IEnumerator InitPlayerInfo() { while (GamingData.INSTANCE().HeroState == null) { yield return(null); } GamingData.INSTANCE().HeroState.maxHp = GamingData.INSTANCE().HeroState.level * 100; GamingData.INSTANCE().HeroState.maxMp = GamingData.INSTANCE().HeroState.level * 100; GamingData.INSTANCE().HeroState.levelUpExp = GamingData.INSTANCE().HeroState.level * 100; hp_Fill.fillAmount = GamingData.INSTANCE().HeroState.hp / GamingData.INSTANCE().HeroState.maxHp; mp_Fill.fillAmount = GamingData.INSTANCE().HeroState.sp / GamingData.INSTANCE().HeroState.maxMp; ep_Fill.fillAmount = GamingData.INSTANCE().HeroState.cueeExp / GamingData.INSTANCE().HeroState.levelUpExp; hp_Text.text = ((int)((GamingData.INSTANCE().HeroState.hp / GamingData.INSTANCE().HeroState.maxHp) * 100f)).ToString() + "%"; mp_Text.text = ((int)((GamingData.INSTANCE().HeroState.sp / GamingData.INSTANCE().HeroState.maxMp) * 100f)).ToString() + "%"; if (GamingData.heroType == 0) { avatar_Img.sprite = Resources.Load <Sprite>("Item/00"); } else { avatar_Img.sprite = Resources.Load <Sprite>("Item/01"); } level_Text.text = GamingData.INSTANCE().HeroState.level.ToString(); nikeName_Text.text = GamingData.nickname; }
//初始化英雄系统 public override void Init() { heroInfo = new HeroInfo(this); inventory = new Inventory(this); equips = new Equips(this); heroInfo.InitHeroInfo(GamingData.INSTANCE().HeroState); inventory.Init(GamingData.INSTANCE().InvenrotyInfo); equips.Init(GamingData.INSTANCE().EquipsInfo); EventCenter.AddListener(EventDefine.FinishTaskDelete, DeleteItems); EventCenter.AddListener(EventDefine.FinishTaskGet, GetItems); EventCenter.Broadcast(EventDefine.InitBag, inventory.GetInventoryInfo); }
public GamingDataController(GameSystem _system) : base(_system) { //实例化数据实体 data = GamingData.INSTANCE(); }
/// <summary> /// 剧情系统的初始化 /// </summary> public override void Init() { npcSystem.InitNpcSystem(GamingData.synData.npcState); taskSystem.InitTaskSystem(GamingData.synData.taskID, GamingData.synData.taskState, GamingData.INSTANCE().InvenrotyInfo); ShowMiniTaskPanel(); //TODO 任务系统初始化 //拿到当前的任务编号,拿到当前任务,将当前任务的初值赋值进去,根据任务编号初始化npc状态 //TODO 对话系统初始化 }