//确认购买 public void ConfirmBuyHero(int mark) { bool isBuy = false; MyAudio.PlayAudio(StaticParameter.s_UI_OK, false, StaticParameter.s_UI_OK_Volume); MyKeys.CurrentHero selectedHero = (MyKeys.CurrentHero)mark; switch (selectedHero) { case MyKeys.CurrentHero.CiShen: isBuy = PayRMB.Instance.PayRMBFun(MyKeys.CiShenPrice); if (isBuy) { MyKeys.CiShen_Buy = 1; //表示此角色已经购买 } break; case MyKeys.CurrentHero.YuZi: UIManager.ActiveWindow(WindowID.WindowID_SuperGift); break; case MyKeys.CurrentHero.ShouSi: isBuy = PayRMB.Instance.PayRMBFun(MyKeys.ShouSiPrice); if (isBuy) { MyKeys.ShouSi_Buy = 1; //表示此角色已经购买 } break; } ReturnUpdate(); }
//设置人物等级 void SetHeroLevel(MyKeys.CurrentHero current_Hero) { //声音特效 MyAudio.PlayAudio(StaticParameter.s_Levelup, false, StaticParameter.s_Levelup_Volume); EffectManager.Instance.LevelUpEffect(); SetItemLevel(MyKeys.GetHeroLevel(current_Hero)); switch (current_Hero) { case MyKeys.CurrentHero.GuiYuZi: MyKeys.GuiYuZi_Level_Value += 1; break; case MyKeys.CurrentHero.CiShen: MyKeys.CiShen_Level_Value += 1; break; case MyKeys.CurrentHero.YuZi: MyKeys.YuZi_Level_Value += 1; break; case MyKeys.CurrentHero.ShouSi: MyKeys.ShouSi_Level_Value += 1; break; } UpdateText((int)current_Hero); Debug.Log("关于等级的友盟设置还没有修改"); //UMManager.SetHeroLevel(MyKeys.HeroOne_Level_Value); //UMManager.Event(EventID.Boy_Level, MyKeys.HeroOne_Level_Value.ToString()); JudgeMaxButtonState(); }
void ChangeSelectedState(int hero_mark) { //显示选中图标 ShowSelectImage(hero_mark); MyKeys.CurrentHero click_Hero = (MyKeys.CurrentHero)hero_mark; switch (click_Hero) { case MyKeys.CurrentHero.GuiYuZi: ItemListState(-1, 1); break; case MyKeys.CurrentHero.CiShen: ItemListState(0, MyKeys.CiShen_Buy); break; case MyKeys.CurrentHero.YuZi: ItemListState(1, MyKeys.YuZi_Buy); break; case MyKeys.CurrentHero.ShouSi: ItemListState(2, MyKeys.ShouSi_Buy); break; } }
void ChangeShowState(MyKeys.CurrentHero nowHero) { Image[] current_List = null; switch (nowHero) { case MyKeys.CurrentHero.CiShen: current_List = _ciShen_Images; break; case MyKeys.CurrentHero.YuZi: current_List = _yuZI_Images; break; case MyKeys.CurrentHero.ShouSi: current_List = _shouSi_Images; break; } if (MyKeys.JudgeWhetherBuy(nowHero)) { WhiteImages(current_List); } else { GrayImages(current_List); } }
private MyKeys.CurrentHero _the_Clicked_Hero;//当前点击的人物 public void OnEnable() { _the_Clicked_Hero = (MyKeys.CurrentHero) 100; //初始化引用 InitializeReference(); InitializeHeroImages(); ChangeSelectedState((int)MyKeys.CurrentSelectedHero); _skill_level_List = new int[_level_Image_List.Count]; _level_Up_Button = _Cost_Text.transform.parent.GetComponent <Image>(); UpadateAllState(); }
//列表更新函数 void UpdateList(MyKeys.CurrentHero current_Hero) { Clear(); //获取人物等级 int hero_Level = MyKeys.GetHeroLevel(current_Hero); //计算每种技能的等级 for (int i = 0; i < hero_Level; i++) { SetItemLevel(i); } //更新文本 UpdateText((int)MyKeys.CurrentSelectedHero); ChangeLevelImage(); ChangeCost(); ChangeSelectedState((int)MyKeys.CurrentSelectedHero); }
//选中事件 public void Choose(int mark) { if ((int)_the_Clicked_Hero == mark) { return; } //播放音效 switch ((MyKeys.CurrentHero)mark) { case MyKeys.CurrentHero.GuiYuZi: MyAudio.PlayAudio(StaticParameter.s_GuiYuZi_Select, false, StaticParameter.s_GuiYuZi_Select_Volume); break; case MyKeys.CurrentHero.CiShen: MyAudio.PlayAudio(StaticParameter.s_CiShen_Select, false, StaticParameter.s_CiShen_Select_Volume); break; case MyKeys.CurrentHero.YuZi: MyAudio.PlayAudio(StaticParameter.s_YuZi_Select, false, StaticParameter.s_YuZi_Select_Volume); break; } MyAudio.PlayAudio(StaticParameter.s_UI_OK, false, StaticParameter.s_UI_OK_Volume); MyKeys.CurrentHero click = (MyKeys.CurrentHero)mark; _the_Clicked_Hero = click; if (MyKeys.JudgeWhetherBuy(click)) { MyKeys.CurrentSelectedHero = click; UpdateList(click); } ChangeSelectedState(mark); //更新红点状态 UpdatePage(); JudgeMaxButtonState(); }
//设置人物技能为满级 void SetHeroLevelMax(MyKeys.CurrentHero current_Hero) { switch (current_Hero) { case MyKeys.CurrentHero.GuiYuZi: MyKeys.GuiYuZi_Level_Value = _level_Max_List[(int)current_Hero]; break; case MyKeys.CurrentHero.CiShen: MyKeys.CiShen_Level_Value = _level_Max_List[(int)current_Hero]; break; case MyKeys.CurrentHero.YuZi: MyKeys.YuZi_Level_Value = _level_Max_List[(int)current_Hero]; break; case MyKeys.CurrentHero.ShouSi: MyKeys.ShouSi_Level_Value = _level_Max_List[(int)current_Hero]; break; } MyAudio.PlayAudio(StaticParameter.s_Levelup, false, StaticParameter.s_Levelup_Volume); JudgeMaxButtonState(); }