Esempio n. 1
0
        public InstanceManager(Form1 form1)
        {
            this.Form1    = form1;
            this.uiupdate = new UIupdate(this);
            //this.dmae = new DmAe(this);
            this.writelog = new WriteLog(this);

            this.dm   = new dmtext.CDmSoft();
            pagecheck = new PageCheck.PageCheck();

            this.mouse         = new Mouse(this);
            this.time          = new Time(this);
            this.configManager = new BaseData.ConfigManager(this);

            this.taskList         = new BaseData.TaskList(this);
            this.backGroundThread = new BackgroundThread(this);
            this.eyLogin          = new EyLoginSoft();
            this.commonHelp       = new CommonHelp(this);

            this.gameData  = new GameeData(this);
            this.userData  = new UserData(this);
            this.dormitory = new Events.Dormitory(this);
            this.equipment = new Events.Equipment(this);
            this.formation = new Events.Formation(this);


            for (int i = 0; i < 4; i++)
            {
                BaseData.UserOperationInfo user_operationinfo0 = new BaseData.UserOperationInfo();
                this.gameData.User_operationInfo.Add(i, user_operationinfo0);
            }

            for (int i = 0; i < 4; i++)
            {
                BaseData.UserBattleInfo user_battleinfo = new BaseData.UserBattleInfo();
                user_battleinfo.Key = i;
                this.gameData.User_battleInfo.Add(i, user_battleinfo);
            }

            for (int i = 0; i < 8; i++)
            {
                ShowerTime.Add(-1);
            }

            BaseData.UserAutoBattleInfo autobattleinfo = new BaseData.UserAutoBattleInfo();
            this.gameData.User_AutobattleInfo.Add(0, autobattleinfo);

            for (int i = 0; i < 3; i++)//装备建造
            {
                BaseData.BuildingEquipmentInfo user_buildingequipmentinfo0 = new BaseData.BuildingEquipmentInfo();
                this.gameData.User_BuildingEquipmentInfo.Add(i, user_buildingequipmentinfo0);
            }
            for (int i = 0; i < 3; i++)//枪建造
            {
                BaseData.BuildingGunInfo user_buildingguninfo0 = new BaseData.BuildingGunInfo();
                this.gameData.User_BuildingGunInfo.Add(i, user_buildingguninfo0);
            }
        }
Esempio n. 2
0
 public void CheckNeedQfix(UserBattleInfo userBattleInfo)
 {
     if ((this.Hp <= userBattleInfo.FixMinPercentage) && userBattleInfo.FixMinPercentage != 0)
     {
         //快修
         this.NeedToFix = true;
         this.NeedNFix  = false;
         this.NeedQFix  = true;
         return;
     }
     if ((this.Hp >= userBattleInfo.FixMaxPercentage) && userBattleInfo.FixMaxPercentage != 0)
     {
         this.NeedToFix = false;
         this.NeedNFix  = false;
         this.NeedQFix  = false;
         return;
     }
     if (userBattleInfo.FixMinPercentage == 0 && (this.Hp < userBattleInfo.FixMaxPercentage))
     {
         //点击普通维修
         this.NeedToFix = true;
         this.NeedNFix  = true;
         this.NeedQFix  = false;
         return;
     }
     if (userBattleInfo.FixMinPercentage == 0 && userBattleInfo.FixMaxPercentage == 0)
     {
         //点击普通维修
         this.NeedToFix = true;
         this.NeedNFix  = true;
         this.NeedQFix  = false;
         return;
     }
     if (this.Hp < userBattleInfo.FixMinPercentage)
     {
         //快修
         this.NeedToFix = true;
         this.NeedNFix  = false;
         this.NeedQFix  = true;
         return;
     }
     if (this.Hp > userBattleInfo.FixMinPercentage && userBattleInfo.FixMaxPercentage == 0)
     {
         //点击普通维修
         this.NeedToFix = true;
         this.NeedNFix  = true;
         this.NeedQFix  = false;
         return;
     }
 }