void ShowProgressRate(int vipLev) { VIPConfigData vipData = PlayerDataManager.Instance.GetVipData(vipLev); int money = PlayerDataManager.Instance.GetCurVipPayMoney(); progressLabel.text = string.Format("{0}/{1}", money, vipData.m_upgradeExp); }
//触发情况 public void Show(bool isTweenMark) { curVipLev = PlayerDataManager.Instance.GetPlayerVIPLevel(); int nextLev = GetNextVipLev(); VipPrevillegeResData vipResData = uiParent.vipPreResDataBase.m_dataTable[curVipLev]; SetCurVip(curVipLev, vipResData); if (nextLev == 0) { nextTip.SetActive(false); maxGradeLabel.enabled = true; SetProgress(curVipLev, false); } else { nextTip.SetActive(true); maxGradeLabel.enabled = false; VIPConfigData curVipData = PlayerDataManager.Instance.GetVipData(curVipLev); int preMoney = curVipData.m_upgradeExp; VIPConfigData vipData = PlayerDataManager.Instance.GetVipData(nextLev); VipPrevillegeResData resData = uiParent.vipPreResDataBase.m_dataTable[nextLev]; SetNextVip(nextLev, vipData.m_upgradeExp - preMoney, resData); SetProgress(nextLev, false); } if (isTweenMark) { TweenShow(); //SoundManager.Instance.PlaySoundEffect("Sound_UIEff_VIPUIAppear"); } vipBtn.SetButtonBackground(uiParent.isCurPayPanel?1:2); //spriteBtn.ChangeSprite(uiParent.isCurPayPanel ?1:2);//.spriteName = uiParent.isCurPayPanel ? "JH_UI_Typeface_1313" : "JH_UI_Typeface_1313"; }
void ShowPanel() { curVipLevel = PlayerDataManager.Instance.GetPlayerVIPLevel(); vipLabel.text = curVipLevel.ToString(); VIPConfigData curVipData = PlayerDataManager.Instance.GetVipData(curVipLevel); int leftTimes = PlayerManager.Instance.FindHeroDataModel().PlayerValues.PLAYER_FIELD_SWEEP_VALUE; preSweepValue = leftTimes; sweepTopTimesLabel.text = (leftTimes == 0 ? "[FF0000]" + leftTimes + "[-]":leftTimes.ToString()) + "/" + curVipData.VipSweepNum; EctypeContainerData esyData; EctypeConfigManager.Instance.EctypeContainerConfigList.TryGetValue(MyParent.curSelectEasyEctypeID, out esyData); costActive = int.Parse(esyData.lCostEnergy); costMoney = esyData.ByCost; int canTimesAct = PlayerManager.Instance.FindHeroDataModel().PlayerValues.PLAYER_FIELD_CURRENCY_ACTIVELIFE / costActive; maxTimes = PlayerManager.Instance.FindHeroDataModel().PlayerValues.PLAYER_FIELD_SWEEP_VALUE > canTimesAct ? canTimesAct : PlayerManager.Instance.FindHeroDataModel().PlayerValues.PLAYER_FIELD_SWEEP_VALUE; //剩余次数 if (maxTimes != 0) { curSelectTimes = 1; minTimes = 1;// progressSlider.sliderValue = curSelectTimes * 1f / maxTimes; } else { curSelectTimes = 0; minTimes = 0;// progressSlider.sliderValue = 0; } ScrollBar(); }
//200/300比例值及进行条 void SetProgress(int nextLev, bool isUpgrade) { ShowProgressRate(nextLev); VIPConfigData vipData = PlayerDataManager.Instance.GetVipData(nextLev); int money = PlayerDataManager.Instance.GetCurVipPayMoney(); float progressVal = (money * 1f / vipData.m_upgradeExp) * maxProgressValue; if (!isUpgrade) { SetProgressFg(progressVal); } }
void FinishProgress() { int money = PlayerDataManager.Instance.GetCurVipPayMoney(); VIPConfigData vipData = PlayerDataManager.Instance.GetVipData(PlayerDataManager.Instance.GetPlayerVIPLevel() + 1); float progressVal = 1f; if (vipData != null) { progressVal = (money * 1f / vipData.m_upgradeExp); } if (progressVal > 0.99f) { progressVal = 1f; } progressVal = progressVal * maxProgressValue; SetProgressFg(progressVal); }
//private float preVipProgress = 0; private void SetPaySuccessPlayEff() { progressVipLev = PlayerDataManager.Instance.GetPlayerVIPLevel(); startProVal = progressFarSprite.gameObject.transform.localScale.x / maxProgressValue; //如果没升级// if (preVipLev >= progressVipLev) { preVipLev = progressVipLev; progressVipLev = progressVipLev + 1; VIPConfigData curVipData = PlayerDataManager.Instance.GetVipData(progressVipLev); endProVal = (PlayerDataManager.Instance.GetCurVipPayMoney() * 1f) / curVipData.m_upgradeExp; } else { endProVal = 1; preVipLev = progressVipLev; } }
private static void OnPostprocessVIP() { string path = System.IO.Path.Combine(RESOURCE_VIP_FOLDER, "VipPrivilege.xml"); TextReader tr = new StreamReader(path); string text = tr.ReadToEnd(); if (text == null) { Debug.LogError("VIP file not exist"); return; } else { XmlSpreadSheetReader.ReadSheet(text); XmlSpreadSheet sheet = XmlSpreadSheetReader.Output; string[] keys = XmlSpreadSheetReader.Keys; object[] levelIds = sheet[keys[0]]; List <VIPConfigData> tempList = new List <VIPConfigData>(); List <VipPrevillegeResData> previllegeList = new List <VipPrevillegeResData>(); for (int i = 2; i < levelIds.Length; i++) { VIPConfigData data = new VIPConfigData(); data.m_vipLevel = Convert.ToInt32(sheet["VipLevel"][i]); data.m_upgradeExp = Convert.ToInt32(sheet["UpgradeExp"][i]); data.m_freeDrugTimes = Convert.ToInt32(sheet["FreeDrug"][i]); data.m_energyPurchaseTimes = Convert.ToInt32(sheet["EnergyPurchaseTimes"][i]); data.m_mainEctypeRewardTimes = Convert.ToInt32(sheet["MainEctypeRewardTimes"][i]); data.m_ectypeExpBonus = Convert.ToInt32(sheet["EctypeExpBonus"][i]); data.m_luckDrawTimes = Convert.ToInt32(sheet["LuckDrawTimes"][i]); data.m_canEquipmentQuickStrengthen = Convert.ToBoolean(sheet["EquipmentQuickStrengthen"][i]); data.m_canEquipmentQuickUpgradeStar = Convert.ToBoolean(sheet["EquipmentQuickUpgradeStar"][i]); string iocnPrefabStr = Convert.ToString(sheet["VipBadge"][i]); string iocnPrefabPath = System.IO.Path.Combine(ASSET_VIP_ICON_FOLDER, iocnPrefabStr + ".prefab"); data.m_vipEmblemPrefab = (GameObject)AssetDatabase.LoadAssetAtPath(iocnPrefabPath, typeof(GameObject)); data.m_RewardList = new List <VipLevelUpReward>(); string strVipLevelRewardPrompt = Convert.ToString(sheet["VipLevelRewardPrompt"][i]); data.VipSweepNum = Convert.ToInt32(sheet["VipSweepNum"][i]); if (strVipLevelRewardPrompt != "0") { string[] splitVipLevelRewardPromptStr = strVipLevelRewardPrompt.Split('|'); foreach (string str in splitVipLevelRewardPromptStr) { string[] splitItems = str.Split('+'); VipLevelUpReward reward = new VipLevelUpReward(); reward.m_vocation = Convert.ToInt32(splitItems[0]); reward.m_itemID = Convert.ToInt32(splitItems[1]); reward.m_itemCount = Convert.ToInt32(splitItems[2]); data.m_RewardList.Add(reward); } } tempList.Add(data); //previllege list VipPrevillegeResData pData = new VipPrevillegeResData(); pData.m_vipLevel = Convert.ToInt32(sheet["VipLevel"][i]); string levelIocnPrefabStr = Convert.ToString(sheet["VipRes"][i]); string levelIocnPrefabPath = System.IO.Path.Combine(ASSET_VIP_ICON_FOLDER, levelIocnPrefabStr + ".prefab"); pData.m_ipLevelIcon = (GameObject)AssetDatabase.LoadAssetAtPath(levelIocnPrefabPath, typeof(GameObject)); string vipPrevilegeStr = Convert.ToString(sheet["VipPrivilegeDescription"][i]); string[] splitVipPrevilegeStr = vipPrevilegeStr.Split('|'); pData.m_previllegeList = new List <PrevillegeItem>(); if (vipPrevilegeStr != "0") { foreach (string str in splitVipPrevilegeStr) { string[] splititems = str.Split('+'); PrevillegeItem item = new PrevillegeItem(); string previlegeIocnPrefabStr = splititems[0]; string previlegeIocnPrefabStrPath = System.IO.Path.Combine(ASSET_VIP_ICON_FOLDER, previlegeIocnPrefabStr + ".prefab"); item.m_icon = (GameObject)AssetDatabase.LoadAssetAtPath(previlegeIocnPrefabStrPath, typeof(GameObject)); item.m_text = splititems[1]; pData.m_previllegeList.Add(item); } } previllegeList.Add(pData); } CreateVIPConfigDataBase(tempList); CreateVipPrevillegeResDataBase(previllegeList); } }