Esempio n. 1
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 /// <summary>
 /// 初始化数据对象
 /// </summary>
 private void InitDataTarget()
 {
     keyContactData  = DataCenter.Instance.GetEntity <KeyContactData>();
     skillStructData = DataCenter.Instance.GetMetaData <SkillStructData>();
     iSkillState     = GameState.Instance.GetEntity <ISkillState>();
     iGameState      = GameState.Instance.GetEntity <IGameState>();
     iPlayerState    = GameState.Instance.GetEntity <IPlayerState>();
 }
Esempio n. 2
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 private void Start()
 {
     GameState.Instance.Registor <ISkillState>(ISkillStateChanged);
     GameState.Instance.Registor <IAttributeState>(IAttributeStateChanged);
     skillStructData = DataCenter.Instance.GetMetaData <SkillStructData>();
     iSkillState     = GameState.Instance.GetEntity <ISkillState>();
     iAttributeState = GameState.Instance.GetEntity <IAttributeState>();
 }
 void Start()
 {
     keyImage        = GetComponent <Image>();
     keyContactData  = DataCenter.Instance.GetEntity <KeyContactData>();
     playerState     = DataCenter.Instance.GetEntity <PlayerState>();
     skillStructData = DataCenter.Instance.GetMetaData <SkillStructData>();
     iSkillState     = GameState.Instance.GetEntity <ISkillState>();
     iPlayerState    = GameState.Instance.GetEntity <IPlayerState>();
     Show();
 }
Esempio n. 4
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 /// <summary>
 /// 当显示时初始化按键数据
 /// </summary>
 private void OnEnable()
 {
     playerState     = DataCenter.Instance.GetEntity <PlayerState>();
     keyContactData  = DataCenter.Instance.GetEntity <KeyContactData>();
     skillStructData = DataCenter.Instance.GetMetaData <SkillStructData>();
     selectTargetPanel.gameObject.SetActive(false);
     UIManager.Instance.KeyUpHandle += Instance_KeyUpHandle;
     enumKeySettingType              = EnumKeySettingType.Lattice;
     if (keySettingFocusPath)
     {
         nowKeySettingLattice = keySettingFocusPath.GetFirstFocus() as UIFocusKeySettingLattice;
         if (nowKeySettingLattice)
         {
             nowKeySettingLattice.SetForcus();
         }
         //初始化显示
         UIFocus[] uiKeySettingLatticeArray = keySettingFocusPath.NewUIFocusArray;// keySettingFocusPath.UIFocuesArray;
         foreach (UIFocus item in uiKeySettingLatticeArray)
         {
             if (!item)
             {
                 continue;
             }
             UIFocusKeySettingLattice uiKeySettingLattice = item as UIFocusKeySettingLattice;
             int inputKey = uiKeySettingLattice.GetKeySettingInput();//输入的按键值
             if (uiKeySettingLattice)
             {
                 KeyContactStruct[] keyContactStructs = keyContactData.GetKeyContactStruct(inputKey);
                 if (keyContactStructs.Length > 0)
                 {
                     uiKeySettingLattice.keyLatticeType = keyContactStructs[0].keyContactType;
                     uiKeySettingLattice.id             = keyContactStructs[0].id;
                 }
                 else
                 {
                     uiKeySettingLattice.keyLatticeType = EnumKeyContactType.None;
                     uiKeySettingLattice.id             = 0;
                 }
                 //初始化显示
                 uiKeySettingLattice.InitShow();
             }
         }
     }
 }
Esempio n. 5
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    /// <summary>
    /// 初始化显示
    /// </summary>
    /// <param name="UpdatePreconditionStateAction">更新组加点状态(使用的是临时的加点状态计算的)</param>
    public void InitSkillShow(Action UpdatePreconditionStateAction)
    {
        this.UpdatePreconditionStateAction = UpdatePreconditionStateAction;
        playerState     = DataCenter.Instance.GetEntity <PlayerState>();
        skillStructData = DataCenter.Instance.GetMetaData <SkillStructData>();
        EnumSkillType enumSkillType = (EnumSkillType)skillID;

        if (uiAddNum)
        {
            //设置UI显示
            //设置技能等级范围
            SkillBaseStruct skillBaseStruct = skillStructData.SearchSkillDatas(temp => temp.skillType == enumSkillType).FirstOrDefault();
            if (skillBaseStruct != null)
            {
                uiAddNum.Min = 0;
                uiAddNum.Max = skillBaseStruct.maxLevel;
            }
            //设置当前的技能等级
            int skillPoint;
            if (playerState.SkillPoint.TryGetValue(enumSkillType, out skillPoint))
            {
                uiAddNum.Value = skillPoint;
            }
            else
            {
                uiAddNum.Value = 0;
            }
            //设置技能显示的图片
            if (ShowSkillImage && skillBaseStruct != null)
            {
                ShowSkillImage.sprite = skillBaseStruct.skillSprite;
            }
            else
            {
                Debug.Log(enumSkillType + " " + transform.name);
            }
        }
    }
 private void OnEnable()
 {
     UIManager.Instance.KeyUpHandle += Instance_KeyUpHandle;
     //重新载入数据
     skillStructData_Base = DataCenter.Instance.GetMetaData <SkillStructData>(); //元数据
     playerState          = DataCenter.Instance.GetEntity <PlayerState>();       //玩家状态
     uiCombineSkillList.Init();
     foreach (EnumSkillType[] skillTypes in playerState.CombineSkills)
     {
         SkillBaseStruct[] thisUsedSkills = skillStructData_Base.SearchSkillDatas(temp => skillTypes.Contains(temp.skillType));
         int        key            = SkillCombineStaticTools.GetCombineSkillKey(thisUsedSkills.Select(temp => temp.skillType));
         UIListItem thisUIListItem = uiCombineSkillList.NewItem();
         thisUIListItem.value          = thisUsedSkills.Select(temp => temp.skillType).ToArray();
         thisUIListItem.childText.text = CombineSkillText(key);
     }
     if (playerState.CombineSkills.Count < 30)
     {
         for (int i = 0; i < 30 - playerState.CombineSkills.Count; i++)
         {
             UIListItem thisUIListItem = uiCombineSkillList.NewItem();
             thisUIListItem.value          = new EnumSkillType[4];
             thisUIListItem.childText.text = "[None]";
         }
     }
     uiCombineSkillList.UpdateUI();
     //重设状态
     enumUISkillCombine = EnumUISkillCombine.CombineSkillItem;
     uiCombineSkillList.CanClickListItem = true;
     nowCombineSkillItem = uiCombineSkillList.FirstShowItem();
     uiCombineSkillList.ShowItem(nowCombineSkillItem);
     if (nowCombineSkillItem)
     {
         nowCombineSkillItem.childImage.enabled = true;
         nowCombineSkillItem.childImage.gameObject.SetActive(true);
         SetSkillCombineLatticeAndShowVadio((EnumSkillType[])nowCombineSkillItem.value);
     }
 }