public void Surplus() { //不限制使用次数 但是 活力药水和体力药剂 要经过特殊处理 if (item.getIfUse() == 0 && !IsSpeciaclID(item.GetID())) //不限制使用次数 { //surplus.SetActive(false); surplus.SetActive(false); SetBtShow(2); } else { if (objID >= 0 || objID < UI_ItemsManage._instance.item.Count) { surplus.SetActive(true); int maxUseCount; if (IsSpeciaclID(item.GetID())) { VipTemplate vipData = (VipTemplate)DataTemplate.GetInstance().m_VipTable.getTableData(ObjectSelf.GetInstance().VipLevel); maxUseCount = vipData.getMaxUseApPotion() + item.getIfUse(); } else { maxUseCount = item.getIfUse(); } surplusNum = maxUseCount - baseIrem.GetItemTimesCount(); //surplusText.text = surplusNum.ToString(); surplus.SetActive(true); SetBtShow(3); if (surplusNum <= 0) { surplusText.text = "<color=#B0B0B0>0</color>"; SetBtShow(1); } else { surplusText.text = string.Format("<color=#76EE00>{0}</color>", surplusNum); SetBtShow(3); } if (item.getType() == 1) { surplus.SetActive(false); SetBtShow(0); } else { surplus.SetActive(true); } if (item.getType() == 0) { surplus.SetActive(false); SetBtShow(2); } } } }
/// <summary> /// 活力道具显示 /// </summary> private void InitPowerItemUI() { m_guid_1 = null; m_guid_2 = null; m_guid_3 = null; m_conItem_1 = 0; m_conItem_2 = 0; m_conItem_3 = 0; int surplusNum_1 = 0, surplusNum_2 = 0, surplusNum_3 = 0; //道具可使用次数 int conNum1 = 0, conNum2 = 0, conNum3 = 0; //使用次数 //三种消耗道具 int[] ConItems = config.getAp_supplement_item(); ItemTemplate item1 = (ItemTemplate)DataTemplate.GetInstance().m_ItemTable.getTableData(ConItems[0]); ItemTemplate item2 = (ItemTemplate)DataTemplate.GetInstance().m_ItemTable.getTableData(ConItems[1]); ItemTemplate item3 = (ItemTemplate)DataTemplate.GetInstance().m_ItemTable.getTableData(ConItems[2]); m_NameTxt_1.text = GameUtils.getString(item1.getName()); m_DesTxt_1.text = GameUtils.getString(item1.getDes()); m_NameTxt_2.text = GameUtils.getString(item2.getName()); m_DesTxt_2.text = GameUtils.getString(item2.getDes()); m_NameTxt_3.text = GameUtils.getString(item3.getName()); m_DesTxt_3.text = GameUtils.getString(item3.getDes()); _Icon_1.sprite = UIResourceMgr.LoadSprite(common.defaultPath + item1.getIcon()); _Icon_2.sprite = UIResourceMgr.LoadSprite(common.defaultPath + item2.getIcon()); _Icon_3.sprite = UIResourceMgr.LoadSprite(common.defaultPath + item3.getIcon()); List <BaseItem> ItemList = ObjectSelf.GetInstance().CommonItemContainer.GetItemList(EM_BAG_HASHTABLE_TYPE.EM_BAG_HASHTABLE_TYPE_COMMON); for (int i = 0; i < ItemList.Count; ++i) { int baseItemId = ItemList[i].GetItemTableID(); if (baseItemId == ConItems[0]) { conNum1 = ItemList[i].GetItemTimesCount(); m_guid_1 = ItemList[i].GetItemGuid(); int tempNum = ItemList[i].GetItemCount(); m_conItem_1 += tempNum; } if (baseItemId == ConItems[1]) { conNum2 = ItemList[i].GetItemTimesCount(); m_guid_2 = ItemList[i].GetItemGuid(); int tempNum = ItemList[i].GetItemCount(); m_conItem_2 += tempNum; } if (baseItemId == ConItems[2]) { conNum3 = ItemList[i].GetItemTimesCount(); m_guid_3 = ItemList[i].GetItemGuid(); int tempNum = ItemList[i].GetItemCount(); m_conItem_3 += tempNum; } } //道具数量 _OwnNumTxt_1.text = SetOwnShow(m_conItem_1); _OwnNumTxt_2.text = SetOwnShow(m_conItem_2); _OwnNumTxt_3.text = SetOwnShow(m_conItem_3); //道具可以使用的次数 道具使用次数+Vip的使用次数 surplusNum_1 = item1.getIfUse() + vipData.getMaxUseApPotion(); surplusNum_2 = item2.getIfUse() + vipData.getMaxUseApPotion(); surplusNum_3 = item3.getIfUse() + vipData.getMaxUseApPotion(); //当前剩余次数 m_curSurpNum_1 = surplusNum_1 - conNum1; m_curSurpNum_2 = surplusNum_2 - conNum2; m_curSurpNum_3 = surplusNum_3 - conNum3; _SurplusNumTxt_1.text = m_curSurpNum_1.ToString(); _SurplusNumTxt_2.text = m_curSurpNum_2.ToString(); _SurplusNumTxt_3.text = m_curSurpNum_3.ToString(); //设置按钮是否置灰 SetBtnColor(m_curSurpNum_1, _UserBtn_1, m_conItem_1); SetBtnColor(m_curSurpNum_2, _UserBtn_2, m_conItem_2); SetBtnColor(m_curSurpNum_3, _UserBtn_3, m_conItem_3); }