildInfo != null) { buildingM.GetUpStarNeed(m_buildInfo.BuildType, m_buildInfo.StarLevel, ref NeedNum, ref NeedCoin); } SetDialogLable(NeedCoin); if (NeedCoin > UserDC.GetCoin()) { MyHead.BtnYES.SetState(UIButtonColor.State.Disabled, true); MyHead.BtnYES.isEnabled = false; } }
private void SetUI() { SetRolePhoto(Info.SoldierTypeID); NGUIUtil.SetStarLevelNum(MyHead.StarSprites, Info.StarLevel); NGUIUtil.SetRoleType(MyHead.SprRoleType, Info.m_main_proerty); SetNameLevel(Info.m_name, Info.Quality); //默认未召唤的是100 int NeedNum = 0; int NeedCoin = 0; SoldierM.GetUpStarNeed(Info.SoldierTypeID, Info.StarLevel, ref NeedNum, ref NeedCoin); int Have = Info.GetHaveFragmentNum(); //当前灵魂石 SetPercentageNum(Have, NeedNum); MyHead.SprRedPoint.SetActive(false); }
void SetUI() { if (Info == null) { return; } SetRolePhoto(Info.SoldierTypeID); SetNameLevel(Info.m_name, 0); int NeedNum = 0; int NeedCoin = 0; SoldierM.GetUpStarNeed(Info.SoldierTypeID, Info.StarLevel, ref NeedNum, ref NeedCoin); int Have = Info.GetHaveFragmentNum(); //当前灵魂石 SetPercentageNum(Have, NeedNum); }
/// <summary> /// 设置灵魂石 /// </summary> private void SetSoulPercentage() { MyHead.BtnShengXing.gameObject.SetActive(true); if (MyHead.SprSoulPercentage == null || MyHead.LblSoulNum == null) { NGUIUtil.DebugLog("SoldierInfoWnd.cs SprSoulPercentage or LblSoulNum null !!!"); return; } if (m_soldierInfo.StarLevel == ConstantData.MaxStarLevel) { MyHead.SprSoulPercentage.fillAmount = 1.0f; MyHead.LblSoulNum.text = NGUIUtil.GetStringByKey("88800091"); m_bStarLevelUp = false; MyHead.BtnShengXing.gameObject.SetActive(false); } else { //判断碎片满足 int NeedCoin = 0; int NeedNum = 0; SoldierM.GetUpStarNeed(m_soldierInfo.SoldierTypeID, m_soldierInfo.StarLevel + 1, ref NeedNum, ref NeedCoin); int Have = m_soldierInfo.GetHaveFragmentNum();//当前灵魂石 MyHead.SprSoulPercentage.fillAmount = (Have * 1.0f) / NeedNum; MyHead.LblSoulNum.text = string.Format("{0}/{1}", Have, NeedNum); if (Have >= NeedNum) { //屏蔽文字可进化(王振鑫) //NGUIUtil.SetLableTextByCode<int>(MyHead.LblSoulNum, 88800106); if (m_soldierInfo.StarLevel < ConstantData.MaxStarLevel) { m_bStarLevelUp = true; } else { m_bStarLevelUp = false; } } else { //MyHead.LblSoulNum.text = string.Format("{0}/{1}", Have, NeedNum); m_bStarLevelUp = false; } } }
private void ShowLblItemCount() { if (m_wndType == 1) { int count = ItemDC.GetItemCount(m_itemInfo.id); string countText = string.Format("[FF7E14]" + NGUIUtil.GetStringByKey("88800040") + "[-][9C4314]{0}[-][FF7E14]" + NGUIUtil.GetStringByKey("88800037") + "[-]", count); MyHead.LblItemAmount.text = countText; } else if (m_wndType == 2 && m_soldierInfo != null) { int NeedNum = 0; int NeedCoin = 0; SoldierM.GetUpStarNeed(m_soldierInfo.SoldierTypeID, m_soldierInfo.StarLevel + 1, ref NeedNum, ref NeedCoin); int Have = m_soldierInfo.GetHaveFragmentNum(); //当前灵魂石 MyHead.LblItemAmount.text = Have.ToString() + "/" + NeedNum.ToString(); } else if (m_wndType == 3 && m_soldierInfo != null) { int NeedNum = 0; int NeedCoin = 0; SoldierM.GetUpStarNeed(m_soldierInfo.SoldierTypeID, m_soldierInfo.StarLevel, ref NeedNum, ref NeedCoin); int Have = m_soldierInfo.GetHaveFragmentNum(); //当前灵魂石 MyHead.LblItemAmount.text = Have.ToString() + "/" + NeedNum.ToString(); } else if (m_wndType == 4 && m_buildInfo != null) { int iCoin = 0; int NeedNum = 0; buildingM.GetUpStarNeed(m_buildInfo.BuildType, m_buildInfo.StarLevel + 1, ref NeedNum, ref iCoin); int Have = ItemDC.GetItemCount(m_buildInfo.fragmentTypeID); MyHead.LblItemAmount.text = Have.ToString() + "/" + NeedNum.ToString(); } else if (m_wndType == 5 && m_buildInfo != null) { int iCoin = 0; int NeedNum = 0; buildingM.GetUpStarNeed(m_buildInfo.BuildType, m_buildInfo.StarLevel, ref NeedNum, ref iCoin); int Have = ItemDC.GetItemCount(m_buildInfo.fragmentTypeID); MyHead.LblItemAmount.text = Have.ToString() + "/" + NeedNum.ToString(); } }
/// <summary> /// 升星 /// </summary> private void BtnShengXing_OnClickEventHandler(UIButton sender) { //判断碎片满足 int NeedCoin = 0; int NeedNum = 0; SoldierM.GetUpStarNeed(m_soldierInfo.SoldierTypeID, m_soldierInfo.StarLevel + 1, ref NeedNum, ref NeedCoin); int Have = m_soldierInfo.GetHaveFragmentNum();//当前灵魂石 if (m_soldierInfo.StarLevel == ConstantData.MaxStarLevel) { NGUIUtil.ShowTipWndByKey(30000026); return; } else if (UserDC.GetCoin() < NeedCoin) { NGUIUtil.ShowTipWndByKey(10000086); return; } else if (NeedNum > Have) { NGUIUtil.ShowTipWndByKey(10000087); return; } DialogWnd dialogWnd = WndManager.GetDialog <DialogWnd>(); if (dialogWnd) { //升星金币消耗是使用下一级的 string upStarCoin = string.Format(NGUIUtil.GetStringByKey("30000025"), NeedCoin); dialogWnd.SetDialogLable(upStarCoin, NGUIUtil.GetStringByKey("10000044"), NGUIUtil.GetStringByKey("88800068")); dialogWnd.YESButtonOnClick = YesUpStar; dialogWnd.ShowDialog(); } }
public static bool CheckCanSummonMoney(int SoldierTypeID) { foreach (s_soldier_typeInfo BaseInfo in m_soldierType) { if (BaseInfo == null) { continue; } if (BaseInfo.id == SoldierTypeID) { int NeedCoin = 0; int fragment = 0; int NeedNum = 0; SoldierM.GetUpStarNeed(SoldierTypeID, BaseInfo.starlevel, ref NeedNum, ref NeedCoin); int Have = ItemDC.GetItemCount(BaseInfo.fragment);//当前灵魂石 if (Have >= NeedNum && UserDC.GetCoin() >= NeedCoin) { return(true); } return(false); } } return(false); }
/// <summary> /// 设置灵魂石 /// </summary> private void SetSoulPercentage( ) { if (MyHead.SprSoulPercentage == null || MyHead.LblSoulNum == null) { NGUIUtil.DebugLog("SoldierInfoWnd.cs SprSoulPercentage or LblSoulNum null !!!"); return; } if (m_soldierInfo.StarLevel == 5) { MyHead.SprSoulPercentage.fillAmount = 1.0f; MyHead.LblSoulNum.text = NGUIUtil.GetStringByKey("88800091"); } else { //判断碎片满足 int NeedCoin = 0; int NeedNum = 0; SoldierM.GetUpStarNeed(m_soldierInfo.SoldierTypeID, m_soldierInfo.StarLevel, ref NeedNum, ref NeedCoin); int Have = m_soldierInfo.GetHaveFragmentNum(); //当前灵魂石 MyHead.SprSoulPercentage.fillAmount = (Have * 1.0f) / NeedNum; MyHead.LblSoulNum.text = string.Format("{0}/{1}", Have, NeedNum); } }