Esempio n. 1
0
    //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();
    }
Esempio n. 2
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    //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();
    }
Esempio n. 3
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    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;
        }
    }
Esempio n. 4
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    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);
        }
    }
Esempio n. 5
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    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();
    }
Esempio n. 6
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    //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);
    }
Esempio n. 7
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    //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();
    }
Esempio n. 8
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    //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();
    }