public override void OnTriggerEnter2D(Collider2D collision) { if (collision.gameObject.tag == "Enemy") { ActorModel.Model.SetEngery(ActorModel.Model.GetCurrentWeapon().回复能量); View.CurrentScene.GetView <GameInfoView>().HitCount++; if (attack_type == HitType.击飞) { Camera.main.GetComponent <Cinemachine.CinemachineImpulseSource>().GenerateImpulse(); if (View.CurrentScene is GameScene) { TimeModel.SetTimeScale(0.2f, true, 0.2f); } } bool isCrit = false; var weapon = WeaponConfig.Get(ActorModel.Model.GetPlayerEquipment(EquipmentType.武器)); var hurt_value = ActorModel.Model.GetPlayerAttribute(PlayerAttribute.攻击力); if (Random.value <= ActorModel.Model.GetPlayerAttribute(PlayerAttribute.暴击率) * 0.01f) { isCrit = true; hurt_value = ActorModel.Model.GetPlayerAttribute(PlayerAttribute.暴击伤害); } collision.gameObject.GetComponent <IHurt>().GetHurt( new AttackData(hurt_value, isCrit, ActorController.Controller.transform.position, attack_type) ); } }
public override void OnTriggerEnter2D(Collider2D collision) { base.OnTriggerEnter2D(collision); if (collision.CompareTag("Enemy")) { Debug.Log(photonView.Owner.ActorNumber); // ActorModel.Model.SetEngery(ActorModel.Model.GetCurrentWeapon().回复能量); if (photonView.Owner.ActorNumber == collision.GetComponent <NetkActorController>().photonView.Owner.ActorNumber) { return; } if (attack_type == HitType.击飞) { Camera.main.GetComponent <Cinemachine.CinemachineImpulseSource>().GenerateImpulse(); } bool isCrit = false; var weapon = WeaponConfig.Get(model.GetPlayerEquipment(EquipmentType.武器)); var hurt_value = model.GetPlayerAttribute(PlayerAttribute.攻击力); if (Random.value <= model.GetPlayerAttribute(PlayerAttribute.暴击率) * 0.01f) { isCrit = true; hurt_value = model.GetPlayerAttribute(PlayerAttribute.暴击伤害); } collision.GetComponent <NetkActorController>().GetHurt(new AttackData(hurt_value, isCrit, transform.position, this.attack_type)); } }
public void Equip() { if (!CurretnSelect.icon.gameObject.activeSelf) { return; } switch (CurretnSelect.data.itemtype) { case ItemType.武器: var config = WeaponConfig.Get(CurretnSelect.data.config_id); if (config.需要等级 > ActorModel.Model.GetLevel()) { View.CurrentScene.OpenView <TipView>().SetContent("等级不够 需要等级: " + DreamerTool.Util.DreamerUtil.GetColorRichText(config.需要等级.ToString(), Color.red)); return; } Equip(config, WeaponConfig.Get(ActorModel.Model.GetPlayerEquipment(EquipmentType.武器)), EquipmentType.武器); break; case ItemType.肩膀: var arm_config = ArmConfig.Get(CurretnSelect.data.config_id); Equip(arm_config, ArmConfig.Get(ActorModel.Model.GetPlayerEquipment(EquipmentType.肩膀左)), EquipmentType.肩膀左); break; case ItemType.衣: var torso_config = TorsoConfig.Get(CurretnSelect.data.config_id); Equip(torso_config, TorsoConfig.Get(ActorModel.Model.GetPlayerEquipment(EquipmentType.衣)), EquipmentType.衣); break; case ItemType.手链: var sleeve_config = SleeveConfig.Get(CurretnSelect.data.config_id); Equip(sleeve_config, SleeveConfig.Get(ActorModel.Model.GetPlayerEquipment(EquipmentType.手链)), EquipmentType.手链); break; case ItemType.裤子: var pelvis_config = PelvisConfig.Get(CurretnSelect.data.config_id); Equip(pelvis_config, PelvisConfig.Get(ActorModel.Model.GetPlayerEquipment(EquipmentType.裤子)), EquipmentType.裤子); break; case ItemType.鞋子: var foot_config = FootConfig.Get(CurretnSelect.data.config_id); Equip(foot_config, FootConfig.Get(ActorModel.Model.GetPlayerEquipment(EquipmentType.鞋子)), EquipmentType.鞋子); break; case ItemType.消耗品: GameStaticMethod.ExecuteCommond(ConsumablesConfig.Get(CurretnSelect.data.config_id).function); ActorModel.Model.bag_items.Remove(CurretnSelect.data); CurretnSelect.icon.gameObject.SetActive(false); ItemUITip.gameObject.SetActive(false); break; case ItemType.盾牌: var shield_config = ShieldConfig.Get(CurretnSelect.data.config_id); Equip(shield_config, ShieldConfig.Get(ActorModel.Model.GetPlayerEquipment(EquipmentType.盾牌)), EquipmentType.盾牌); break; default: break; } }
private void Awake() { switch (item_type) { case ItemType.武器: GetComponent <SpriteRenderer>().sprite = WeaponConfig.Get(config_id).GetSprite(); transform.localScale = Vector2.one * 3; transform.rotation = Quaternion.Euler(0, 0, -90); _text.text = WeaponConfig.Get(config_id).物品名字; _text.color = GameStaticData.ITEM_COLOR_DICT[WeaponConfig.Get(config_id).物品阶级]; break; case ItemType.衣: GetComponent <SpriteRenderer>().sprite = TorsoConfig.Get(config_id).GetSprite(); _text.text = TorsoConfig.Get(config_id).物品名字; _text.color = GameStaticData.ITEM_COLOR_DICT[TorsoConfig.Get(config_id).物品阶级]; break; case ItemType.手链: GetComponent <SpriteRenderer>().sprite = SleeveConfig.Get(config_id).GetSprite(); _text.text = SleeveConfig.Get(config_id).物品名字; _text.color = GameStaticData.ITEM_COLOR_DICT[SleeveConfig.Get(config_id).物品阶级]; break; case ItemType.肩膀: GetComponent <SpriteRenderer>().sprite = ArmConfig.Get(config_id).GetSprite(); _text.text = ArmConfig.Get(config_id).物品名字; _text.color = GameStaticData.ITEM_COLOR_DICT[ArmConfig.Get(config_id).物品阶级]; break; case ItemType.裤子: GetComponent <SpriteRenderer>().sprite = PelvisConfig.Get(config_id).GetSprite(); _text.text = PelvisConfig.Get(config_id).物品名字; _text.color = GameStaticData.ITEM_COLOR_DICT[PelvisConfig.Get(config_id).物品阶级]; break; case ItemType.鞋子: GetComponent <SpriteRenderer>().sprite = FootConfig.Get(config_id).GetSprite(); _text.text = FootConfig.Get(config_id).物品名字; _text.color = GameStaticData.ITEM_COLOR_DICT[FootConfig.Get(config_id).物品阶级]; break; case ItemType.盾牌: GetComponent <SpriteRenderer>().sprite = ShieldConfig.Get(config_id).GetSprite(); _text.text = ShieldConfig.Get(config_id).物品名字; _text.color = GameStaticData.ITEM_COLOR_DICT[ShieldConfig.Get(config_id).物品阶级]; break; default: break; } if (!GetComponent <PolygonCollider2D>()) { gameObject.AddComponent <PolygonCollider2D>().isTrigger = true; } }
public void UpdateSpriteRenderSprite() { switch (equipment_type) { case EquipmentType.鞋子: _sprite.sprite = FootConfig.Get(ActorModel.Model.GetPlayerEquipment(equipment_type)).GetSprite(); break; case EquipmentType.裤子: _sprite.sprite = PelvisConfig.Get(ActorModel.Model.GetPlayerEquipment(equipment_type)).GetSprite(); break; case EquipmentType.肩膀右: _sprite.sprite = ArmConfig.Get(ActorModel.Model.GetPlayerEquipment(equipment_type)).GetSprite(); break; case EquipmentType.肩膀左: _sprite.sprite = ArmConfig.Get(ActorModel.Model.GetPlayerEquipment(equipment_type)).GetLsprite(); break; case EquipmentType.手链: _sprite.sprite = SleeveConfig.Get(ActorModel.Model.GetPlayerEquipment(equipment_type)).GetSprite(); break; case EquipmentType.武器: _sprite.sprite = WeaponConfig.Get(ActorModel.Model.GetPlayerEquipment(equipment_type)).GetSprite(); break; case EquipmentType.衣: _sprite.sprite = TorsoConfig.Get(ActorModel.Model.GetPlayerEquipment(equipment_type)).GetSprite(); break; case EquipmentType.盾牌: _sprite.sprite = ShieldConfig.Get(ActorModel.Model.GetPlayerEquipment(equipment_type)).GetSprite(); break; default: break; } }
public void ChooseGrid() { if (CurretnSelect != null) { CurretnSelect.UnSelect(); } CurretnSelect = Grids[grid_index]; CurretnSelect.Select(); if (CurretnSelect.data != null) { SetTipPos(); switch (CurretnSelect.data.itemtype) { case ItemType.鞋子: var foot = FootConfig.Get(CurretnSelect.data.config_id); SetTip(foot, FootConfig.Get(ActorModel.Model.GetPlayerEquipment(EquipmentType.鞋子))); break; case ItemType.裤子: var pelvis = PelvisConfig.Get(CurretnSelect.data.config_id); SetTip(pelvis, PelvisConfig.Get(ActorModel.Model.GetPlayerEquipment(EquipmentType.裤子))); break; case ItemType.肩膀: var arm = ArmConfig.Get(CurretnSelect.data.config_id); SetTip(arm, ArmConfig.Get(ActorModel.Model.GetPlayerEquipment(EquipmentType.肩膀左))); break; case ItemType.手链: var sleeve = SleeveConfig.Get(CurretnSelect.data.config_id); SetTip(sleeve, SleeveConfig.Get(ActorModel.Model.GetPlayerEquipment(EquipmentType.手链))); break; case ItemType.武器: var weapon = WeaponConfig.Get(CurretnSelect.data.config_id); SetTip(weapon, WeaponConfig.Get(ActorModel.Model.GetPlayerEquipment(EquipmentType.武器))); break; case ItemType.衣: var torso = TorsoConfig.Get(CurretnSelect.data.config_id); SetTip(torso, TorsoConfig.Get(ActorModel.Model.GetPlayerEquipment(EquipmentType.衣))); break; case ItemType.盾牌: var shield = ShieldConfig.Get(CurretnSelect.data.config_id); SetTip(shield, ShieldConfig.Get(ActorModel.Model.GetPlayerEquipment(EquipmentType.盾牌))); break; case ItemType.消耗品: var consum = ConsumablesConfig.Get(CurretnSelect.data.config_id); SetTip(consum, null); break; default: break; } sell_button.gameObject.SetActive(true); sure_button.gameObject.SetActive(true); if (CurretnSelect.data.itemtype == ItemType.消耗品) { sure_button.GetComponentInChildren <Text>().text = "使用"; } else { sure_button.GetComponentInChildren <Text>().text = "装备"; } } else { sell_button.gameObject.SetActive(false); sure_button.gameObject.SetActive(false); ItemUITip.gameObject.SetActive(false); } }
private double GetAttackFromEquipment() { return(WeaponConfig.Get(Equipment[EquipmentType.武器]).攻击力); }
public WeaponConfig GetCurrentWeapon() { return(WeaponConfig.Get(GetPlayerEquipment(EquipmentType.武器))); }
public void SetModel(ItemType _type, int _id) { m_id = _id; m_type = _type; switch (_type) { case ItemType.鞋子: var foot = FootConfig.Get(_id); m_desText.text = foot.物品描述; singlePrice = foot.购买价格; break; case ItemType.裤子: var sleeve = PelvisConfig.Get(_id); m_desText.text = sleeve.物品描述; singlePrice = sleeve.购买价格; break; case ItemType.肩膀: var arm = ArmConfig.Get(_id); m_desText.text = arm.物品描述; singlePrice = arm.购买价格; break; case ItemType.手链: var pelvis = SleeveConfig.Get(_id); m_desText.text = pelvis.物品描述; singlePrice = pelvis.购买价格; break; case ItemType.武器: var weapon = WeaponConfig.Get(_id); m_desText.text = weapon.物品描述; singlePrice = weapon.购买价格; break; case ItemType.衣: var torso = TorsoConfig.Get(_id); m_desText.text = torso.物品描述; singlePrice = torso.购买价格; break; case ItemType.盾牌: var shield = ShieldConfig.Get(_id); m_desText.text = shield.物品描述; singlePrice = shield.购买价格; break; case ItemType.消耗品: var con = ConsumablesConfig.Get(_id); m_desText.text = con.物品描述; singlePrice = con.购买价格; break; default: break; } UpdateAmountText(); UpdateAmountSlider(); }
public void SetConfig(BagItemData data, bool ispickup = false) { this.data = data; var id = this.data.config_id; var typ = this.data.itemtype; switch (typ) { case ItemType.鞋子: icon.sprite = FootConfig.Get(id).GetSprite(); if (ispickup) { View.CurrentScene.GetView <GameInfoView>().SetPopText("拾取 " + FootConfig.Get(id).物品名字 + "*1", GameStaticData.ITEM_COLOR_DICT[FootConfig.Get(id).物品阶级]); } break; case ItemType.裤子: icon.sprite = PelvisConfig.Get(id).GetSprite(); if (ispickup) { View.CurrentScene.GetView <GameInfoView>().SetPopText("拾取 " + PelvisConfig.Get(id).物品名字 + "*1", GameStaticData.ITEM_COLOR_DICT[PelvisConfig.Get(id).物品阶级]); } break; case ItemType.肩膀: icon.sprite = ArmConfig.Get(id).GetSprite(); if (ispickup) { View.CurrentScene.GetView <GameInfoView>().SetPopText("拾取 " + ArmConfig.Get(id).物品名字 + "*1", GameStaticData.ITEM_COLOR_DICT[ArmConfig.Get(id).物品阶级]); } break; case ItemType.手链: icon.sprite = SleeveConfig.Get(id).GetSprite(); if (ispickup) { View.CurrentScene.GetView <GameInfoView>().SetPopText("拾取 " + SleeveConfig.Get(id).物品名字 + "*1", GameStaticData.ITEM_COLOR_DICT[SleeveConfig.Get(id).物品阶级]); } break; case ItemType.武器: icon.sprite = WeaponConfig.Get(id).GetSprite(); if (ispickup) { View.CurrentScene.GetView <GameInfoView>().SetPopText("拾取 " + WeaponConfig.Get(id).物品名字 + "*1", GameStaticData.ITEM_COLOR_DICT[WeaponConfig.Get(id).物品阶级]); } break; case ItemType.衣: icon.sprite = TorsoConfig.Get(id).GetSprite(); if (ispickup) { View.CurrentScene.GetView <GameInfoView>().SetPopText("拾取 " + TorsoConfig.Get(id).物品名字 + "*1", GameStaticData.ITEM_COLOR_DICT[TorsoConfig.Get(id).物品阶级]); } break; case ItemType.消耗品: icon.sprite = ConsumablesConfig.Get(id).GetSprite(); if (ispickup) { View.CurrentScene.GetView <GameInfoView>().SetPopText("拾取 " + ConsumablesConfig.Get(id).物品名字 + "*1", GameStaticData.ITEM_COLOR_DICT[ConsumablesConfig.Get(id).物品阶级]); } break; case ItemType.盾牌: icon.sprite = ShieldConfig.Get(id).GetSprite(); if (ispickup) { View.CurrentScene.GetView <GameInfoView>().SetPopText("拾取 " + ShieldConfig.Get(id).物品名字 + "*1", GameStaticData.ITEM_COLOR_DICT[ShieldConfig.Get(id).物品阶级]); } break; default: break; } }
public void SetModel(ActorModel _model) { foreach (var item in _model.Equipment) { Sprite sp = null; switch (item.Key) { case EquipmentType.鞋子: sp = FootConfig.Get(item.Value).GetSprite(); break; case EquipmentType.裤子: sp = PelvisConfig.Get(item.Value).GetSprite(); break; case EquipmentType.肩膀左: sp = ArmConfig.Get(item.Value).GetLsprite(); break; case EquipmentType.肩膀右: sp = ArmConfig.Get(item.Value).GetSprite(); break; case EquipmentType.手链: sp = SleeveConfig.Get(item.Value).GetSprite(); break; case EquipmentType.武器: sp = WeaponConfig.Get(item.Value).GetSprite(); break; case EquipmentType.衣: sp = TorsoConfig.Get(item.Value).GetSprite(); break; case EquipmentType.盾牌: sp = ShieldConfig.Get(item.Value).GetSprite(); break; default: break; } if (equipment.ContainsKey(item.Key)) { equipment[item.Key].sprite = sp; } } foreach (var item in _model.Faces) { Sprite sp = null; switch (item.Key) { case FaceType.发型: sp = HairConfig.Get(item.Value).GetSprite(); break; case FaceType.眼睛: sp = EyeConfig.Get(item.Value).GetSprite(); break; case FaceType.嘴巴: sp = MouthConfig.Get(item.Value).GetSprite(); break; case FaceType.耳朵: sp = EarConfig.Get(item.Value).GetSprite(); break; case FaceType.发饰: sp = HairDecorateConfig.Get(item.Value).GetSprite(); break; default: break; } face[item.Key].sprite = sp; } }