private void parseEffect(string str)
 {
     string[] strEffects = str.Split('#');
     effects = new bloodEffect[strEffects.Length];
     for (int i = 0; i < strEffects.Length; i++)
     {
         effects[i] = new bloodEffect(strEffects[i]);
     }
 }
Exemple #2
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    /// <summary>
    /// 更新节点的特效 只有属性节点才有特效 技能节点没有特效 如果又有技能 又提升属性 那么按配置表的第一个效果来
    /// </summary>
    void updateEffect()
    {
        bloodEffect bloodEffects = bloodItemSample.effects[0]; //第一个属性

        if (bloodEffects.type == 5 || bloodEffects.type == 6)  //只有增加新技能才显示技能图标
        {
            skillMask.gameObject.SetActive(false);
            bloodItemBg.gameObject.SetActive(true);
            SkillSample newSk = SkillSampleManager.Instance.getSkillSampleBySid(bloodEffects.skillSid);
            SkillSample oldSk = SkillSampleManager.Instance.getSkillSampleBySid(bloodEffects.drSkillSid);
            if (bloodEffects.type == 5)
            {
                if (newSk != null)
                {
                    ResourcesManager.Instance.LoadAssetBundleTexture(ResourcesManager.SKILLIMAGEPATH + newSk.iconId, skillIconTexture);
                }
            }
            else
            {
                if (oldSk != null)
                {
                    if (newSk != null)
                    {
                        ResourcesManager.Instance.LoadAssetBundleTexture(ResourcesManager.SKILLIMAGEPATH + newSk.iconId, skillIconTexture);
                    }
                    else
                    {
                        ResourcesManager.Instance.LoadAssetBundleTexture(ResourcesManager.SKILLIMAGEPATH + oldSk.iconId, skillIconTexture); //如果实在没有图标就只有显示特效了哇
                    }
                    //skillBg.SetActive(true);
                    return;
                }
            }
            if (pointType != 2)
            {
                skillMask.gameObject.SetActive(true);
            }
        }
        //skillBg.SetActive(false);
        bloodItemBg.gameObject.SetActive(false);
        updateCrlcirEffect();
    }
Exemple #3
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    void updateBgEffect()
    {
        bloodEffect bloodEffects = bloodItemSample.effects[0]; //第一个属性

        if (bloodEffects.type == 5 || bloodEffects.type == 6)  //只有增加新技能才显示技能图标
        {
            skillMask.gameObject.SetActive(false);
            bgPoint.SetActive(false);
            bloodItemBg.SetActive(false);
            SkillSample newSk = SkillSampleManager.Instance.getSkillSampleBySid(bloodEffects.skillSid);
            SkillSample oldSk = SkillSampleManager.Instance.getSkillSampleBySid(bloodEffects.drSkillSid);
            if (bloodEffects.type == 5)
            {
                if (newSk != null)
                {
                    ResourcesManager.Instance.LoadAssetBundleTexture(ResourcesManager.SKILLIMAGEPATH + newSk.iconId, skillIconTexture);
                }
            }
            else
            {
                if (oldSk != null)
                {
                    if (newSk != null)
                    {
                        ResourcesManager.Instance.LoadAssetBundleTexture(ResourcesManager.SKILLIMAGEPATH + newSk.iconId, skillIconTexture);
                    }
                    else
                    {
                        ResourcesManager.Instance.LoadAssetBundleTexture(ResourcesManager.SKILLIMAGEPATH + oldSk.iconId, skillIconTexture); //如果实在没有图标就只有显示特效了哇
                    }
                    //skillBg.SetActive(true);
                }
            }
            if (pointType != 2)
            {
                skillMask.gameObject.SetActive(true);
            }
        }
        else
        {
            //skillBg.SetActive(false);
            if (pointType == 1)
            {
                NGUITools.AddChild(bgPoint,
                                   huiEffectCtrls[bloodItemSample.itemType - 1].gameObject);
                if (bloodItemSample.itemType == 1)
                {
                    skillBg.SetActive(false);
                }
                else if (bloodItemSample.itemType == 3)
                {
                    skillBg.SetActive(true);
                }
                bloodItemBg.gameObject.SetActive(false);
            }
            else if (pointType != 2)
            {
                NGUITools.AddChild(bloodItemBg,
                                   huiEffectnotGuang[bloodItemSample.itemType - 1].gameObject);
                if (bloodItemSample.itemType == 1)
                {
                    skillBg.SetActive(false);
                }
                else if (bloodItemSample.itemType == 3)
                {
                    skillBg.SetActive(true);
                }
                bloodItemBg.gameObject.SetActive(true);
            }
        }
    }