void SetBaseInfo(EquipStrengthenItemLogic itemLogic) { baseInfoName.text = itemLogic.getGameItem().GetName(); baseInfoCount.text = itemLogic.getGameItem().StackCount.ToString(); baseInfoIcon.spriteName = itemLogic.getGameItem().GetIcon(); baseInfoQuality.spriteName = itemLogic.getGameItem().GetQualityFrame(); }
void UpdateMaterialInfo(EquipStrengthenItemLogic itemLogic) { NGUITools.SetActive(materialInfoPart, true); NGUITools.SetActive(equipInfoPart, false); if (materialLevel != null) { materialLevel.text = "Lv." + itemLogic.getGameItem().GetEquipLevel().ToString(); } SetExpNum(itemLogic.getGameItem().GetMaterialExp(), 1); }
void UpdateEquipInfo(EquipStrengthenItemLogic itemLogic) { NGUITools.SetActive(equipInfoPart, true); NGUITools.SetActive(materialInfoPart, false); equipStarNum.text = itemLogic.getGameItem().StarLevel.ToString(); zhanLiNum.text = itemLogic.getGameItem().GetCombatValue().ToString(); useLevelNum.text = itemLogic.getGameItem().GetEquipLevel().ToString(); ShowEquipAttrInfo(itemLogic); }
public void UpdateItemInfo(EquipStrengthenItemLogic itemLogic) { if (itemLogic != null) { this.itemLogic = itemLogic; m_item = itemLogic.getGameItem(); m_type = itemLogic.GetMType(); if (m_type == EquipStrengthenItemLogic.Type.TYPE_ENC_EQUIP_BACKPACK)//如果是装备,则设置对应信息 { UpdateEquipInfo(itemLogic); } else if (m_type == EquipStrengthenItemLogic.Type.TYPE_ENC_METARIAL_BACKPACK)//如果是材料,则显示对应信息 { UpdateMaterialInfo(itemLogic); } SetBaseInfo(itemLogic); RefreshCountLabel(1); } }
void ShowEquipAttrInfo(EquipStrengthenItemLogic itemLogic) { ClearInfo(); int itemId = itemLogic.getGameItem().DataID; Tab_EquipAttr line = TableManager.GetEquipAttrByID(itemId, 0); if (line != null) { int index = 0; //血上限 if (line.HP > 0 && index < m_Attr.Length && index >= 0) { //string strColor = GetAttrColor(bUnEquiped, compareEquip, line.HP, "HP"); m_Attr[index].text = ItemTool.ConvertAttrToString(COMBATATTE.MAXHP); m_AttrValue[index].text = string.Format("+{0}", (int)(line.HP * itemLogic.getGameItem().GetAttrFactorRefix())); m_AttrWhole[index].SetActive(true); //强化 //SetEnchanceAndStarAttr(item, index, line.HP); ++index; } //血上限(百分比) if (line.HPPer > 0 && index < m_Attr.Length && index >= 0) { //string strColor = GetAttrColor(bUnEquiped, compareEquip, line.HPPer, "HPPer"); m_Attr[index].text = ItemTool.ConvertAttrToString(COMBATATTE.MAXHP); m_AttrValue[index].text = string.Format("+{0}%", (int)(line.HPPer * 100)); m_AttrWhole[index].SetActive(true); ++index; } //蓝上限 if (line.MP > 0 && index < m_Attr.Length && index >= 0) { //string strColor = GetAttrColor(bUnEquiped, compareEquip, line.MP, "MP"); m_Attr[index].text = ItemTool.ConvertAttrToString(COMBATATTE.MAXMP); m_AttrValue[index].text = string.Format("+{0}", (int)(line.MP * itemLogic.getGameItem().GetAttrFactorRefix())); m_AttrWhole[index].SetActive(true); //强化 //SetEnchanceAndStarAttr(item, index, line.MP); ++index; } //蓝上限(百分比) if (line.MPPer > 0 && index < m_Attr.Length && index >= 0) { //string strColor = GetAttrColor(bUnEquiped, compareEquip, line.MPPer, "MPPer"); m_Attr[index].text = ItemTool.ConvertAttrToString(COMBATATTE.MAXMP); m_AttrValue[index].text = string.Format("+{0}%", (int)(line.MPPer * 100)); m_AttrWhole[index].SetActive(true); ++index; } //物理攻击 if (line.PhysicsAttack > 0 && index < m_Attr.Length && index >= 0) { //string strColor = GetAttrColor(bUnEquiped, compareEquip, line.PhysicsAttack, "PhysicsAttack"); m_Attr[index].text = ItemTool.ConvertAttrToString(COMBATATTE.PYSATTACK); m_AttrValue[index].text = string.Format("+{0}", (int)(line.PhysicsAttack * itemLogic.getGameItem().GetAttrFactorRefix())); m_AttrWhole[index].SetActive(true); //强化 //SetEnchanceAndStarAttr(item, index, line.PhysicsAttack); ++index; } //物理攻击(百分比) if (line.PhysicsAttackPer > 0 && index < m_Attr.Length && index >= 0) { //string strColor = GetAttrColor(bUnEquiped, compareEquip, line.PhysicsAttackPer, "PhysicsAttackPer"); m_Attr[index].text = ItemTool.ConvertAttrToString(COMBATATTE.PYSATTACK); m_AttrValue[index].text = string.Format("+{0}%", (int)(line.PhysicsAttackPer * 100)); m_AttrWhole[index].SetActive(true); ++index; } //法术攻击 if (line.MagicAttack > 0 && index < m_Attr.Length && index >= 0) { //string strColor = GetAttrColor(bUnEquiped, compareEquip, line.MagicAttack, "MagicAttack"); m_Attr[index].text = ItemTool.ConvertAttrToString(COMBATATTE.MAGATTACK); m_AttrValue[index].text = string.Format("+{0}", (int)(line.MagicAttack * itemLogic.getGameItem().GetAttrFactorRefix())); m_AttrWhole[index].SetActive(true); //强化 //SetEnchanceAndStarAttr(item, index, line.MagicAttack); ++index; } //法术攻击(百分比) if (line.MagicAttackPer > 0 && index < m_Attr.Length && index >= 0) { //string strColor = GetAttrColor(bUnEquiped, compareEquip, line.MagicAttackPer, "MagicAttackPer"); m_Attr[index].text = ItemTool.ConvertAttrToString(COMBATATTE.MAGATTACK); m_AttrValue[index].text = string.Format("+{0}%", (int)(line.MagicAttackPer * 100)); m_AttrWhole[index].SetActive(true); ++index; } //物理防御 if (line.PhysicsDefence > 0 && index < m_Attr.Length && index >= 0) { //string strColor = GetAttrColor(bUnEquiped, compareEquip, line.PhysicsDefence, "PhysicsDefence"); m_Attr[index].text = ItemTool.ConvertAttrToString(COMBATATTE.PYSDEF); m_AttrValue[index].text = string.Format("+{0}", (int)(line.PhysicsDefence * itemLogic.getGameItem().GetAttrFactorRefix())); m_AttrWhole[index].SetActive(true); //强化 //SetEnchanceAndStarAttr(item, index, line.PhysicsDefence); ++index; } //物理防御(百分比) if (line.PhysicsDefencePer > 0 && index < m_Attr.Length && index >= 0) { //string strColor = GetAttrColor(bUnEquiped, compareEquip, line.PhysicsDefencePer, "PhysicsDefencePer"); m_Attr[index].text = ItemTool.ConvertAttrToString(COMBATATTE.PYSDEF); m_AttrValue[index].text = string.Format("+{0}%", (int)(line.PhysicsDefencePer * 100)); m_AttrWhole[index].SetActive(true); ++index; } //法术防御 if (line.MagicDefence > 0 && index < m_Attr.Length && index >= 0) { //string strColor = GetAttrColor(bUnEquiped, compareEquip, line.MagicDefence, "MagicDefence"); m_Attr[index].text = ItemTool.ConvertAttrToString(COMBATATTE.MAGDEF); m_AttrValue[index].text = string.Format("+{0}", (int)(line.MagicDefence * itemLogic.getGameItem().GetAttrFactorRefix())); m_AttrWhole[index].SetActive(true); //强化 //SetEnchanceAndStarAttr(item, index, line.MagicDefence); ++index; } //法术防御(百分比) if (line.MagicDefencePer > 0 && index < m_Attr.Length && index >= 0) { //string strColor = GetAttrColor(bUnEquiped, compareEquip, line.MagicDefencePer, "MagicDefencePer"); m_Attr[index].text = ItemTool.ConvertAttrToString(COMBATATTE.MAGDEF); m_AttrValue[index].text = string.Format("+{0}%", (int)(line.MagicDefencePer * 100)); m_AttrWhole[index].SetActive(true); ++index; } //全攻击 if (line.AllAttack > 0 && index < m_Attr.Length && index >= 0) { //string strColor = GetAttrColor(bUnEquiped, compareEquip, line.AllAttack, "AllAttack"); m_Attr[index].text = ItemTool.ConvertAttrToString((COMBATATTE)1000); m_AttrValue[index].text = string.Format("+{0}", (int)(line.AllAttack * itemLogic.getGameItem().GetAttrFactorRefix())); m_AttrWhole[index].SetActive(true); //强化 //SetEnchanceAndStarAttr(item, index, line.AllAttack); ++index; } //全攻击(百分比) if (line.AllAttackPer > 0 && index < m_Attr.Length && index >= 0) { //string strColor = GetAttrColor(bUnEquiped, compareEquip, line.AllAttackPer, "AllAttackPer"); m_Attr[index].text = ItemTool.ConvertAttrToString((COMBATATTE)1000); m_AttrValue[index].text = string.Format("+{0}%", (int)(line.AllAttackPer * 100)); m_AttrWhole[index].SetActive(true); ++index; } //全防御 if (line.AllDefence > 0 && index < m_Attr.Length && index >= 0) { //string strColor = GetAttrColor(bUnEquiped, compareEquip, line.AllDefence, "AllDefence"); m_Attr[index].text = ItemTool.ConvertAttrToString((COMBATATTE)1001); m_AttrValue[index].text = string.Format("+{0}", (int)(line.AllDefence * itemLogic.getGameItem().GetAttrFactorRefix())); m_AttrWhole[index].SetActive(true); //强化 //SetEnchanceAndStarAttr(item, index, line.AllDefence); ++index; } //全防御(百分比) if (line.AllDefencePer > 0 && index < m_Attr.Length && index >= 0) { //string strColor = GetAttrColor(bUnEquiped, compareEquip, line.AllDefencePer, "AllDefencePer"); m_Attr[index].text = ItemTool.ConvertAttrToString((COMBATATTE)1001); m_AttrValue[index].text = string.Format("+{0}%", (int)(line.AllDefencePer * 100)); m_AttrWhole[index].SetActive(true); ++index; } //附加属性 for (int attrIndex = 0; attrIndex < line.getAddAttrTypeCount(); ++attrIndex) { int attrType = line.GetAddAttrTypebyIndex(attrIndex); float attrValue = line.GetAddAttrValuebyIndex(attrIndex); if ((attrType >= (int)COMBATATTE.MAXHP && attrType < (int)COMBATATTE.COMBATATTE_MAXNUM) || attrType == 1000 || attrType == 1001) { if (attrValue > 0) { if (index < m_Attr.Length && index >= 0) { //策划要求隐藏装备攻速属性 if (attrType == (int)COMBATATTE.ATTACKSPEED) { continue; } //string strColor = GetAttrColor(bUnEquiped, compareEquip, attrValue, "AddAttr", attrIndex); m_Attr[index].text = ItemTool.ConvertAttrToString((COMBATATTE)attrType); m_AttrValue[index].text = string.Format("+{0}", (int)attrValue); m_AttrWhole[index].SetActive(true); if (attrType != (int)COMBATATTE.ATTACKSPEED) //策划要求 攻速不受强化和打星影响 { //强化 //SetEnchanceAndStarAttr(item, index, attrValue, true); //策划要求 附加属性不受打星影响 } ++index; } } } } //附加属性(百分比) for (int attrIndex = 0; attrIndex < line.getAddAttrTypeCount(); ++attrIndex) { int attrType = line.GetAddAttrTypebyIndex(attrIndex); float attrPer = line.GetAddAttrPerbyIndex(attrIndex); if (attrType >= (int)COMBATATTE.MAXHP && attrType < (int)COMBATATTE.COMBATATTE_MAXNUM && attrPer > 0) { if (index < m_Attr.Length && index >= 0) { //string strColor = GetAttrColor(bUnEquiped, compareEquip, attrPer, "AddAttrPer", attrIndex); m_Attr[index].text = ItemTool.ConvertAttrToString((COMBATATTE)attrIndex); m_AttrValue[index].text = string.Format("+{0}%", (int)(attrPer * 100)); m_AttrWhole[index].SetActive(true); ++index; } } } } }