void RefreshUI() { int currentPhysics = UserDC.GetPhysical(); int total = UserM.GetMaxPhysical(UserDC.GetLevel()); if (currentPhysics >= total) { SetType(0); } else { SetType(1); } int serverTime = GlobalTimer.GetNowTimeInt(); NGUIUtil.SetLableText <string>(MyHead.LblTime, NdUtil.ConvertServerTime(serverTime)); if (m_iType == 1) { int resumePhysicsTime = GlobalTimer.instance.GetPhysicsResumeCounter(); NGUIUtil.SetLableText <string>(MyHead.LblNextResumeTime, NdUtil.TimeFormat(resumePhysicsTime)); int resumePhysicsAllTime = GlobalTimer.instance.GetPhysicsResumeAllCounter(); NGUIUtil.SetLableText <string>(MyHead.LblResumeAllTime, NdUtil.TimeFormat(resumePhysicsAllTime)); } }
public UserDC LoadByPrimaryKey(DBConnection Connection, string UserCode) { UserDC objUser = new UserDC(); StringBuilder sql = new StringBuilder(); sql.Append("proc_UsersLoadByPrimaryKey"); DBCommandWarpper dbCommandWrapper = new DBCommandWarpper(Connection.dataBase.GetStoredProcCommand(sql.ToString()), Connection); dbCommandWrapper.AddInParameter("p_UserCode", DbType.String, UserCode); IDataReader reader = null; if (Connection.Transaction != null) { reader = Connection.dataBase.ExecuteReader(dbCommandWrapper.DBCommand, Connection.Transaction); } else { reader = Connection.dataBase.ExecuteReader(dbCommandWrapper.DBCommand); } objUser = FillObject(reader); return(objUser); }
public bool ShowCaptionUpWnd() { CombatScene combat = SceneM.GetCurIScene() as CombatScene; if (combat != null) { UserInfo old = combat.m_oldUserInfo; if (old.Level < UserDC.GetLevel()) { CaptionUpgradeWnd cuw = WndManager.GetDialog <CaptionUpgradeWnd>(); int oldMaxPhysical = UserM.GetMaxPhysical(old.Level); int newMaxPhysical = UserM.GetMaxPhysical(UserDC.GetLevel()); int oldMaxherolevel = UserM.GetUserMaxHeroLevel(old.Level); int newMaxherolevel = UserM.GetUserMaxHeroLevel(UserDC.GetLevel()); cuw.SetData(old.Level, UserDC.GetLevel(), StageDC.GetStageResult().win ? old.Physical - StageDC.GetCounterPartInfo().win_physical : old.Physical - StageDC.GetCounterPartInfo().lose_physical, UserDC.GetPhysical(), oldMaxPhysical, newMaxPhysical, oldMaxherolevel, newMaxherolevel); cuw.MyHead.BtnBg.OnClickEventHandler += BackMainScence; cuw.MyHead.BtnClose.OnClickEventHandler += BackMainScence; return(true); } } return(false); }
/// <summary> /// 获取需要的碎片及拥有数量。 /// </summary> private void GetFragment() { //获取升级需要的资源。 buildingM.GetUpStarNeed(m_Info.BuildType, m_Info.StarLevel + 1, ref m_NeedFragment, ref m_NeedCoin); m_HaveFragment = ItemDC.GetItemCount(m_Info.fragmentTypeID);//当前灵魂石 m_haveCoin = UserDC.GetCoin(); }
void Resweep(UIButton sender) { ItemTypeInfo sweepTicketInfo = ItemDC.GetSweepTickets(); if (sweepTicketInfo == null || sweepTicketInfo.Num < mSweepCount) { WndManager.DestoryDialog <StageWipeWnd>(); NGUIUtil.ShowFreeSizeTipWnd(NGUIUtil.GetStringByKey("70000229")); return; } CounterPartInfo info = StageDC.GetCounterPartInfo(); int playerPhysical = UserDC.GetPhysical(); // ÌåÁ¦²»×ã if (playerPhysical < info.win_physical * mSweepCount) { WndManager.DestoryDialog <StageWipeWnd>(); NGUIUtil.ShowFreeSizeTipWnd(NGUIUtil.GetStringByKey("99904008")); return; } StageDC.SendStageSweepRequest(StageDC.GetCompaignStageID(), mSweepCount); Clear(); //DataCenter.RegisterHooks((int)gate.Command.CMD.CMD_718, ShowSweepResult); }
public List <UserDC> Post([FromBody] UserDC userDC) { if (userDC == null) { return(new List <UserDC>()); } switch (userDC.event_key) { case "search": { return(UserManager.users_search(_context, userDC)); } case "new": { if (UserManager.users_exists(_context, userDC)) { return(UserManager.users_search(_context, userDC)); } else { return(UserManager.users_create(_context, userDC)); } } default: break; } return(new List <UserDC>()); }
private void SetSelect() { if (UserDC.GetLevel() >= m_caption.m_levelneed) { MyHead.toggle.value = true; } }
/// <summary> /// 吃经验. /// </summary> /// <param name="Num">Number.</param> private void AddItemUseNum(int Num) { m_parent.SetItemNum(); m_iHaveAddNum = m_iHaveAddNum + Num; if (!MyHead.LblNumUsed.gameObject.activeInHierarchy) { MyHead.LblNumUsed.gameObject.SetActive(true); } MyHead.LblNumUsed.text = "X" + m_iHaveAddNum.ToString(); int MaxLvl = UserM.GetUserMaxHeroLevel(UserDC.GetLevel()); Info.EXP += int.Parse(m_ItemInfo.m_args); int MaxExp = SoldierM.GetSoldierTotalExpAtLevel(MaxLvl); int LevExp = SoldierM.GetSoldierExp(Info.Level); if (Info.EXP >= LevExp && Info.Level < MaxLvl) { int exp = SoldierM.GetSoldierExp(Info.Level); CalUplevelNum(exp, MaxLvl); } int Exp = SoldierM.GetSoldierExp(Info.Level); float pre = (Info.EXP * 1.0f) / (Exp * 1.0f); AddLeveAndExp(Info.Level, pre, true); }
private void SetUI() { ClearUI(); int leftPoints = UserDC.GetLeftSkillPoints(); int maxLeftSkillPoints = ConfigM.GetMaxLeftSkillPoints(UserDC.GetVIPLevel()); NGUIUtil.SetActive(MyHead.SkillPointsFull, false); NGUIUtil.SetActive(MyHead.SkillPointsNotFull, false); NGUIUtil.SetActive(MyHead.SkillPointsEmpty, false); if (leftPoints >= maxLeftSkillPoints) //技能点数满 { m_wndType = 0; NGUIUtil.SetActive(MyHead.SkillPointsFull, true); } else if (leftPoints < maxLeftSkillPoints && leftPoints > 0) //技能点数未满 { m_wndType = 1; NGUIUtil.SetActive(MyHead.SkillPointsNotFull, true); } else if (leftPoints == 0) //技能点数为0 { m_wndType = 2; m_iTotalSecond = ConfigM.GetResumeSkillTime() + GlobalTimer.GetNowTimeInt(); NGUIUtil.SetActive(MyHead.SkillPointsEmpty, true); } SetLeftSkillPoint(leftPoints); CreateList(); NGUIUtil.RepositionTable(MyHead.Parent); }
public static byte[] SerializerProtobuf(int msgno, string name, byte[] networkmsg) { GateMessage gm = new GateMessage(); gm.head = new Header(); gm.head.uid = UserDC.GetUserID(); gm.head.client_version = ConstantData.g_version; gm.head.internal_version = ConstantData.g_Ndversion; GateMessage.MessageContent msg = new GateMessage.MessageContent(); msg.cmd = msgno; msg.proto_name = name; msg.network_message = networkmsg; gm.content.Add(msg); MemoryStream gateStream = new MemoryStream(); ProtoBuf.Serializer.Serialize <GateMessage> (gateStream, gm); return(gateStream.ToArray()); }
/// <summary> /// 陷阱能否升星. /// </summary> /// <returns>The can up star.</returns> /// <param name="Info">Info.</param> public static CanStarResult GetCanUpStar(BuildInfo Info) { if (Info.StarLevel == 5) { return(CanStarResult.StarMax); } int NeedCoin = 0; int HaveCoin = 0; int NeedFragmentNum = 0; GetUpStarNeed(Info.BuildType, Info.StarLevel + 1, ref NeedFragmentNum, ref NeedCoin); int HaveFragmentNum = ItemDC.GetItemCount(Info.fragmentTypeID); //当前灵魂石 HaveCoin = UserDC.GetCoin(); if (HaveCoin < NeedCoin) { return(CanStarResult.LessCoin); } if (HaveFragmentNum < NeedFragmentNum) { return(CanStarResult.LessMater); } return(CanStarResult.CanUp); }
private UserDC FillObject(DataRow row) { UserDC objUser = null; objUser = new UserDC(); objUser.UserCode = (String)row["UserCode"]; objUser.UserID = (String)row["UserID"]; objUser.Password = (String)row["Password"]; objUser.RoleID = (String)row["RoleID"]; objUser.Status = (Boolean)row["Status"]; objUser.LastLoginDate = row["LastLoginDate"] == DBNull.Value ? null : (DateTime?)row["LastLoginDate"]; objUser.WrongTries = row["WrongTries"] == DBNull.Value ? null : (int?)row["WrongTries"]; objUser.LastWrongTryDate = row["LastWrongTryDate"] == DBNull.Value ? null : (DateTime?)row["LastWrongTryDate"]; objUser.AddOn = row["AddOn"] == DBNull.Value ? null : (DateTime?)row["AddOn"]; objUser.AddBy = row["AddBy"] == DBNull.Value ? null : (String)row["AddBy"]; objUser.EditOn = row["EditOn"] == DBNull.Value ? null : (DateTime?)row["EditOn"]; objUser.EditBy = (String)row["EditBy"]; objUser.IsSyncReq = (Boolean)row["IsSyncReq"]; objUser.UserName = (String)row["UserName"]; objUser.Address1 = (String)row["Address1"]; objUser.Address2 = row["Address2"] == DBNull.Value ? null : (String)row["Address2"]; objUser.Email = (String)row["Email"]; objUser.PhoneHome = (String)row["PhoneHome"]; objUser.Cell1 = (String)row["Cell1"]; objUser.Cell2 = (String)row["Cell2"]; objUser.Other = (String)row["Other"]; objUser.CompanyID = row["CompanyID"] == DBNull.Value ? null : (int?)row["CompanyID"]; objUser.IsSync = (Boolean)row["IsSync"]; objUser.RowState = (String)row["RowState"]; objUser.SyncDate = row["SyncDate"] == DBNull.Value ? null : (DateTime?)row["SyncDate"]; return(objUser); }
/// <summary> /// 陷阱是否能升级. /// </summary> /// <returns><c>true</c> if can up level the specified Info; otherwise, <c>false</c>.</returns> /// <param name="Info">Info.</param> public static CanLevelResult GetLevelCanUP(BuildInfo Info) { int needCoin = 0; int needWood = 0; buildingM.GetUpLevelNeed(Info.BuildType, Info.Level, ref needCoin, ref needWood); //获取已有的资源。 int HaveCoin = UserDC.GetCoin(); int HaveWood = UserDC.GetWood(); if (Info.Level >= UserDC.GetLevel()) { return(CanLevelResult.LevelLimit); } else if (needCoin == 0 && needWood == 0) { return(CanLevelResult.LevelMax); } else if (HaveCoin < needCoin) { return(CanLevelResult.LessCoin); } else if (HaveWood < needWood) { return(CanLevelResult.LessMater); } else if (HaveCoin >= needCoin && HaveWood >= needWood) { return(CanLevelResult.CanUp); } else { return(CanLevelResult.LevelLimit); } }
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; } }
public void BtnAddSkill_OnClickEventHandler(UIButton sender) { ///1 金币不足,2炮弹兵等级不足,0是能够升级,3技能为空不能升级,4技能点不足. int result = CheckSkillCanUp(); if (UserDC.GetLeftSkillPoints() >= 1 && result == 0) { if (m_iSkillNo < 6) { PlayAddSkillEffect(); SoldierDC.Send_SoldierSkillUpRequest(m_dSoldierID, m_iSkillNo); } } else if (result == 1) { NGUIUtil.ShowTipWndByKey(99901003); } else if (result == 2) { NGUIUtil.ShowTipWndByKey(10000104); } else if (result == 4) { NGUIUtil.ShowTipWndByKey(99914004); } else if (result == 5) { NGUIUtil.ShowTipWndByKey(99914003); } }
public int GetPhysicsResumeAllCounter() { int current = UserDC.GetPhysical(); int total = UserM.GetMaxPhysical(UserDC.GetLevel()); int temp = (total - current - 1) * ConfigM.GetResumePhysicsTime(); return(PhysicsResumeCounter + temp); }
/// <summary> /// 返回物品的数量 /// </summary> public static int GetItemCount(s_signinInfo info) { int result = 0; int id = info.item_type; SignInRewardType type = (SignInRewardType)info.reward_type; switch (type) { case SignInRewardType.BlackScience: CaptionInfo cInfo = new CaptionInfo(); GodSkillM.GetCaption(id, ref cInfo); if (cInfo.m_captionid > 0) { result = 1; } break; case SignInRewardType.HeroSoulFragment: case SignInRewardType.ItemAndEquip: case SignInRewardType.TrapFragment: case SignInRewardType.BlackScienceFragment: result = ItemDC.GetItemCount(id); break; case SignInRewardType.Hero: SoldierInfo info2 = SoldierM.GetSoldierInfo(id); if (info2 != null) { result = 1; } break; case SignInRewardType.Trap: BuildInfo info3 = buildingM.GetStartBuildInfo(id); if (info3 != null) { result = 1; } break; case SignInRewardType.GoldCoin: //下面内容策划待定 result = UserDC.GetCoin(); break; case SignInRewardType.Diamond: result = UserDC.GetDiamond(); break; case SignInRewardType.Crystal: result = UserDC.GetCrystal(); break; case SignInRewardType.Wood: result = UserDC.GetWood(); break; } return(result); }
void BtnSure_OnClickEventHandler(UIButton sender) { switch (m_wndType) { case 1: //确定 BtnWndBg_OnClickEventHandler(null); break; case 2: //合成公式 TweenLeft(); EquipComposeWnd wnd = WndManager.GetDialog <EquipComposeWnd>(); if (wnd) { EnableBtn(false); wnd.SetData(m_iItemTypeID); } break; case 3: //穿装备 PdbycWnd wnd1 = WndManager.FindDialog <PdbycWnd>(); if (wnd1) { wnd1.SetEquipDataNoReady(); } MyHead.BtnSure.isEnabled = false; SoldierDC.Send_SoldierEquipRequest(m_soldierInfo.ID, m_posIndex); WndManager.DestoryDialog <EquipmentInfoWnd>(); break; case 4: //购买 //堆叠数量上限判定 bool overLimit = ItemDC.CheckItemOverLimit(m_iItemTypeID, m_iBuyCount); if (overLimit) { NGUIUtil.ShowTipWndByKey(30000030); break; } //持有代币是否足够 bool currencyEnough = UserDC.CheckCurrencyEnough(m_iBuyCurrency, m_iBuyPrice); if (currencyEnough) { } else { string currencyName = NGUIUtil.GetStringByKey(99700000 + m_iBuyCurrency); string tipText = string.Format(NGUIUtil.GetStringByKey(30000029), currencyName); //NGUIUtil.ShowTipWnd(tipText); NGUIUtil.ShowFreeSizeTipWnd(tipText); } break; case 5: //获得途径 ItemComeFromWnd Formwnd = WndManager.GetDialog <ItemComeFromWnd>(); s_itemtypeInfo info = ItemM.GetItemInfo(m_iItemTypeID); Formwnd.SetData(info, m_soldierInfo, null); break; } }
/// <summary> /// 模拟数据接口。 /// </summary> public static void SimulationData() { UserDC.SimulationData(); SoldierDC.SimulationData(); StageDC.SimulationData(); BuildDC.SimulationData(); BlackScienceDC.SimulationData(); ShipPlanDC.SimulationData(); }
/// <summary> /// 清理数据中心数据 /// </summary> public static void ClearDC() { UserDC.ClearDC(); SoldierDC.ClearDC(); BuildDC.ClearDC(); ItemDC.ClearDC(); BlackScienceDC.ClearDC(); ShipPlanDC.ClearDC(); }
public void UpLevel() { if (MyHead.togUpLevel.value) { MyHead.UpStar.SetActive(false); MyHead.UpLevel.SetActive(true); MyHead.BtnUpStar.gameObject.SetActive(false); MyHead.btnUp.gameObject.SetActive(true); MyHead.LblNextName.text = NGUIUtil.GetStringByKey(10000154); //MyHead.btnUp.isEnabled = false; if (m_CurItem != null) { m_CurItem.ResetUI(); MyHead.LblStarName.text = ""; MyHead.lblName.text = "[71fff0]" + m_CurItem.Godskill.m_name + "[-] [ffff62]" + NGUIUtil.GetStringByKey("60000005") + m_CurItem.m_caption.m_level1 + "[-]"; if (m_CurItem.Godskill.m_coinneed == 0 && m_CurItem.Godskill.m_crystalneed == 0) { MyHead.lblExplain.text = NGUIUtil.GetStringByKey(10000122); } else { MyHead.lblExplain.text = string.Format("[552d0a]" + m_CurItem.Godskill.m_explain + "[-]"); } MyHead.lblGoldCost.text = m_CurItem.Godskill.m_coinneed.ToString(); if (UserDC.GetCoin() >= m_CurItem.Godskill.m_coinneed) { MyHead.lblGoldCost.color = Color.white; } else { MyHead.lblGoldCost.color = Color.red; } MyHead.lblDiamondCost.text = m_CurItem.Godskill.m_crystalneed.ToString(); if (UserDC.GetCrystal() >= m_CurItem.Godskill.m_crystalneed) { MyHead.lblDiamondCost.color = Color.white; } else { MyHead.lblDiamondCost.color = Color.red; } m_CurItem.CheckUp(); // MyHead.btnUp.isEnabled = m_CurItem.CheckLevTop() && m_CurItem.m_CanLevUP; GodSkillInfo nextInfo = new GodSkillInfo(); GodSkillM.GetGodSkill(m_CurItem.Godskill.m_type, m_CurItem.Godskill.m_level + 1, ref nextInfo); if (nextInfo != null && nextInfo.m_explain != null) { MyHead.NextStarDes.text = string.Format("[552d0a]" + nextInfo.m_explain + "[-]"); } } } }
private int Update(DBConnection Connection, UserDC objUser) { int updateCount = 0; StringBuilder sql = new StringBuilder(); sql.Append("proc_UsersUpdate"); DBCommandWarpper dbCommandWrapper = new DBCommandWarpper(Connection.dataBase.GetStoredProcCommand(sql.ToString()), Connection); dbCommandWrapper.AddInParameter("p_UserCode", DbType.String, objUser.UserCode); dbCommandWrapper.AddInParameter("p_UserID", DbType.String, objUser.UserID); dbCommandWrapper.AddInParameter("p_Password", DbType.String, objUser.Password); dbCommandWrapper.AddInParameter("p_RoleID", DbType.String, objUser.RoleID); dbCommandWrapper.AddInParameter("p_Status", DbType.Boolean, objUser.Status); dbCommandWrapper.AddInParameter("p_LastLoginDate", DbType.DateTime, objUser.LastLoginDate); dbCommandWrapper.AddInParameter("p_WrongTries", DbType.Int32, objUser.WrongTries); dbCommandWrapper.AddInParameter("p_LastWrongTryDate", DbType.DateTime, objUser.LastWrongTryDate); dbCommandWrapper.AddInParameter("p_AddOn", DbType.DateTime, objUser.AddOn); dbCommandWrapper.AddInParameter("p_AddBy", DbType.String, objUser.AddBy); dbCommandWrapper.AddInParameter("p_EditOn", DbType.DateTime, objUser.EditOn); dbCommandWrapper.AddInParameter("p_EditBy", DbType.String, objUser.EditBy); dbCommandWrapper.AddInParameter("p_IsSyncReq", DbType.Boolean, objUser.IsSyncReq); dbCommandWrapper.AddInParameter("p_UserName", DbType.String, objUser.UserName); dbCommandWrapper.AddInParameter("p_Address1", DbType.String, objUser.Address1); dbCommandWrapper.AddInParameter("p_Address2", DbType.String, objUser.Address2); dbCommandWrapper.AddInParameter("p_Email", DbType.String, objUser.Email); dbCommandWrapper.AddInParameter("p_PhoneHome", DbType.String, objUser.PhoneHome); dbCommandWrapper.AddInParameter("p_Cell1", DbType.String, objUser.Cell1); dbCommandWrapper.AddInParameter("p_Cell2", DbType.String, objUser.Cell2); dbCommandWrapper.AddInParameter("p_Other", DbType.String, objUser.Other); dbCommandWrapper.AddInParameter("p_CompanyID", DbType.Int32, objUser.CompanyID); dbCommandWrapper.AddInParameter("p_IsSync", DbType.Boolean, objUser.IsSync); dbCommandWrapper.AddInParameter("p_RowState", DbType.String, objUser.RowState); dbCommandWrapper.AddInParameter("p_SyncDate", DbType.DateTime, objUser.SyncDate); if (Connection.Transaction != null) { updateCount = Connection.dataBase.ExecuteNonQuery(dbCommandWrapper.DBCommand, Connection.Transaction); } else { updateCount = Connection.dataBase.ExecuteNonQuery(dbCommandWrapper.DBCommand); } if (updateCount == 0) { objUser.IsDirty = IsDirty = true; } return(updateCount); }
public void SetName() { if (MyHead.LblUserName != null) { MyHead.LblUserName.text = UserDC.GetName() + NGUIUtil.GetStringByKey(88800038) + UserDC.GetLevel().ToString(); } if (MyHead.LblEnemyName != null) { MyHead.LblEnemyName.text = CmCarbon.DefenderInfo.Name + NGUIUtil.GetStringByKey(88800038) + CmCarbon.DefenderInfo.Level.ToString(); } }
/*初始化木头设置*/ private void SetWood() { m_iWood = UserDC.GetWood(); if (MyHead.OurResourceEnergy != null) { SetNum(m_iWood, MyHead.OurResourceEnergy); } if (MyHead.EnemyResourceEnergy != null) { SetNum(CmCarbon.DefenderInfo.Wood, MyHead.EnemyResourceEnergy); } }
public override void BuildUI() { Life.Environment = LifeEnvironment.Combat; CombatScheduler.SetCSState(CSState.Ready); if (BattleEnvironmentM.GetBattleEnvironmentMode() == BattleEnvironmentMode.CombatPVE) { if (StageDC.GetPveMode() == PVEMode.Attack) { WndManager.GetDialog <SelectSoldierwnd>(); BattleEnvironmentM.BuildScene(); } else { BattleEnvironmentM.BuildScene(); WndManager.GetDialog <CombatWnd>(); CombatInfoWnd wnd = WndManager.GetDialog <CombatInfoWnd>(); if (wnd != null) { wnd.SetWndMode(CombatInfoMode.combat); } if (CmCarbon.GetGodSkill(StageDC.GetPveMode() == PVEMode.Attack) != null) { //船长技能设置 GodSkillWnd gsw = WndManager.GetDialog <GodSkillWnd>(); if (gsw != null) { gsw.SetCurMana(CmCarbon.GetGodSkillMana(true)); gsw.SetRequireMana(CmCarbon.GetGodSkill(true).GetRequireMana()); } } // } } else { WndManager.GetDialog <CombatWnd>(); WndManager.GetDialog <CombatCountDownWnd>(); CombatInfoWnd wnd = WndManager.GetDialog <CombatInfoWnd>(); if (wnd != null) { wnd.SetWndMode(CombatInfoMode.view); } BattleEnvironmentM.BuildScene(); } BattleEnvironmentM.AddFireSoldierCompent(); Screen.sleepTimeout = SleepTimeout.NeverSleep;//prevent phone from going to sleep m_oldUserInfo.Level = UserDC.GetLevel(); m_oldUserInfo.Physical = UserDC.GetPhysical(); }
public override void WndStart() { base.WndStart(); MyHead.BtnBackground.OnClickEventHandler += BtnBackground_OnClickEventHandler; MyHead.BtnNO.OnClickEventHandler += BtnBackground_OnClickEventHandler; MyHead.BtnYes.OnClickEventHandler += BtnYes_OnClickEventHandler; List <CaptionInfo> caplist = new List <CaptionInfo>(); BlackScienceDC.GetCaptions(ref caplist, UserDC.GetLevel()); LoadCapHeadList(caplist, MyHead.Parent); WndEffects.DoWndEffect(gameObject); }
public static bool CheckStarUp(CaptionInfo info) { GodSkillInfo Godskill = info.GetGodSkillInfo(); int bookcount = ItemDC.GetItemCount(Godskill.m_needbook); if (UserDC.GetLevel() >= info.m_levelneed && Godskill.m_needbooknum > 0 && bookcount >= Godskill.m_needbooknum) { return(true); } else { return(false); } }
/*初始化时金币设置*/ public void SetGold() { m_iCoin = UserDC.GetCoin(); if (MyHead.OurResourceGold != null) { SetNum(m_iCoin, MyHead.OurResourceGold); } if (MyHead.EnemyResourceGold != null) { SetNum(CmCarbon.DefenderInfo.Coin, MyHead.EnemyResourceGold); } }
/// <summary> /// 设置剩余技能点数(点数已满) /// </summary> private void SetLeftSkillPoint(int point) { int maxLeftSkillPoints = ConfigM.GetMaxLeftSkillPoints(UserDC.GetVIPLevel()); string str = string.Format("[FF0000]{0}[-]/[FFFFFF]{1}[-]", point, maxLeftSkillPoints); if (m_wndType == 0) { MyHead.LblSkillPointsFull.text = str; } else if (m_wndType == 1) { MyHead.LblSkillPointsNotFull.text = str; } }
/// <summary> /// 确认能否升星 /// </summary> private void GetNeedItem() { if (m_build == null) { return; } //获取升级需要的资源。 int NeedCoin = 0; buildingM.GetUpLevelNeed(m_build.BuildType, m_build.Level + 1, ref m_NeedCoin, ref m_NeedWood); //获取已有的资源。 m_HaveCoin = UserDC.GetCoin(); m_HaveWood = UserDC.GetWood(); }