コード例 #1
0
    public virtual void parseData(Property.Equip data)
    {
        guid = (long)data.guid;
        templateID = (int)data.templateid;
        haveNum = 1;
        //equipExp = (int)data.intensifyExp;
        equiplev = (int)data.intensifyLevel;
        changeStar = (int)data.star;

        proptys = new EquipProperty(this);
        isDirty = true;
        proptys.Refresh(equiplev);
    }
コード例 #2
0
 public virtual void SetEquipProperty()
 {
     for (int i = 0; i < equipList.Count; i++)
     {
         EquipData equipdata = equipList[i];
         //EquipConf econf = ConfigManager.equipConfManager.dic[equipdata.equipid];
         for (int j = 0; j < equipdata.propertyList.Count; j++)
         {
             EquipProperty p = equipdata.propertyList[j];
             AddPropertyVal(p.id, p.val, 1);
         }
     }
 }
コード例 #3
0
    public void SetData(EquipData data)
    {
        this.data = data;
        if (data == null)
        {
            content.SetActive(false);
            return;
        }
        content.SetActive(true);

        EquipConf conf = ConfigManager.equipConfManager.dic[data.equipid];

        iconSprite.spriteName = conf.prefabname;
        equipNameLabel.text   = conf.name;
        equipNameLabel.color  = ConfigManager.equipQualityManager.colordic[data.qualityID];

        equipLvLabel.text = "1";

        string propertyText = "";

        for (int i = 0; i < data.propertyList.Count; i++)
        {
            EquipProperty p     = data.propertyList[i];
            PropertyConf  pconf = ConfigManager.propertyConfManager.dataMap[p.id];

            propertyText += string.Format(pconf.des, p.val) + "\n";
        }

        equipPropertyLabel.text = propertyText;


        if (data.roleid > 0)
        {
            delBtn.SetActive(false);
            equipBtn.SetActive(false);
            unequipBtn.SetActive(true);
        }
        else
        {
            delBtn.SetActive(true);
            equipBtn.SetActive(true);
            unequipBtn.SetActive(false);
        }
    }
コード例 #4
0
ファイル: EquipSystem.cs プロジェクト: LiuFeng1011/Diablo
    public EquipData RandEquipProperty(InGameBaseEquip equip)
    {
        EquipConf     equipConf    = ConfigManager.equipConfManager.dic[equip.confid];
        EquipConfData propertyData = ConfigManager.equipConfManager.datadic[equip.confid];

        List <PropertyConf>  propertys    = ConfigManager.propertyConfManager.datas;
        List <EquipProperty> propertyList = new List <EquipProperty>();

        EquipQuality quality = equip.quality;

        for (int i = 0; i < propertyData.propertyList.Count; i++)
        {
            PropertyConf propertyConf = ConfigManager.propertyConfManager.dataMap[propertyData.propertyList[i].id];

            EquipProperty e = new EquipProperty();
            e.id = propertyConf.id;
            float val = propertyConf.baseval + propertyConf.GetLevelupVal(equip.level);
            e.val = Mathf.Ceil(val + Random.Range(-val * propertyConf.randomrange, val * propertyConf.randomrange));
            e.val = e.val * (propertyData.propertyList[i].rate / 100f);
            propertyList.Add(e);
        }

        for (int i = propertyData.propertyList.Count; i < quality.propertycount; i++)
        {
            PropertyConf  propertyConf = propertys[Random.Range(0, propertys.Count)];
            EquipProperty e            = new EquipProperty();
            e.id = propertyConf.id;
            float val = propertyConf.baseval + propertyConf.GetLevelupVal(equip.level);
            e.val = Mathf.Ceil(val + Random.Range(-val * propertyConf.randomrange, val * propertyConf.randomrange));
            propertyList.Add(e);
        }

        EquipData equipData = new EquipData(
            UserDataManager.instance.GetInstanceID(),
            ConfigManager.equipQualityManager.GetByPropertyCount(propertyList.Count).id,
            equipConf.id,
            -1,
            propertyList);

        return(equipData);
        //UserDataManager.instance.AddEquip(equipData);
    }
コード例 #5
0
ファイル: GameStruct.cs プロジェクト: LiuFeng1011/Diablo
    public override void Deserialize(DataStream stream)
    {
        //Debug.Log("================EquipData=================");
        short _type = stream.ReadSInt16();

        while (_type != -1)
        {
            switch (_type)
            {
            case 1:
                instanceid = stream.ReadSInt32(); break;

            case 2:
                equipid = stream.ReadSInt32(); break;

            case 3:
                roleid = stream.ReadSInt32(); break;

            case 4:
                int listcount = stream.ReadSInt32();
                propertyList = new List <EquipProperty>();
                for (int i = 0; i < listcount; i++)
                {
                    EquipProperty p = (new EquipProperty());
                    p.Deserialize(stream);
                    propertyList.Add(p);
                }
                break;

            case 5:
                qualityID = stream.ReadSInt32(); break;
            }
            _type = stream.ReadSInt16();
        }
        //Debug.Log("instanceid : " + instanceid +
        //" equipid : " + equipid +
        //" roleid : " + roleid +
        //" baseval : " + baseval);
    }
コード例 #6
0
ファイル: EquipInfoLayer.cs プロジェクト: LiuFeng1011/Diablo
    public void Init(EquipData data)
    {
        this.data = data;
        GameUIEventListener.Get(delBtn).onClick   = DelCB;
        GameUIEventListener.Get(equipBtn).onClick = EquipCB;

        EquipConf conf = ConfigManager.equipConfManager.dic[data.equipid];

        if (conf == null)
        {
            return;
        }

        iconSprite.spriteName = conf.prefabname;
        titleLabel.text       = conf.name;

        basePropertyLabel.text = "";

        EquipProperty mainp     = data.propertyList[0];
        PropertyConf  mainpconf = ConfigManager.propertyConfManager.dataMap[mainp.id];

        typeLabel.text = "";
        //lvLabel.text = 1+"";

        string propertyText = "";

        for (int i = 1; i < data.propertyList.Count; i++)
        {
            EquipProperty p     = data.propertyList[i];
            PropertyConf  pconf = ConfigManager.propertyConfManager.dataMap[p.id];

            propertyText += string.Format(pconf.des, p.val) + "\n";
        }

        propertyLabel.text = propertyText;

        Show();
    }