// 设置经验 public void AddExp(int exp) { int old_exp = GetExp(); int allExp = exp + old_exp; int nowLevel = GetLevel(); int LevelUpNeedExp = GameTable.playerAttrTableAsset.LookUp(nowLevel).m_needExp; if (0 == LevelUpNeedExp) { return; } while (allExp > LevelUpNeedExp) { allExp = allExp - LevelUpNeedExp; nowLevel = nowLevel + 1; LevelUpNeedExp = GameTable.playerAttrTableAsset.LookUp(nowLevel).m_needExp; if (0 == LevelUpNeedExp) { break; } } UserProps.SetProperty_Int32(UserProperty.level, nowLevel); UserProps.SetProperty_Int32(UserProperty.exp, allExp); NotifyChanged((int)ENPropertyChanged.enUserPropertyChanged, null); Debug.Log("获取经验:" + exp + ",新等级:" + nowLevel + ",新经验:" + allExp); }
public void AddBagCapcity() { int nowBoughtTimes = UserProps.GetProperty_Int32(UserProperty.bagCapcity_expandedSize); UserProps.SetProperty_Int32(UserProperty.bagCapcity_expandedSize, nowBoughtTimes + 1); NotifyChanged((int)ENPropertyChanged.enUserPropertyChanged, null); }
public void SetLevelExp(int level, int exp) { m_lastLevel = GetLevel(); UserProps.SetProperty_Int32(UserProperty.level, level); UserProps.SetProperty_Int32(UserProperty.exp, exp); // 如果升级了 if (level > m_lastLevel) { // 回复体力和军资到最大 UserProps.SetProperty_Int32(UserProperty.stamina, GetMaxStamina()); UserProps.SetProperty_Int32(UserProperty.energy, GetMaxEnergy()); } NotifyChanged((int)ENPropertyChanged.enUserPropertyChanged, null); }
public void AddDiamond(int diamond) { int bind_money = UserProps.GetProperty_Int32(UserProperty.bind_money); bind_money = bind_money + diamond; if (bind_money <= 0) { bind_money = 0; } UserProps.SetProperty_Int32(UserProperty.bind_money, bind_money); Debug.Log("添加或减少的钻石为:" + diamond + ",调整后的身上钻石为:" + bind_money); }
// 设置金币 public void AddMoney(int money) { int num = UserProps.GetProperty_Int32(UserProperty.money); num = num + money; if (num <= 0) { num = 0; } UserProps.SetProperty_Int32(UserProperty.money, num); Debug.Log("设置金币:" + money + ",调整后的身上金币为:" + num); NotifyChanged((int)ENPropertyChanged.enUserPropertyChanged, null); }
public User() { SetPropertyObjectID((int)MVCPropertyID.enUserProps); UserProps = UserProperty.Singleton.CreatePropertySet("UserProperty"); UserProps.SetProperty_String(UserProperty.name, "guo"); UserProps.SetProperty_Int32(UserProperty.id, 123456789); UserProps.SetProperty_Int32(UserProperty.portrait, 1); UserProps.SetProperty_Int32(UserProperty.money, 1); UserProps.SetProperty_Int32(UserProperty.bind_money, 19000); UserProps.SetProperty_Int32(UserProperty.ring, 10); UserProps.SetProperty_Int32(UserProperty.friendship_point, 100); UserProps.SetProperty_Int32(UserProperty.level, 1); UserProps.SetProperty_Int32(UserProperty.exp, 0); UserProps.SetProperty_Int32(UserProperty.stamina, 12); UserProps.SetProperty_Int32(UserProperty.stamina_savetime, (int)TimeUtil.GetCurrentTimeStamp()); UserProps.SetProperty_Int32(UserProperty.friendCount_expandedSize, 0); UserProps.SetProperty_Int32(UserProperty.bagCapcity_expandedSize, 0); IsTeamLeaderModel = false; }
public void SetNowSelectTeam(int teamIndex) { UserProps.SetProperty_Int32(UserProperty.nowSelect_team, teamIndex); NotifyChanged((int)ENPropertyChanged.enUserPropertyChanged, null); }
public void SetEnergy(int energy, int energySaveTime) { UserProps.SetProperty_Int32(UserProperty.energy, energy); UserProps.SetProperty_Int32(UserProperty.energy_savetime, energySaveTime); NotifyChanged((int)ENPropertyChanged.enUserPropertyChanged, null); }
public void SetStamina(int stamina, int staminaSaveTime) { UserProps.SetProperty_Int32(UserProperty.stamina, stamina); UserProps.SetProperty_Int32(UserProperty.stamina_savetime, staminaSaveTime); NotifyChanged((int)ENPropertyChanged.enUserPropertyChanged, null); }
public void SetFriendshpiPoint(int friendShipPoint) { UserProps.SetProperty_Int32(UserProperty.friendship_point, friendShipPoint); NotifyChanged((int)ENPropertyChanged.enUserPropertyChanged, null); }
public void SetRing(int ring) { UserProps.SetProperty_Int32(UserProperty.ring, ring); NotifyChanged((int)ENPropertyChanged.enUserPropertyChanged, null); }
public void SetBindMoney(int bindMoney) { UserProps.SetProperty_Int32(UserProperty.bind_money, bindMoney); NotifyChanged((int)ENPropertyChanged.enUserPropertyChanged, null); }
public void SetMoney(int money) { UserProps.SetProperty_Int32(UserProperty.money, money); NotifyChanged((int)ENPropertyChanged.enUserPropertyChanged, null); }
// 设置等级 public void SetLevel(int level) { UserProps.SetProperty_Int32(UserProperty.level, level); Debug.Log("设置等级:" + level); }
public void SetExp(int exp) { UserProps.SetProperty_Int32(UserProperty.exp, exp); }