Esempio n. 1
0
    void OnEnable()
    {
        m_Instance = this;
        //m_ChooseButton.SetActive(true);
        //m_CancelChooseButton.SetActive(false);
        m_FormulaRoot.SetActive(false);
        m_NumChoose.SetActive(false);

        m_FormulaContentLabel = m_FormulaContent.GetComponent <UILabel>();
        m_FormulaContentBox   = m_FormulaContent.GetComponent <BoxCollider>();

        for (int i = 0; i < StuffSlotMax; i++)
        {
            m_StuffSlotArray[i].ClearInfo();
        }

        ClearNumChoose();
        ClearProductSlot();

        m_FilterRoot.SetActive(false);
        m_FilterContentLabel = m_FilterContent.GetComponent <UILabel>();
        m_FilterContentBox   = m_FilterContent.GetComponent <BoxCollider>();
        m_NullIntroduction.SetActive(false);
        m_ProductPanel.SetActive(false);
        for (int ii = 0; ii < MAX_PRODUCT_SLOT_COUNT; ++ii)
        {
            m_ProductSlotArray[ii].ClearInfo();
        }
        m_ProductDictionary.Clear();
    }
Esempio n. 2
0
 void PutInQianKunDai()
 {
     if (m_Equip != null && m_Equip.IsValid())
     {
         if (QianKunDaiLogic.Instance() != null && QianKunDaiLogic.Instance().gameObject.activeSelf)
         {
             QianKunDaiLogic.Instance().ChooseStuff(m_Equip, m_curItemSlot);
         }
         CloseWindow();
     }
 }
Esempio n. 3
0
    private Dictionary <int, ProductInfo> m_ProductDictionary = new Dictionary <int, ProductInfo>(); //缓存合成的物品 <nProductDataID, ProductInfo>

    void Awake()
    {
        m_Instance = this;
        if (null != m_TabIntroduction)
        {
            m_TabIntroduction.delTabChanged = OnTabIntroduction;
        }
        if (null != m_TabFilter)
        {
            m_TabFilter.delTabChanged = OnTabFilter;
        }
    }
        public uint Execute(PacketDistributed ipacket)
        {
            GC_QIANKUNDAI_PRODUCT packet = (GC_QIANKUNDAI_PRODUCT)ipacket;

            if (null == packet)
            {
                return((uint)PACKET_EXE.PACKET_EXE_ERROR);
            }
            //enter your logic
            if (QianKunDaiLogic.Instance() != null && QianKunDaiLogic.Instance().gameObject.activeSelf)
            {
                QianKunDaiLogic.Instance().HandleQianKunDaiProduct(packet.ProductDataID);
            }
            return((uint)PACKET_EXE.PACKET_EXE_CONTINUE);
        }
Esempio n. 5
0
    void OnDisable()
    {
        bool bIsOpenFromChristmas = IsOpenFromChristmas;

        m_Instance = null;
        ClearData();
        CancelInvoke("CombineCDWait");
        if (bIsOpenFromChristmas)
        {
            if (GlobalData.IsChristmasOpen())
            {
                UIManager.ShowUI(UIInfo.ChristmasController);
            }
        }
    }
Esempio n. 6
0
        public uint Execute(PacketDistributed ipacket)
        {
            GC_UPDATEITEM packet = (GC_UPDATEITEM)ipacket;

            if (null == packet)
            {
                return((uint)PACKET_EXE.PACKET_EXE_ERROR);
            }
            int packtype  = packet.Packtype;
            int packindex = packet.Packindex;

            GameItemContainer.Type containertype = (GameItemContainer.Type)packtype;
            //取得物品容器
            GameItemContainer Container = GameManager.gameManager.PlayerDataPool.GetItemContainer(containertype);

            if (Container != null)
            {
                //取得物品
                GameItem item = Container.GetItem(packindex);
                if (item != null)
                {
                    int    nRawId    = item.DataID;
                    UInt64 RawGuidID = item.Guid;
                    //ID
                    item.DataID = packet.Dataid;
                    //GUID
                    item.Guid = packet.Guid;
                    //绑定
                    if (packet.HasBindflag)
                    {
                        if (packet.Bindflag == 1)
                        {
                            item.BindFlag = true;
                        }
                        else
                        {
                            item.BindFlag = false;
                        }
                    }
                    else
                    {
                        item.BindFlag = false;
                    }
                    //叠加数量
                    if (packet.HasStackcount)
                    {
                        item.StackCount = packet.Stackcount;
                    }
                    else
                    {
                        item.StackCount = 1;
                    }
                    //创建时间
                    item.CreateTime = packet.Createtime;
                    //强化等级
                    if (packet.HasEnchancelevel)
                    {
                        item.EnchanceLevel = packet.Enchancelevel;
                    }
                    else
                    {
                        item.EnchanceLevel = 0;
                    }
                    //强化经验
                    if (packet.HasEnchanceexp)
                    {
                        item.EnchanceExp = packet.Enchanceexp;
                    }
                    else
                    {
                        item.EnchanceExp = 0;
                    }
                    //强化总经验
                    if (packet.HasEnctotaltexp)
                    {
                        item.EnchanceTotalExp = packet.Enctotaltexp;
                    }
                    else
                    {
                        item.EnchanceTotalExp = 0;
                    }
                    //打星等级
                    if (packet.HasStarlevel)
                    {
                        item.StarLevel = packet.Starlevel;
                    }
                    else
                    {
                        item.StarLevel = 0;
                    }
                    //打星次数
                    if (packet.HasStartimes)
                    {
                        item.StarTimes = packet.Startimes;
                    }
                    else
                    {
                        item.StarTimes = 0;
                    }
                    //动态参数
                    if (packet.HasDynamicdata1)
                    {
                        item.DynamicData[0] = packet.Dynamicdata1;
                    }
                    else
                    {
                        item.DynamicData[0] = 0;
                    }
                    if (packet.HasDynamicdata2)
                    {
                        item.DynamicData[1] = packet.Dynamicdata2;
                    }
                    else
                    {
                        item.DynamicData[1] = 0;
                    }
                    if (packet.HasDynamicdata3)
                    {
                        item.DynamicData[2] = packet.Dynamicdata3;
                    }
                    else
                    {
                        item.DynamicData[2] = 0;
                    }
                    if (packet.HasDynamicdata4)
                    {
                        item.DynamicData[3] = packet.Dynamicdata4;
                    }
                    else
                    {
                        item.DynamicData[3] = 0;
                    }
                    if (packet.HasDynamicdata5)
                    {
                        item.DynamicData[4] = packet.Dynamicdata5;
                    }
                    else
                    {
                        item.DynamicData[4] = 0;
                    }
                    if (packet.HasDynamicdata6)
                    {
                        item.DynamicData[5] = packet.Dynamicdata6;
                    }
                    else
                    {
                        item.DynamicData[5] = 0;
                    }
                    if (packet.HasDynamicdata7)
                    {
                        item.DynamicData[6] = packet.Dynamicdata7;
                    }
                    else
                    {
                        item.DynamicData[6] = 0;
                    }
                    if (packet.HasDynamicdata8)
                    {
                        item.DynamicData[7] = packet.Dynamicdata8;
                    }
                    else
                    {
                        item.DynamicData[7] = 0;
                    }
                    //装备属性浮动参数
                    if (packet.HasAttrfactor)
                    {
                        item.AttrFactor = packet.Attrfactor;
                    }
                    else
                    {
                        item.AttrFactor = GlobeVar.INVALID_ID;
                    }

                    //更新界面
                    switch (containertype)
                    {
                    //物品背包
                    case GameItemContainer.Type.TYPE_BACKPACK:
                    {
                        if (BackPackLogic.Instance() != null)
                        {
                            BackPackLogic.Instance().UpdateBackPack();
                        }

                        //美人提示

                        BelleData.UpdateBelleItemTip(item.DataID, item.StackCount);
                        BelleData.UpdateBelleEvoCountTip(item.DataID, item.StackCount);
                        //宝石界面
                        if (GemLogic.Instance() != null)
                        {
                            GemLogic.Instance().UpdateGemItemList();
                        }
                        //自动选择药
                        if (Singleton <ObjManager> .GetInstance().MainPlayer)
                        {
                            Singleton <ObjManager> .GetInstance().MainPlayer.UpdateSelectDrug();

                            //更新头顶图标信息
                            if (PlayerFrameLogic.Instance())
                            {
                                PlayerFrameLogic.Instance().InitAutoFight();
                            }
                            //自动出售
                            if (item.DataID != -1)
                            {
                                Singleton <ObjManager> .GetInstance().MainPlayer.UpdateSellItem(packindex);
                            }
                        }
                        // 乾坤袋
                        if (QianKunDaiLogic.Instance() != null && QianKunDaiLogic.Instance().gameObject.activeSelf)
                        {
                            QianKunDaiLogic.Instance().HandleUpdateItemPacket();
                        }
                        // 生活技能
                        if (LivingSkillLogic.Instance() != null)
                        {
                            LivingSkillLogic.Instance().HandleUpdateItem();
                        }
                        //仓库界面
                        if (CangKuLogic.Instance() != null)
                        {
                            CangKuLogic.Instance().UpdateBackPack();
                        }
                        //情人节收到的花
//								if (FriendChooseLogic.RoseDataId0 == item.DataID)
//								{
//									if (null != Singleton<ObjManager>.Instance.MainPlayer &&
//							            Singleton<ObjManager>.Instance.MainPlayer.CheckUseItem(item))
//									{
//										Singleton<ObjManager>.Instance.MainPlayer.UseItem(item);
//									}
//
//								}
                        //魅力道具
//                                if (FlowerEggWindow.CHARM_ITEM_ID == item.DataID)
//                                {
//                                    if (null != Singleton<ObjManager>.Instance.MainPlayer &&
//                                        Singleton<ObjManager>.Instance.MainPlayer.CheckUseItem(item))
//                                    {
//                                        Singleton<ObjManager>.Instance.MainPlayer.UseItem(item);
//                                    }
//
//                                }
//                                if (FlowerEggWindow.Instance() != null)
//                                {
//                                    FlowerEggWindow.Instance().UpdateItemNum();
//                                }

                        if (GongZhanTianXiaWindow.Instance() != null &&
                            GlobeVar.ZHANKUANGPAI_DATAID == item.DataID)
                        {
                            GongZhanTianXiaWindow.Instance().UpdateZhanKuangPaiCount();
                        }

                        if (GongJiShopLogic.Instance() != null &&
                            GongJiShopLogic.ConsumItem_DataID == item.DataID)
                        {
                            GongJiShopLogic.Instance().UpDateGongJi();
                        }
                    }
                    break;

                    //装备槽位
                    case GameItemContainer.Type.TYPE_EQUIPPACK:
                    {
                        if (BackPackLogic.Instance() != null)
                        {
                            BackPackLogic.Instance().UpdateEquipPack();
                        }
                        if (RoleViewLogic.Instance() != null)
                        {
                            RoleViewLogic.Instance().UpdateEquipPack();
                        }
                        //自动强化装备选择
                        if (Singleton <ObjManager> .GetInstance().MainPlayer &&
                            VipData.GetVipLv() >= GlobeVar.USE_AUTOFIGHT_VIPLEVEL &&
                            Singleton <ObjManager> .GetInstance().MainPlayer.BaseAttr.Level >= GlobeVar.MAX_AUTOEQUIT_LIVE)
                        {
                            if (RawGuidID == Singleton <ObjManager> .GetInstance().MainPlayer.AutoEquipGuid)
                            {
                                if (item.IsValid())
                                {
                                    Singleton <ObjManager> .GetInstance().MainPlayer.AutoEquipGuid = item.Guid;
                                }
                                else
                                {
                                    Singleton <ObjManager> .GetInstance().MainPlayer.AutoEquipGuid = GlobeVar.INVALID_GUID;

                                    Singleton <ObjManager> .GetInstance().MainPlayer.UpdateSelectEquip();
                                }
                            }
                        }
                        //神器强化界面
                        if (EquipShenQiStrength.Instance() != null)
                        {
                            EquipShenQiStrength.Instance().UpdateShenQiViewInfo();
                        }
                    }
                    break;

                    case GameItemContainer.Type.TYPE_BUYBACKPACK:
                    {
                        SysShopController sysShop = UIControllerBase <SysShopController> .Instance();

                        if (sysShop != null)
                        {
                            sysShop.UpdateBuyBackItems();
                        }
                    }
                    break;
                    }
                    ;
                }
            }
            //enter your logic
            return((uint)PACKET_EXE.PACKET_EXE_CONTINUE);
        }