public void Init(OverlayItemModel model) { if (m_logic == null) { m_logic = new OverlayItemLogic(); } m_logic.Initialize(this, model); }
public void InitRoleInfo(RoleInfo roleInfo) { m_heroId = roleInfo.id; m_roleInfo = roleInfo; m_roleData = RoleData.GetRoleDataByID((int)roleInfo.type); m_roleType = roleInfo.type; m_input = new RoleInput(this); m_input.Level = roleInfo.Level; //TODO:should calc by level m_input.HP = m_roleData.hp; m_input.Agility = m_roleData.agility; InitialAbilities(); m_overlayItemModel = new OverlayItemModel(); InitStates(); }
public void Initialize(OverlayItemView view, OverlayItemModel model) { ItemSource = model; SetBinding <bool>(OverlayItemModel.SELECTED, view.SelectedChanged); SetBinding <bool>(OverlayItemModel.CHANGABLE, view.ChangableChanged); SetBinding <bool>(OverlayItemModel.BLOODING, view.IsBlood); SetBinding <bool>(OverlayItemModel.BUFF, view.IsBuff); SetBinding <bool>(OverlayItemModel.TAGED, view.IsTaged); SetBinding <bool>(OverlayItemModel.DEBUFF, view.IsDebuff); SetBinding <bool>(OverlayItemModel.POISON, view.IsPoison); SetBinding <float>(OverlayItemModel.OVERLAYHP, view.HPChanged); SetBinding <int>(OverlayItemModel.PRESSURE, view.PressureChanged); SetBinding <bool>(OverlayItemModel.AFFECTATTACK, view.IsAffectAttack); SetBinding <bool>(OverlayItemModel.AFFECTHLEP, view.IsAffectHelp); }