Esempio n. 1
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 /// <summary>
 /// 获取需要的碎片及拥有数量。
 /// </summary>
 private void GetFragment()
 {
     //获取升级需要的资源。
     buildingM.GetUpStarNeed(m_Info.BuildType, m_Info.StarLevel + 1, ref m_NeedFragment, ref m_NeedCoin);
     m_HaveFragment = ItemDC.GetItemCount(m_Info.fragmentTypeID);//当前灵魂石
     m_haveCoin     = UserDC.GetCoin();
 }
Esempio n. 2
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    void ClickDown(Vector3 pos)
    {
        sdata.s_itemtypeInfo Info = ItemM.GetItemInfo(m_iItemID);
        if (Info != null)
        {
            string Name        = Info.name;
            int    Level       = Info.level;
            string Description = Info.title.Replace("\\n", System.Environment.NewLine);
            int    Money       = Info.money;
            int    HaveCount   = ItemDC.GetItemCount(m_iItemID);

            m_wnd = WndManager.GetDialog <StageTipWnd>();
            if (Info.gtype == 0)
            {
                m_wnd.SetTipData(pos, StageClickType.Item, Info.icon, Info.quality, Name, Level, Description, HaveCount, Money, Info.gtype);
            }
            else if (Info.gtype == 1)
            {
                m_wnd.SetTipData(pos, StageClickType.Item, Info.gid, Info.quality, Name, Level, Description, HaveCount, Money, Info.gtype);
            }
            if (Info.gtype == 2)
            {
                m_wnd.SetTipData(pos, StageClickType.Item, Info.gid, Info.quality, Name, Level, Description, HaveCount, Money, Info.gtype);
            }
            if (Info.gtype == 3)
            {
                m_wnd.SetTipData(pos, StageClickType.Item, Info.gid, Info.quality, Name, Level, Description, HaveCount, Money, Info.gtype);
            }
        }
    }
Esempio n. 3
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 public void SetData(ItemTypeInfo info, BeiBaoWnd wnd)
 {
     m_parent    = wnd;
     m_ItemInfo  = info;
     m_itemcount = ItemDC.GetItemCount(m_ItemInfo.itemType);
     SetUI();
 }
Esempio n. 4
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    void Resweep(UIButton sender)
    {
        ItemTypeInfo sweepTicketInfo = ItemDC.GetSweepTickets();

        if (sweepTicketInfo == null || sweepTicketInfo.Num < mSweepCount)
        {
            WndManager.DestoryDialog <StageWipeWnd>();
            NGUIUtil.ShowFreeSizeTipWnd(NGUIUtil.GetStringByKey("70000229"));
            return;
        }
        CounterPartInfo info           = StageDC.GetCounterPartInfo();
        int             playerPhysical = UserDC.GetPhysical();

        // ÌåÁ¦²»×ã
        if (playerPhysical < info.win_physical * mSweepCount)
        {
            WndManager.DestoryDialog <StageWipeWnd>();
            NGUIUtil.ShowFreeSizeTipWnd(NGUIUtil.GetStringByKey("99904008"));
            return;
        }

        StageDC.SendStageSweepRequest(StageDC.GetCompaignStageID(), mSweepCount);
        Clear();
        //DataCenter.RegisterHooks((int)gate.Command.CMD.CMD_718, ShowSweepResult);
    }
Esempio n. 5
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    private void UpdateSweepInfo()
    {
        CounterPartInfo info    = StageDC.GetCounterPartInfo();
        int             times   = StageDC.GetPassStageTimes(m_type, m_stageid);
        bool            passed  = times > 0;
        bool            hasBoss = info.isboss > 0;
        bool            isPVE   = StageDC.GetPveMode() == PVEMode.Attack;
        // 是否需要显示扫荡UI
        bool activeSweepInfo = passed && hasBoss && isPVE;

        MyHead.SweepGroup.SetActive(activeSweepInfo);
        if (!activeSweepInfo)
        {
            return;
        }

        ItemTypeInfo sweepTicketInfo  = ItemDC.GetSweepTickets();
        int          sweepTicketCount = sweepTicketInfo == null ? 0 : sweepTicketInfo.Num;

        MyHead.LblSweepTicket.text = string.Format("x{0}", sweepTicketCount);

        int sweepOnce            = 1;
        int currentSweepMultiple = 0;

        if (info.type == (int)StageType.Normal)
        {
            currentSweepMultiple = 10;
        }
        else if (info.type == (int)StageType.Hard)
        {
            currentSweepMultiple = 3;
        }
        MyHead.LblSweepMultiple.text = string.Format(NGUIUtil.GetStringByKey(70000255), currentSweepMultiple);
        MyHead.LblSweepOnce.text     = string.Format(NGUIUtil.GetStringByKey(70000256), sweepOnce);
    }
Esempio n. 6
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    /// <summary>
    /// 陷阱能否升星.
    /// </summary>
    /// <returns>The can up star.</returns>
    /// <param name="Info">Info.</param>
    public static CanStarResult GetCanUpStar(BuildInfo Info)
    {
        if (Info.StarLevel == 5)
        {
            return(CanStarResult.StarMax);
        }

        int NeedCoin        = 0;
        int HaveCoin        = 0;
        int NeedFragmentNum = 0;

        GetUpStarNeed(Info.BuildType, Info.StarLevel + 1, ref NeedFragmentNum, ref NeedCoin);

        int HaveFragmentNum = ItemDC.GetItemCount(Info.fragmentTypeID);        //当前灵魂石

        HaveCoin = UserDC.GetCoin();



        if (HaveCoin < NeedCoin)
        {
            return(CanStarResult.LessCoin);
        }

        if (HaveFragmentNum < NeedFragmentNum)
        {
            return(CanStarResult.LessMater);
        }

        return(CanStarResult.CanUp);
    }
Esempio n. 7
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    public void ReSetUI()
    {
        m_listAllTypeInfo = ItemDC.GetItemList(m_itemType);

        CreateItems();
        //最后一个卖掉,显示其上一个内容.
        if (nSelectIndex == m_listAllTypeInfo.Count)
        {
            nSelectIndex = m_listAllTypeInfo.Count - 1;
        }

        if (nSelectIndex >= 0 && nSelectIndex < m_listAllTypeInfo.Count)
        {
            ItemTypeInfo info = m_listAllTypeInfo[nSelectIndex];
            if (info != null && info.Num > 0)
            {
                RefreshIntorduct(info);
                return;
            }
        }

        ItemTypeInfo defaultInfo = GetDefaultInfo();

        if (defaultInfo == null)
        {
            U3DUtil.DestroyAllChild(MyHead.ItemParent);
            return;
        }
        RefreshIntorduct(defaultInfo);
    }
Esempio n. 8
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    /// <summary>
    /// 检测装备是否大等于某个数量
    /// </summary>
    /// <returns></returns>
    public static bool CheckEquipEnough(int itemTypeID, int count, ref List <int> listUsedItem)
    {
        int totalCount = ItemDC.GetItemCount(itemTypeID);
        int countUsed  = listUsedItem.Count;

        if (totalCount > 0)
        {
            int nCnt = 0;
            for (nCnt = 0; nCnt < countUsed; nCnt++)
            {
                if (listUsedItem[nCnt] == itemTypeID)
                {
                    totalCount--;
                    if (totalCount == 0)
                    {
                        break;
                    }
                }
            }
            for (nCnt = 0; nCnt < count; nCnt++)
            {
                listUsedItem.Add(itemTypeID);
            }
        }
        return(totalCount >= count);
    }
Esempio n. 9
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    /// <summary>
    /// 设置装备数量UI
    /// </summary>
    private void SetEquipCountUI()
    {
        int    count     = ItemDC.GetItemCount(m_iItemTypeID);
        string countText = string.Format("[FF7E14]" + NGUIUtil.GetStringByKey("88800040") + "[-][9C4314]{0}[-][FF7E14]" + NGUIUtil.GetStringByKey("88800037") + "[-]", count);

        NGUIUtil.SetActive(MyHead.LblFuMo.gameObject, true);
        NGUIUtil.SetLableText <string>(MyHead.LblFuMo, countText);
    }
Esempio n. 10
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    /// <summary>
    /// 返回物品的数量
    /// </summary>
    public static int GetItemCount(s_signinInfo info)
    {
        int result            = 0;
        int id                = info.item_type;
        SignInRewardType type = (SignInRewardType)info.reward_type;

        switch (type)
        {
        case SignInRewardType.BlackScience:
            CaptionInfo cInfo = new CaptionInfo();
            GodSkillM.GetCaption(id, ref cInfo);
            if (cInfo.m_captionid > 0)
            {
                result = 1;
            }
            break;

        case SignInRewardType.HeroSoulFragment:
        case SignInRewardType.ItemAndEquip:
        case SignInRewardType.TrapFragment:
        case SignInRewardType.BlackScienceFragment:
            result = ItemDC.GetItemCount(id);
            break;

        case SignInRewardType.Hero:
            SoldierInfo info2 = SoldierM.GetSoldierInfo(id);
            if (info2 != null)
            {
                result = 1;
            }
            break;

        case SignInRewardType.Trap:
            BuildInfo info3 = buildingM.GetStartBuildInfo(id);
            if (info3 != null)
            {
                result = 1;
            }
            break;

        case SignInRewardType.GoldCoin:    //下面内容策划待定
            result = UserDC.GetCoin();
            break;

        case SignInRewardType.Diamond:
            result = UserDC.GetDiamond();
            break;

        case SignInRewardType.Crystal:
            result = UserDC.GetCrystal();
            break;

        case SignInRewardType.Wood:
            result = UserDC.GetWood();
            break;
        }
        return(result);
    }
Esempio n. 11
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    void BtnSure_OnClickEventHandler(UIButton sender)
    {
        switch (m_wndType)
        {
        case 1:    //确定
            BtnWndBg_OnClickEventHandler(null);
            break;

        case 2:    //合成公式
            TweenLeft();
            EquipComposeWnd wnd = WndManager.GetDialog <EquipComposeWnd>();
            if (wnd)
            {
                EnableBtn(false);
                wnd.SetData(m_iItemTypeID);
            }
            break;

        case 3:    //穿装备
            PdbycWnd wnd1 = WndManager.FindDialog <PdbycWnd>();
            if (wnd1)
            {
                wnd1.SetEquipDataNoReady();
            }
            MyHead.BtnSure.isEnabled = false;
            SoldierDC.Send_SoldierEquipRequest(m_soldierInfo.ID, m_posIndex);
            WndManager.DestoryDialog <EquipmentInfoWnd>();
            break;

        case 4:    //购买
            //堆叠数量上限判定
            bool overLimit = ItemDC.CheckItemOverLimit(m_iItemTypeID, m_iBuyCount);
            if (overLimit)
            {
                NGUIUtil.ShowTipWndByKey(30000030);
                break;
            }
            //持有代币是否足够
            bool currencyEnough = UserDC.CheckCurrencyEnough(m_iBuyCurrency, m_iBuyPrice);
            if (currencyEnough)
            {
            }
            else
            {
                string currencyName = NGUIUtil.GetStringByKey(99700000 + m_iBuyCurrency);
                string tipText      = string.Format(NGUIUtil.GetStringByKey(30000029), currencyName);
                //NGUIUtil.ShowTipWnd(tipText);
                NGUIUtil.ShowFreeSizeTipWnd(tipText);
            }
            break;

        case 5:    //获得途径
            ItemComeFromWnd Formwnd = WndManager.GetDialog <ItemComeFromWnd>();
            s_itemtypeInfo  info    = ItemM.GetItemInfo(m_iItemTypeID);
            Formwnd.SetData(info, m_soldierInfo, null);
            break;
        }
    }
Esempio n. 12
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 /// <summary>
 /// 清理数据中心数据
 /// </summary>
 public static void ClearDC()
 {
     UserDC.ClearDC();
     SoldierDC.ClearDC();
     BuildDC.ClearDC();
     ItemDC.ClearDC();
     BlackScienceDC.ClearDC();
     ShipPlanDC.ClearDC();
 }
Esempio n. 13
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    void SetUI(ref List <int> listUsedItem)
    {
        s_itemtypeInfo info = ItemM.GetItemInfo(m_itemTypeID);

        if (info != null)
        {
            NGUIUtil.Set2DSprite(Spr2dEquipIcon, "Textures/item/", info.icon.ToString());
            int quality = ConfigM.GetBigQuality(info.quality);
            NGUIUtil.SetSprite(SprEquipQuality, quality.ToString());
        }
        else
        {
            NGUIUtil.DebugLog(" ItemM.GetItemInfo " + m_itemTypeID.ToString() + " not found!");
            return;
        }
        //设置装备总数量和合成所需的数量
        int totalCount = ItemDC.GetItemCount(m_itemTypeID);
        int countUsed  = listUsedItem.Count;

        if (totalCount > 0)
        {
            int nCountTemp = totalCount;
            int nCnt       = 0;
            for (nCnt = 0; nCnt < countUsed; nCnt++)
            {
                if (listUsedItem[nCnt] == m_itemTypeID)
                {
                    nCountTemp--;
                    if (nCountTemp == 0)
                    {
                        break;
                    }
                }
            }
            for (nCnt = 0; nCnt < m_iNeedNum; nCnt++)
            {
                listUsedItem.Add(m_itemTypeID);
            }
            if (nCountTemp < m_iNeedNum)
            {
                totalCount = nCountTemp;
            }
        }
        string numText = "";

        if (totalCount >= m_iNeedNum)
        {
            numText = string.Format("[FFFFFF]{0}/{1}[-]", totalCount, m_iNeedNum);
        }
        else
        {
            numText = string.Format("[FF0000]{0}/{1}[-]", totalCount, m_iNeedNum);
        }
        NGUIUtil.SetLableText <string>(LblNum, numText);
    }
Esempio n. 14
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        /// <summary>
        /// Llama al Data Core para el retorno del item que se esta creando, arma la entidad (json) con la informacion que va a retornar
        /// </summary>
        /// <param name="request"></param>
        /// <returns></returns>
        public static SaveItemResponse saveItem(SaveItemRequest request)
        {
            SaveItemResponse response = new SaveItemResponse();

            response.item = ItemDC.saveItem(request);

            response.code    = 100;
            response.message = "OK";

            return(response);
        }
Esempio n. 15
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    void BtnSell_OnClickHander(UIButton sender)
    {
        List <KeyValue> l = new List <KeyValue>();
        KeyValue        v = new KeyValue();

        v.key   = m_ItemInfo.ID;
        v.value = m_iSelectNum;
        l.Add(v);

        ItemDC.Send_ItemSellRequest(l);
    }
Esempio n. 16
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        /// <summary>
        /// Llama al Data Core para el retorno del listado de los items, arma la entidad (json) que va a retornar
        /// </summary>
        /// <returns></returns>
        public static GetItemResponse getItems()
        {
            GetItemResponse response = new GetItemResponse();

            response.items = ItemDC.getItems();

            response.code    = 100;
            response.message = "OK";

            return(response);
        }
Esempio n. 17
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 private void SetUserData()
 {
     if (m_CurItem != null)
     {
         int bookcount = ItemDC.GetItemCount(m_CurItem.Godskill.m_needbook);
         MyHead.lblScroll.text = bookcount.ToString();
     }
     else
     {
         MyHead.lblScroll.text = "0";
     }
 }
Esempio n. 18
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    /// <summary>
    ///
    /// </summary>
    /// <param name="dItemID"></param>
    /// <param name="posIndex">装备索引 0~5</param>
    /// <param name="solderierInfo"></param>
    public void SetData(int dItemID, int posIndex, SoldierInfo solderierInfo)
    {
        m_iItemID     = dItemID;
        m_soldierInfo = solderierInfo;
        m_iPosIndex   = posIndex;
        m_itemTypeID  = SoldierM.GetSoldierEquip(solderierInfo.SoldierTypeID, solderierInfo.Quality, posIndex);
        if (m_itemTypeID == 0)
        {
            NGUIUtil.DebugLog(string.Format(" SoldierTypeID={0},Quality={1},EquipIndex={2} 装备静态数据未配置", solderierInfo.SoldierTypeID, solderierInfo.Quality, posIndex));
            return;
        }
        if (m_iItemID == 0)//当未穿装备时
        {
            ItemTypeInfo info = ItemDC.SearchItem(m_itemTypeID);
            if (info != null)
            {
                m_iItemID    = info.ID;
                m_itemTypeID = info.itemType;
                m_icon       = info.m_Icon;
            }
            else
            {
                s_itemtypeInfo sInfo = ItemM.GetItemInfo(m_itemTypeID);
                if (sInfo != null)
                {
                    m_icon = sInfo.icon;
                }
                else
                {
                    NGUIUtil.DebugLog("itemTypeID =" + m_itemTypeID + " 未配置");
                }
            }
        }
        else//已装备
        {
            ItemTypeInfo info1 = ItemDC.GetItem(m_iItemID);
            if (info1 == null || info1.Positon == 0)
            {
                NGUIUtil.DebugLog("获取已装备的信息失败 itemID =" + m_iItemID);
                return;
            }
            m_icon = info1.m_Icon;
            if (info1 != null)
            {
                m_iEquipQuality = info1.m_Quality;
            }
        }
        int itemTypeid = 0;

        m_equipmentPutType = SoldierM.CheckCanPutEquip(solderierInfo, dItemID, posIndex, ref itemTypeid);
        SetUI();
    }
Esempio n. 19
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    public void UpStar()
    {
        if (MyHead.togUpStar.value)
        {
            MyHead.UpStar.SetActive(true);
            MyHead.UpLevel.SetActive(false);

            MyHead.BtnUpStar.gameObject.SetActive(true);
            MyHead.btnUp.gameObject.SetActive(false);
            MyHead.LblNextName.text = NGUIUtil.GetStringByKey(70000115);
            //MyHead.BtnUpStar.isEnabled = false;
            if (m_CurItem != null)
            {
                m_CurItem.ResetUI();

                MyHead.LblStarName.text = "[71fff0]" + m_CurItem.Godskill.m_name + "[-]";
                MyHead.lblName.text     = "";
                MyHead.lblExplain.text  = string.Format("[552d0a]" + m_CurItem.Godskill.m_stardescription + "[-]");

                int bookcount = ItemDC.GetItemCount(m_CurItem.Godskill.m_needbook);
                if (m_CurItem.Godskill.m_needbooknum == 0 && m_CurItem.m_caption.m_star == 5)
                {
                    MyHead.lblScrollNum.text      = NGUIUtil.GetStringByKey(10000085);
                    MyHead.SprProgress.fillAmount = 1.0f;
                }
                else
                {
                    MyHead.lblScrollNum.text      = bookcount + "/" + m_CurItem.Godskill.m_needbooknum;
                    MyHead.SprProgress.fillAmount = bookcount * 1.0f / m_CurItem.Godskill.m_needbooknum;
                }

                GodSkillInfo nextInfo = new GodSkillInfo();

                GodSkillM.GetGodSkill(m_CurItem.Godskill.m_type, m_CurItem.Godskill.m_level, m_CurItem.m_caption.m_star + 1, ref nextInfo);
                if (m_CurItem.m_caption.m_star == 5)
                {
                    MyHead.NextStarDes.text = string.Format("[552d0a]" + NGUIUtil.GetStringByKey(10000085) + "[-]");
                }
                else if (nextInfo != null && nextInfo.m_stardescription != null)
                {
                    MyHead.NextStarDes.text = string.Format("[552d0a]" + nextInfo.m_stardescription + "[-]");
                }

                SetTrapStarLevel(m_CurItem.m_caption.m_star);
                m_CurItem.CheckUp();
                //				MyHead.BtnUpStar.isEnabled = m_CurItem.CheckStarTop();
                UIGrid grid = MyHead.StarParent.GetComponent <UIGrid>();
                grid.repositionNow = true;
            }
        }
    }
Esempio n. 20
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    /// <summary>
    /// 陷阱能否升阶.
    /// </summary>
    /// <returns>The quality can U.</returns>
    /// <param name="info">Info.</param>
    public static CanQualityResult GetQualityCanUP(BuildInfo info)
    {
        int NextQuality = ConfigM.GetNextQuality(info.Quality);

        if (NextQuality == info.Quality)
        {
            return(CanQualityResult.QualityMax);
        }

        int LimitLev = 0;

        Dictionary <int, int> lNeedMaterial = new Dictionary <int, int>();
        Dictionary <int, int> lhaveFragment = new Dictionary <int, int> ();

        buildingM.GetUpQualityNeed(info.BuildType, info.Quality, ref lNeedMaterial, ref LimitLev);
        if (info.Level < LimitLev)
        {
            return(CanQualityResult.LevelLimit);
        }

        if (lNeedMaterial.Count == 0 && info.Quality == NextQuality)
        {
            return(CanQualityResult.QualityMax);
        }

        foreach (int itemtype in lNeedMaterial.Keys)
        {
            if (lNeedMaterial[itemtype] == 0 && info.Quality == NextQuality)
            {
                return(CanQualityResult.QualityMax);
            }
        }

        //获取已有的资源。
        List <int> litemType = new List <int>();

        foreach (int itemtype in lNeedMaterial.Keys)
        {
            litemType.Add(itemtype);
        }
        ItemDC.GetItemCount(litemType, ref lhaveFragment);

        foreach (int itemtype in lNeedMaterial.Keys)
        {
            if (lhaveFragment[itemtype] < lNeedMaterial[itemtype])
            {
                return(CanQualityResult.MaterialLimit);
            }
        }
        return(CanQualityResult.CanUp);
    }
Esempio n. 21
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    private void SetUI()
    {
        NGUIUtil.Set2DSprite(MyHead.SprType, "Textures/item/", m_info.m_Icon.ToString());
        if (MyHead.LblName)
        {
            MyHead.LblName.text = m_info.m_Name;
        }
        if (MyHead.LblCount)
        {
            int Count = ItemDC.GetItemCount(m_info.itemType);
            MyHead.LblCount.text = string.Format("[552d0a]" + NGUIUtil.GetStringByKey("88800040") + "[-][0000FF]{0}[-][552d0a]" + NGUIUtil.GetStringByKey("88800037") + "[-]", Count);
        }

        if (MyHead.LblDescription1)
        {
            MyHead.LblDescription1.text = m_info.m_title;
        }
        if (MyHead.LblDescription2)
        {
            if (m_info.m_message != "0")
            {
                MyHead.LblDescription2.text = m_info.m_message;
            }
            else
            {
                MyHead.LblDescription2.text = "";
            }
        }
        if (MyHead.LblPrice)
        {
            MyHead.LblPrice.text = m_info.m_sellemoney.ToString();
        }
        //http://jingyan.baidu.com/article/5552ef47d82a90518ffbc914.html
        if (MyHead.AnchorBg != null)
        {
            BeiBaoWnd wnd = WndManager.FindDialog <BeiBaoWnd>();
            if (wnd != null)
            {
                Transform target = wnd.MyHead.AnchorTarget;
                if (target != null)
                {
                    MyHead.AnchorBg.SetAnchor(target);
                    MyHead.AnchorBg.leftAnchor.absolute   = -390;
                    MyHead.AnchorBg.rightAnchor.relative  = 0;
                    MyHead.AnchorBg.rightAnchor.absolute  = 6;
                    MyHead.AnchorBg.bottomAnchor.absolute = -7;
                    MyHead.AnchorBg.topAnchor.absolute    = 9;
                }
            }
        }
    }
Esempio n. 22
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    /// <summary>
    /// 检测装备是否存在且符合穿的条件
    /// </summary>
    /// <returns></returns>
    public bool CheckEquipExist()
    {
        m_wndType = 3;
        SetWndType();
        s_itemtypeInfo info = ItemM.GetItemInfo(m_iItemTypeID);

        if (ItemDC.GetItemCount(m_iItemTypeID) > 0 && m_soldierInfo.Level >= info.level)
        {
            MyHead.BtnSure.isEnabled = true;
            return(true);
        }
        MyHead.BtnSure.isEnabled = false;
        return(false);
    }
Esempio n. 23
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    public static bool CheckStarUp(CaptionInfo info)
    {
        GodSkillInfo Godskill  = info.GetGodSkillInfo();
        int          bookcount = ItemDC.GetItemCount(Godskill.m_needbook);

        if (UserDC.GetLevel() >= info.m_levelneed && Godskill.m_needbooknum > 0 && bookcount >= Godskill.m_needbooknum)
        {
            return(true);
        }
        else
        {
            return(false);
        }
    }
Esempio n. 24
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    /// <summary>
    /// 获取需要的碎片及拥有数量。
    /// </summary>
    private void GetFragment()
    {
        int LimitLev = 0;

        buildingM.GetUpQualityNeed(m_Info.BuildType, m_Info.Quality, ref m_lNeedMaterial, ref LimitLev);

        //获取已有的资源。
        List <int> litemType = new List <int>();

        foreach (int itemtype in m_lNeedMaterial.Keys)
        {
            litemType.Add(itemtype);
        }
        ItemDC.GetItemCount(litemType, ref m_lhaveFragment);
    }
Esempio n. 25
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 public void SetInfo(int itemID)
 {
     m_stageClickType = StageClickType.Item;
     sdata.s_itemtypeInfo Info = ItemM.GetItemInfo(itemID);
     if (Info != null)
     {
         TipID       = itemID;
         Name        = Info.name;
         Level       = Info.level;
         Description = Info.title;
         Money       = Info.money;
         HaveCount   = ItemDC.GetItemCount(itemID);
         Quality     = Info.quality;
     }
 }
Esempio n. 26
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    /// <summary>
    /// 隐藏左右两个动画轴
    /// </summary>
    public void HideAniScroll()
    {
        NGUIUtil.SetActive(MyHead.ScrollLeft, false);
        NGUIUtil.SetActive(MyHead.ScrollRight, false);

        List <ItemTypeInfo> litem = ItemDC.SearchItemListBystype(45);

        if (litem.Count > 0)
        {
            ItemUseConfirmWnd wnd = WndManager.GetDialog <ItemUseConfirmWnd>();
            if (wnd != null)
            {
                wnd.SetData(45, litem);
            }
        }
    }
Esempio n. 27
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 void BtnConfirm_OnClickHander(UIButton sender)
 {
     if (m_send == false)
     {
         m_send = true;
         List <KeyValue> litem = new List <KeyValue>();
         foreach (ItemTypeInfo item in m_litem)
         {
             KeyValue v = new KeyValue();
             v.key   = item.ID;
             v.value = item.Num;
             litem.Add(v);
         }
         ItemDC.SendItemBatchUseRequest(litem, UserDC.GetUserID());
         Invoke("closewnd", 0.1f);
     }
 }
Esempio n. 28
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    void BtnCompose_OnClickEventHandler(UIButton sender)
    {
        if (UserDC.GetCoin() < m_coin)
        {
            NGUIUtil.ShowTipWndByKey("88800108");
            return;
        }

        if (ItemM.CheckEquipCompose(m_itemTypeID))
        {
            ItemDC.SendEquipComposeRequest(m_itemTypeID);
        }
        else
        {
            NGUIUtil.ShowTipWndByKey("88800110");
        }
    }
Esempio n. 29
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    public static void SortCanNotExitBuildList(ref List <BuildInfo> list)
    {
        list.Sort((obj1, obj2) => {
            int have1 = ItemDC.GetItemCount(obj1.fragmentTypeID);
            int have2 = ItemDC.GetItemCount(obj2.fragmentTypeID);
            int ret   = have1.CompareTo(have2);
            if (ret != 0)
            {
                return(ret);
            }

            return(obj2.fragmentTypeID.CompareTo(obj1.fragmentTypeID));
        }
                  );

        list.Reverse();
    }
Esempio n. 30
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    /// <summary>
    /// 隐藏左右两个动画轴
    /// </summary>
    public void HideAniScroll()
    {
        NGUIUtil.SetActive(MyHead.ScrollLeft, false);
        NGUIUtil.SetActive(MyHead.ScrollRight, false);
        NGUIUtil.SetPanelClipping(MyHead.PanelMask, UIDrawCall.Clipping.None);
        if (m_bGuide)
        {
            return;
        }

        List <ItemTypeInfo> litem = ItemDC.SearchItemListBystype(44);

        if (litem.Count > 0)
        {
            ItemUseConfirmWnd wnd = WndManager.GetDialog <ItemUseConfirmWnd>();
            wnd.SetData(44, litem);
        }
    }