Esempio n. 1
0
    void RefreshDynamic()
    {
        RoleInstance role    = GameRuntimeData.Instance.Player;
        string       expText = string.Format("EXP:{0}/{1}", role.Exp, role.GetLevelUpExp());

        Exp_Text.text   = expText;
        Level_Text.text = role.Level.ToString();
    }
Esempio n. 2
0
    void RefreshView()
    {
        RoleInstance role = GameRuntimeData.Instance.Player;

        m_level.text = role.Level.ToString();
        //经验
        m_expSlider.value = ((float)role.Exp) / role.GetLevelUpExp();
        m_expText.text    = string.Format("{0}/{1}", role.Exp, role.GetLevelUpExp());
        //血量
        m_hpSlider.value = ((float)role.Hp) / role.MaxHp;
        m_hpText.text    = string.Format("{0}/{1}", role.Hp, role.MaxHp);

        //m_neiliSlider.value = ((float)role.)//TODO 内力
        //体力
        m_tiliSlider.value = ((float)role.Tili) / GameConst.MAX_ROLE_TILI;
        m_tiliText.text    = string.Format("{0}/{1}", role.Tili, GameConst.MAX_ROLE_TILI);
        RefreshProperty();
        RefreshWugong();
    }
Esempio n. 3
0
    string GetInfoText(RoleInstance role)
    {
        StringBuilder sb = new StringBuilder();

        sb.AppendLine($"等级 {role.Level}");
        sb.AppendLine($"体力 {role.Tili}/{Jyx2Consts.MaxTili}");
        sb.AppendLine($"生命 {role.Hp}/{role.MaxHp}");
        sb.AppendLine($"内力 {role.Mp}/{role.MaxMp}");
        sb.AppendLine($"经验 {role.Exp}/{role.GetLevelUpExp()}");
        sb.AppendLine();
        sb.AppendLine($"攻击 {role.Attack}");
        sb.AppendLine($"防御 {role.Defence}");
        sb.AppendLine($"轻功 {role.Qinggong}");
        sb.AppendLine($"医疗 {role.Heal}");
        sb.AppendLine($"解毒 {role.DePoison}");
        sb.AppendLine($"用毒 {role.UsePoison}");
        sb.AppendLine();
        sb.AppendLine($"拳掌 {role.Quanzhang}");
        sb.AppendLine($"御剑 {role.Yujian}");
        sb.AppendLine($"耍刀 {role.Shuadao}");
        sb.AppendLine($"特殊 {role.Qimen}");
        sb.AppendLine($"暗器 {role.Anqi}");
        return(sb.ToString());
    }