void SetStarAttr(GameItem item, int index, float attr) { if (item.StarLevel > 0) { Tab_EquipStar starline = TableManager.GetEquipStarByID(item.StarLevel, 0); if (starline != null) { float rate = starline.AttrRate; if (rate > 0) { //m_StarAttr[index].text = string.Format("+{0}", (int)(attr * rate)+1); //m_StarAttr[index].gameObject.SetActive(true); } } } }
int GetStarAttr(GameItem item, float attr) { int starValue = 0; if (null != item && item.StarLevel > 0) { Tab_EquipStar starline = TableManager.GetEquipStarByID(item.StarLevel, 0); if (starline != null) { float rate = starline.AttrRate; if (rate > 0) { starValue = (int)(attr * rate) + 1; } } } return(starValue); }
void SetEnchanceAndStarAttr(GameItem item, int index, float attr, bool extraAddAttr = false) { int EnchanceAndStarValue = 0; //强化属性 if (item.EnchanceLevel > 0) { Tab_EquipEnchance enchanceline = TableManager.GetEquipEnchanceByID(item.EnchanceLevel, 0); if (enchanceline != null) { float rate = enchanceline.EnchanceRate; if (rate > 0) { EnchanceAndStarValue += (int)(attr * rate) + 1; } } } //打星属性 if (item.StarLevel > 0 && extraAddAttr == false) { Tab_EquipStar starline = TableManager.GetEquipStarByID(item.StarLevel, 0); if (starline != null) { float rate = starline.AttrRate; if (rate > 0) { EnchanceAndStarValue += (int)(attr * rate) + 1; } } } if (EnchanceAndStarValue > 0) { m_EnchanceAttr[index].text = string.Format("+{0}", EnchanceAndStarValue); m_EnchanceAttr[index].gameObject.SetActive(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_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); } }