Esempio n. 1
0
    void Buy_Items()
    {
        int index = ((VillageMapPointController)StaticValues.points[StaticValues.currentLocate.GetIDViillage()]).id;

        while (StaticValues.Cities[index].Shop_Buy.Items.Count > 0)
        {
            SlotItem item = StaticValues.Cities[index].Shop_Buy.Items[StaticValues.Cities[index].Shop_Buy.Items.Count - 1];
            if (item.item.Category != ItemCategory.Camp)
            {
                int rest = StaticValues.InvMagazine.AddItem(item.item, item.amount);
                if (rest > 0)
                {
                    StaticValues.Money -= (item.amount - rest) * item.item.Value;
                    item.amount         = rest;
                }
                else
                {
                    StaticValues.Money -= item.amount * item.item.Value;
                    StaticValues.Cities[index].Shop_Buy.RemoveItem(item);
                }
            }
            else
            {
                ICamp.UpgradeCamp(item);
                StaticValues.Cities[index].Shop_Buy.RemoveItem(item);
            }
        }
    }
Esempio n. 2
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    // 兵营升级按钮点击事件
    private void OnCampUpgradeClick()
    {
        int energy = mCamp.EnergyCostCampUpgrade;

        if (energy < 0)
        {
            mFacade.ShowMsg("该兵营已升级到最大等级!");
            return;
        }
        if (mFacade.TakeEnergy(energy))
        {
            mCamp.UpgradeCamp();
            ShowCampInfo(mCamp);
        }
        else
        {
            mFacade.ShowMsg("能量不足,兵营升级所需能量" + energy);
        }
    }
    private void OnCampUpgradeClick()
    {
        int energy = mCamp.energyCostCampUpgrade;

        if (energy < 0)
        {
            mFacade.ShowMsg("兵营已到最大等级,无法再进行升级");
            return;
        }
        if (mFacade.TakeEnergy(energy))
        {
            mCamp.UpgradeCamp();
            ShowCampInfo(mCamp);
        }
        else
        {
            mFacade.ShowMsg("升级兵营需要能量:" + energy + " 能量不足,请稍后再进行升级");
        }
    }
Esempio n. 4
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    private void OnCampUpgradeClick()
    {
        int energy = mCamp.energyCostUpgradeCamp;

        if (energy < 0)
        {
            mFacade.ShowMessage("兵营已到最高等级,无法进行升级");
        }

        if (mFacade.TakeEnergy(energy))
        {
            mCamp.UpgradeCamp();
            ShowCampInfo(mCamp);
        }
        else
        {
            mFacade.ShowMessage("升级兵营需要能量:" + energy + " 能量不足,请稍后再进行升级。");
        }
    }
Esempio n. 5
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    private void OnCampUpgradeClick()
    {
        int energy = m_Camp.EnergyCostCampUpgrade;

        if (energy < 0)
        {
            m_Facade.ShowMsg("兵营已经最大等级,无法再升级");
            return;
        }
        if (m_Facade.TakeEnergy(energy))
        {
            m_Camp.UpgradeCamp();
            ShowCampInfo(m_Camp);
        }
        else
        {
            m_Facade.ShowMsg("升级兵营需要能量:" + energy + "能量不足,请稍后升级");
        }
    }
Esempio n. 6
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    private void OnCampUpgradeClick()
    {
        int energyCost = mCurrentCamp.energyCostUpgradeCamp;

        if (energyCost < 0)
        {
            //提示信息:不能升级Camp  TODO
            mFacade.ShowMsg("兵营已是最大等级,无法继续升级!");
            return;
        }

        //能量消耗   TODO
        if (mFacade.TakeEnergy(energyCost))
        {
            mCurrentCamp.UpgradeCamp();

            //更新界面
            ShowCampInfo(mCurrentCamp);
        }
        else
        {
            mFacade.ShowMsg("升级兵营需要能量:" + energyCost + ":能量不足,无法继续升级兵营!");
        }
    }
Esempio n. 7
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    void ShopFunction(bool isBuy, Slot slot, Slot destiny)
    {
        if (isBuy)
        {
            if ((slot.item.amount * slot.item.item.Value) <= StaticValues.Money)
            {
                if (Input.GetKey(KeyCode.LeftShift))
                {
                    GameObject split = GetComponentInParent <GUIControll>().GUIEnabled.Split;
                    split.GetComponent <SplitPanel>().SetItem(slot.item);
                    split.GetComponent <SplitPanel>().Button_Submit.onClick.RemoveAllListeners();
                    split.GetComponent <SplitPanel>().Button_Submit.onClick.AddListener(() => Buy(slot.item, split.GetComponent <SplitPanel>().Value));
                    split.GetComponent <SplitPanel>().Button_Submit.onClick.AddListener(() => split.GetComponent <SplitPanel>().Close());
                    split.GetComponent <SplitPanel>().Button_Submit.onClick.AddListener(() => destiny.GetComponentInParent <MagazinePanel>().UpdateSlot());
                    split.GetComponent <SplitPanel>().Button_Submit.onClick.AddListener(() => destiny.GetComponentInParent <MarketplacePanel>().UpdateGUI());
                    split.GetComponent <SplitPanel>().Button_Submit.onClick.AddListener(() => destiny.GetComponentInParent <MarketplacePanel>().SpawnSlots());
                    split.SetActive(true);
                }
                else
                {
                    Buy(slot.item, slot.item.amount);
                }
            }
        }
        else
        {
            if (Input.GetKey(KeyCode.LeftShift))
            {
                GameObject split = GetComponentInParent <GUIControll>().GUIEnabled.Split;
                split.GetComponent <SplitPanel>().SetItem(slot.item);
                split.GetComponent <SplitPanel>().Button_Submit.onClick.RemoveAllListeners();
                split.GetComponent <SplitPanel>().Button_Submit.onClick.AddListener(() => Sell(slot.item, split.GetComponent <SplitPanel>().Value));
                split.GetComponent <SplitPanel>().Button_Submit.onClick.AddListener(() => split.GetComponent <SplitPanel>().Close());
                split.GetComponent <SplitPanel>().Button_Submit.onClick.AddListener(() => slot.GetComponentInParent <MarketplacePanel>().SpawnSlots());
                split.GetComponent <SplitPanel>().Button_Submit.onClick.AddListener(() => slot.GetComponentInParent <MarketplacePanel>().UpdateGUI());
                split.GetComponent <SplitPanel>().Button_Submit.onClick.AddListener(() => slot.GetComponentInParent <MagazinePanel>().UpdateSlot());
                split.SetActive(true);
            }
            else
            {
                Sell(slot.item, slot.item.amount);
            }
        }

        void Buy(SlotItem item, int amount)
        {
            if (item.item.Category != ItemCategory.Camp)
            {
                var temp = item;
                int rest = StaticValues.InvMagazine.AddItem(temp.item, amount);
                StaticValues.Money -= ((amount - rest) * temp.item.Value);
                StaticValues.Cities[0].ShopItems.RemoveItem(item, amount - rest);
            }
            else
            {
                ICamp.UpgradeCamp(item);
                StaticValues.Cities[0].ShopItems.RemoveItem(item);
            }
        }

        void Sell(SlotItem item, int amount)
        {
            StaticValues.Money += (amount * item.item.Value);
            var temp = item;

            StaticValues.InvMagazine.RemoveItem(item, amount);
            temp = new SlotItem(temp.item, amount);
            StaticValues.Cities[0].ShopItems.AddItem(temp, true);
        }
    }
Esempio n. 8
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 public void UpgradeField()
 {
     ICamp.UpgradeCamp(ICamp.Type_Camp.FieldHospital);
 }
Esempio n. 9
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 public void UpgradeBlacksmith()
 {
     ICamp.UpgradeCamp(ICamp.Type_Camp.Workshop);
 }