コード例 #1
0
ファイル: ToolTipMng.cs プロジェクト: atom-chen/tianyu
    /// <summary>
    /// 展示属性信息 by吴江
    /// </summary>
    /// <param name="_triggerUI"></param>
    /// <param name="_tag"></param>
    /// <param name="_value"></param>
    public static void ShowPropertyTooltip(GameObject _triggerUI, ActorPropertyTag _tag, int _value)
    {
        CloseAllTooltip();
        if (_tag == ActorPropertyTag.TOTAL)
        {
            return;
        }
        GUIBase panel = GetPanelByType(TooltipType.Property);

        if (panel == null)
        {
            return;
        }

        PropertyTooltip propertyTooltip = panel.GetComponent <PropertyTooltip>();

        if (propertyTooltip == null)
        {
            GameSys.LogError("在预制上找不到组件 : <EquipmentTooltip>!");
            return;
        }
        propertyTooltip.SetData(_tag, _value, _triggerUI);
        panel.OpenUI();
        SetPropertyTooltipPosition(panel.gameObject, _triggerUI);
    }
コード例 #2
0
ファイル: SmartActor.cs プロジェクト: atom-chen/tianyu
    protected virtual void OnPropertyUpdate(ActorPropertyTag _tag, long _value, bool _fromAbility)
    {
        if (isDead)
        {
            if (headTextCtrl != null)
            {
                //    headTextCtrl.HideBlood();
            }
        }
        if (_fromAbility || IsActor)
        {
            return;                                // || !MainPlayerFocus) return;
        }
        switch (_tag)
        {
        case ActorPropertyTag.HPLIMIT:
//                if (headTextCtrl != null)
//                {
//                    headTextCtrl.SetBlood(actorInfo.MaxHP <= 0 ? 0 : actorInfo.CurHP / (float)actorInfo.MaxHP, IsFriend);
//                }
            break;

        default:
            break;
        }
    }
コード例 #3
0
ファイル: PropertyWnd.cs プロジェクト: atom-chen/tianyu
 void RefreshSlaValue(ActorPropertyTag tag, int val, bool _from)
 {
     if (tag != ActorPropertyTag.SLA)
     {
         return;
     }
 }
コード例 #4
0
    void RefreshPropDate(ActorPropertyTag tag, long value, bool _fromAbility)
    {
        switch (tag)
        {
        case ActorPropertyTag.HPLIMIT:
            if (CurPlayerHp != null)
            {
                CurPlayerHp.value = (float)actorInfo.CurHP / actorInfo.MaxHP;
            }
            if (HpLable != null)
            {
                HpLable.text = actorInfo.CurHPText + "/" + actorInfo.MaxHPText;
            }
            break;

        case ActorPropertyTag.MPLIMIT:
            if (CurPlayerMp != null)
            {
                CurPlayerMp.value = (float)actorInfo.CurMP / actorInfo.MaxMP;
            }
            if (MpLable != null)
            {
                MpLable.text = actorInfo.CurMPText + "/" + actorInfo.MaxMPText;
            }
            break;
        }
    }
コード例 #5
0
ファイル: PropertyTooltip.cs プロジェクト: atom-chen/tianyu
 /// <summary>
 /// 设置展示信息 by吴江
 /// </summary>
 /// <param name="_tag"></param>
 /// <param name="_value"></param>
 public void SetData(ActorPropertyTag _tag, int _value, GameObject _triggerObj)
 {
     propertyTag   = _tag;
     propertyValue = _value;
     triggerObj    = _triggerObj;
     //refData = ConfigMng.Instance.GetAttributeTypeRef(propertyTag);
 }
コード例 #6
0
ファイル: EquipmentRefTable.cs プロジェクト: Klanly/tianyu
 public void Update(ActorPropertyTag _tag, int _value)
 {
     if (_tag == this.tag)
     {
         this.value = _value;
     }
 }
コード例 #7
0
ファイル: MountEquipSubWnd.cs プロジェクト: atom-chen/tianyu
 protected int GetAttributeValue(ActorPropertyTag _tag, List <AttributePair> _attrList)
 {
     for (int i = 0, length = _attrList.Count; i < length; i++)
     {
         if (_attrList[i].tag == _tag)
         {
             return(_attrList[i].value);
         }
     }
     return(0);
 }
コード例 #8
0
 protected void UpdateSpeed(ActorPropertyTag _tag, long _speed, bool _state)
 {
     if (_tag != ActorPropertyTag.MOVESPD)
     {
         return;
     }
     if (actorInfo.Movespd != 0)
     {
         CurRealSpeed = Mathf.Max(SmartActor.MOVE_SPEED_BASE, (float)actorInfo.StaticSpeed * (float)actorInfo.Movespd / 100f);
     }
 }
コード例 #9
0
    /// <summary>
    /// 获取称号列表
    /// </summary>
    private void S2C_GetTitleList(Pt _pt)
    {
        pt_title_list_d422 pt = _pt as pt_title_list_d422;

        if (pt != null)
        {
            AllAttrNum.Clear();
            OwnTitleDictionary.Clear();
            //GetAllTitle();
            List <title_base_info_list> list = pt.title_list;
            for (int i = 0; i < list.Count; i++)
            {
                TitleInfo info = new TitleInfo(list[i]);
                if (!isFirstTime)
                {
                    TitleInfo oldInfo = titleDictionary[info.ID] as TitleInfo;
                    if (oldInfo != null)
                    {
                        if (!oldInfo.IsOwn)
                        {
                            NewTitle = info;
                            GameCenter.curMainPlayer.StopForNextMove();
                            GameCenter.uIMng.GenGUI(GUIType.NEWTITLEMSG, true);
                        }
                    }
                }
                titleDictionary[info.ID] = info;
                OwnTitleDictionary.Add(info);
                if (list [i].put_state == 1)
                {
                    CurUseTitle = (titleDictionary [info.ID]) as TitleInfo;
                }
                for (int j = 0; j < info.Attribute.Count; j++)
                {
                    ActorPropertyTag act = (ActorPropertyTag)info.Attribute[j].eid;
                    AllAttrNum.Add(new AttributePair(act, info.Attribute[j].count));
                }
            }
            if (UpdateTitle != null)
            {
                UpdateTitle();
            }
            if (isFirstTime)
            {
                isFirstTime = false;
            }
        }
        SortTitle();
        GameCenter.coupleMng.GeTTitleRef();
    }
コード例 #10
0
ファイル: CoupleMng.cs プロジェクト: atom-chen/tianyu
 /// <summary>
 /// 根据信物id获取信物升级属性
 /// </summary>
 public int GetTokenAttrValueByTag(ActorPropertyTag _tag)
 {
     if (coupleData != null && coupleData.tokenLev > 0)
     {
         for (int i = 0, max = coupleData.Attribute.Count; i < max; i++)
         {
             if (coupleData.Attribute[i].tag == _tag)
             {
                 return(coupleData.Attribute[i].value);
             }
         }
     }
     //Debug.LogError("信物表中找不到id为 : " + _id + " 的数据");
     return(0);
 }
コード例 #11
0
 /// <summary>
 /// 获取属性值
 /// </summary>
 protected void getVal(ActorPropertyTag _tag, SwornRef _swornRef, List <float> _attr)
 {
     if (_swornRef != null)
     {
         for (int i = 0; i < _swornRef.attrs.Count; i++)
         {
             if (_swornRef.attrs[i].tag == _tag)
             {
                 _attr.Add(_swornRef.attrs[i].value);
                 break;
             }
             if (i == _swornRef.attrs.Count - 1)
             {
                 _attr.Add(0);
             }
         }
     }
     else
     {
         _attr.Add(0);
     }
 }
コード例 #12
0
 void OnPropertyUpdate(ActorPropertyTag tag, long val, bool fes)
 {
     Show();
 }
コード例 #13
0
ファイル: EquipmentRefTable.cs プロジェクト: Klanly/tianyu
 public AttributePair(ActorPropertyTag _tag, int _value)
 {
     this.tag   = _tag;
     this.value = _value;
 }
コード例 #14
0
ファイル: EquipmentRefTable.cs プロジェクト: Klanly/tianyu
 public AttributePair(AttributePair _temp)
 {
     this.tag   = _temp.tag;
     this.value = _temp.value;
 }
コード例 #15
0
 void ShowProperty(ActorPropertyTag tag, long val, bool fes)
 {
     Show();
 }
コード例 #16
0
ファイル: FashionMng.cs プロジェクト: atom-chen/tianyu
    /// <summary>
    /// 获取所有的时装
    /// </summary>
    /// <param name="_pt"></param>
    protected void S2C_GetFashionList(Pt _pt)
    {
        pt_model_clothes_list_d412 pt = _pt as pt_model_clothes_list_d412;

        //Debug.Log("收到时装协议");
        if (pt != null)
        {
            fashionLev = pt.model_lev;
            fashionExp = pt.model_exp;

            if (fashionDic.Count < 1)
            {
                GetAllFashion();
            }
            RefreshTemporaryFashion();
            if (fashionDic != null)
            {
                //GetAllTitle ();
                ownFashionList.Clear();
                tempFashionList.Clear();
                AllAttrNum.Clear();
                InUseClothesFashion = null;
                InUseWeaponFashion  = null;
            }
            for (int i = 0; i < pt.model_list.Count; i++)
            {
                RemainTime time = null;
                if (pt.model_list[i].remain_time > 0)
                {
                    time = new RemainTime(pt.model_list[i].remain_time, Time.time);
                }
                FashionInfo fashion = new FashionInfo(pt.model_list[i].model_id, pt.model_list[i].own_state, pt.model_list[i].put_state, time);
                if (!isFirstTime)
                {
                    if (!cacheFashionDic.ContainsKey(fashion.FashionID))
                    {
                        if (fashion.FashionType == 1)
                        {
                            CurFashionWndType = FashionWndType.WEAPON;
                        }
                        if (fashion.FashionType == 2)
                        {
                            CurFashionWndType = FashionWndType.CLOTHES;
                        }
                        GameCenter.uIMng.SwitchToSubUI(SubGUIType.SUBFASHION);
                    }
                }
                fashionDic[fashion.FashionID] = fashion;
                if (pt.model_list[i].put_state == 1)
                {
                    if (fashion.FashionType == 1)
                    {
                        InUseWeaponFashion = fashion;
                    }
                    if (fashion.FashionType == 2)
                    {
                        InUseClothesFashion = fashion;
                    }
                }
                if (pt.model_list[i].own_state == 1)
                {
                    ownFashionList.Add(fashion);
                }
                if (fashion.FashionType == 1)
                {
                    weaponFashionDic[fashion.FashionID] = fashion;
                    if (fashion.RemainTime != null)
                    {
                        if (fashion.TempID != 0)
                        {
                            if (weaponFashionDic.ContainsKey(fashion.TempID))
                            {
                                weaponFashionDic.Remove(fashion.TempID);
                            }
                        }
                    }
                    else
                    {
                        if (fashion.ForeverTempID != 0)
                        {
                            if (weaponFashionDic.ContainsKey(fashion.ForeverTempID))
                            {
                                weaponFashionDic.Remove(fashion.ForeverTempID);
                            }
                        }
                    }
                }
                if (fashion.FashionType == 2)
                {
                    clothesFashionDic[fashion.FashionID] = fashion;
                    if (fashion.RemainTime != null)
                    {
                        if (fashion.TempID != 0)
                        {
                            if (clothesFashionDic.ContainsKey(fashion.TempID))
                            {
                                clothesFashionDic.Remove(fashion.TempID);
                            }
                        }
                    }
                    else
                    {
                        if (fashion.ForeverTempID != 0)
                        {
                            if (clothesFashionDic.ContainsKey(fashion.ForeverTempID))
                            {
                                clothesFashionDic.Remove(fashion.ForeverTempID);
                            }
                        }
                    }
                }
                if (pt.model_list[i].remain_time > 0)
                {
                    tempFashionList.Add(fashion);
                    // Debug.Log ("时装列表发来的时间为"+pt.model_list [i].remain_time);
                }
                // Debug.Log("时装列表的长度为" + pt.model_list.Count + "时装ID为" + pt.model_list[i].model_id);

                cacheFashionDic[fashion.FashionID] = fashion;
            }

            if (ownFashionList.Count > 0)
            {
                for (int i = 0; i < ownFashionList.Count; i++)
                {
                    for (int j = 0; j < ownFashionList[i].Attribute.Count; j++)
                    {
                        ActorPropertyTag act = (ActorPropertyTag)ownFashionList[i].Attribute[j].eid;
                        AllAttrNum.Add(new AttributePair(act, ownFashionList[i].Attribute[j].count));
                    }
                }
            }
            if (tempFashionList.Count > 0)
            {
                for (int i = 0; i < tempFashionList.Count; i++)
                {
                    for (int j = 0; j < tempFashionList[i].Attribute.Count; j++)
                    {
                        ActorPropertyTag act = (ActorPropertyTag)tempFashionList[i].Attribute[j].eid;
                        AllAttrNum.Add(new AttributePair(act, tempFashionList[i].Attribute[j].count));
                    }
                }
            }
        }

        if (isFirstTime)
        {
            isFirstTime = false;
        }
        SortFashion();
        if (OnUpdateFashionList != null)
        {
            OnUpdateFashionList();
        }
        //Debug.Log("此时的衣服时装ID" + GameCenter.mainPlayerMng.MainPlayerInfo.GetServerData().clothesFashionID + "武器ID" + GameCenter.mainPlayerMng.MainPlayerInfo.GetServerData().weaponFashionID);
    }