/// <summary> /// 设置技能的名字 /// </summary> /// <param name="skillId">Skill identifier.</param> /// <param name="n">N.</param> /// <param name="lev">Lev.</param> /// <param name="needLev">Need lev.</param> /// <param name="desc">Desc.</param> /// <param name="maxLev">Max lev.</param> public void SetSkillName(int skillId, string n, int lev, int needLev, string desc, int maxLev) { sId = skillId; var pos = GameInterface_Skill.GetSkillPos(skillId); var ps = ""; if (pos == 0) { ps = "未装备"; } else if (pos == 1) { ps = "装备位置:一"; } else if (pos == 2) { ps = "装备位置:二"; } else if (pos == 3) { ps = "装备位置:三"; } else if (pos == 4) { ps = "装备位置:四"; } if (lev <= 0) { nameLabel.text = string.Format("[959595]{0}[-]\n[98fcfc]{3}[-]\n[959595]需要等级:{1}[-]\n[959595]{2}[-]", n, needLev, desc, ps); SetLearn(0); } else if (lev < maxLev) { SetLearn(1); nameLabel.text = string.Format("[ff9500]{0}[-]\n[98fcfc]{4}[-]\n[0098fc]等级:{1}[-]\n[73d216]下一级需要:{2}[-]\n[f85818]{3}[-]", n, lev, needLev, desc, ps); } else { SetLearn(2); nameLabel.text = string.Format("[ff9500]{0}[-]\n[98fcfc]{3}[-]\n[0098fc]等级:{1}满级[-]\n[f85818]{2}[-]", n, lev, desc, ps); } }
static System.Collections.IEnumerator UseItemCor(int itemId) { yield return(new WaitForSeconds(0.1f)); var id = BackPack.backpack.GetItemId(itemId); var itemData = Util.GetItemData(0, itemId); var use = CGUseUserProps.CreateBuilder(); use.UserPropsId = id; use.Count = 1; var packet = new KBEngine.PacketHolder(); Log.Net("Send Use Item"); yield return(ClientApp.Instance.StartCoroutine(KBEngine.Bundle.sendSimple(ClientApp.Instance, use, packet))); Log.Sys("UseResult " + packet.packet.flag); if (packet.packet.responseFlag == 0) { GameInterface_Skill.MeUseSkill(itemData.triggerBuffId); } }
//TODO: 和SkillController协作处理玩家的技能数据 void OnSkill(int skIndex) { Debug.Log("skillbutton is " + skIndex); GameInterface_Skill.OnSkill(skIndex); }