コード例 #1
0
        private void MakeBeginningCondition()
        {
            makeRole             = RuntimeData.Instance.Team[0].Clone();
            makeRole.HeadPicPath = selectHeadKey;
            makeMoney            = 100;
            makeItems            = new List <Item>();
            //makeItems.Add(ItemManager.GetItem("松果"));
            makeItems.Add(ItemManager.GetItem("小还丹"));
            makeItems.Add(ItemManager.GetItem("小还丹"));
            makeItems.Add(ItemManager.GetItem("小还丹"));

            /*
             * opts.Add("商人的儿子");
             * opts.Add("大草原上长大的孩子");
             * opts.Add("名门世家");
             * opts.Add("市井流浪的汉子");
             * opts.Add("疯子");
             */

            switch (results[0])
            {
            case 0:     //商人的儿子
                makeMoney += 5000;
                makeRole.Attributes["bili"] -= 1;
                makeItems.Add(ItemManager.GetItem("黑玉断续膏"));
                makeItems.Add(ItemManager.GetItem("九转熊蛇丸"));
                makeItems.Add(ItemManager.GetItem("金丝道袍"));
                makeItems.Add(ItemManager.GetItem("金头箍"));
                makeRole.Animation = "gongzi_jian";
                break;

            case 1:     //大草原上长大的孩子
                makeRole.Attributes["shenfa"]    += 15;
                makeRole.Attributes["dingli"]    -= 2;
                makeRole.Attributes["quanzhang"] += 15;
                makeRole.Talent   += "#猎人";
                makeRole.Animation = "shaonian_quan";
                break;

            case 2:     //名门世家
                makeRole.Attributes["fuyuan"] += 3;
                makeRole.Attributes["bili"]   -= 3;
                makeRole.Attributes["dingli"] += 2;
                makeRole.Attributes["wuxing"] += 20;
                makeRole.Attributes["jianfa"] += 2;
                makeRole.Attributes["gengu"]  += 2;
                makeItems.Add(ItemManager.GetItem("银手镯"));
                makeMoney         += 100;
                makeRole.Animation = "jianke_cool2";
                break;

            case 3:     //市井流浪的汉子
                makeRole.Attributes["fuyuan"] -= 5;
                makeRole.Attributes["bili"]   += 12;
                makeRole.Attributes["daofa"]  += 15;
                makeRole.Attributes["qimen"]  += 12;
                makeItems.Add(ItemManager.GetItem("草帽"));
                makeRole.Animation = "daoke_shaonian";
                makeMoney          = 0;
                break;

            case 4:     //疯子
                makeRole.Attributes["wuxing"] += 35;
                makeRole.Attributes["dingli"] -= 10;
                makeRole.Attributes["gengu"]  -= 10;
                makeRole.Animation             = "fengzi";
                makeRole.Talent += "#神经病";
                break;

            case 5:    //书香门第
                makeRole.Attributes["wuxing"] += 20;
                makeRole.Attributes["bili"]   += 1;
                makeRole.Attributes["shenfa"] -= 10;
                makeRole.Attributes["gengu"]  -= 5;
                makeRole.Animation             = "duanyu";
                break;

            default:
                break;
            }

            /*
             * opts.Add("无尽的财宝");
             * opts.Add("永恒的爱情");
             * opts.Add("坚强的意志");
             * opts.Add("自由");
             * opts.Add("至高无上的权力");
             */
            switch (results[1])
            {
            case 0:     //无尽的财宝
                makeMoney += 1000;
                break;

            case 1:     //永恒的爱情
                makeRole.Attributes["fuyuan"] += 15;
                break;

            case 2:     //坚强的意志
                makeRole.Attributes["dingli"] += 15;
                break;

            case 3:     //自由
                makeRole.Attributes["shenfa"] += 15;
                break;

            case 4:     //至高无上的权力
                makeRole.Talent += "#自我主义";
                break;

            default:
                break;
            }

            /*
             * opts.Add("调戏妇女");
             * opts.Add("欺软怕硬");
             * opts.Add("偷奸耍滑");
             * opts.Add("切JJ练神功");
             * opts.Add("有美女不泡");
             */
            switch (results[2])
            {
            case 0:     //调戏妇女
                makeRole.Attributes["dingli"] += 9;
                break;

            case 1:     //欺软怕硬
                makeRole.Attributes["gengu"] += 6;
                makeRole.Attributes["bili"]  += 6;
                break;

            case 2:     //偷奸耍滑
                makeRole.Attributes["wuxing"] += 10;
                break;

            case 3:     //切JJ练神功
                makeRole.Attributes["gengu"] += 10;
                break;

            case 4:     //有美女不泡
                makeRole.Talent += "#好色";
                break;

            default:
                break;
            }

            //opts.Add("拳");
            //opts.Add("剑");
            //opts.Add("刀");
            //opts.Add("暗器");
            switch (results[3])
            {
            case 0:     //拳
                makeRole.Attributes["quanzhang"] += 10;
                break;

            case 1:     //剑
                makeRole.Attributes["jianfa"] += 10;
                break;

            case 2:     //刀
                makeRole.Attributes["daofa"] += 10;
                break;

            case 3:     //暗器
                makeRole.Attributes["qimen"] += 10;
                break;

            default:
                break;
            }

            //opts.Add("黄蓉");
            //opts.Add("小龙女");
            //opts.Add("郭襄");
            //opts.Add("梅超风");
            //opts.Add("周芷若");
            switch (results[4])
            {
            case 0:     //黄蓉
                makeRole.Attributes["wuxing"] += 5;
                break;

            case 1:     //小龙女
                makeRole.Attributes["dingli"] += 5;
                break;

            case 2:     //郭襄
                makeRole.Attributes["fuyuan"] += 5;
                makeRole.Attributes["gengu"]  += 5;
                break;

            case 3:     //梅超风
                makeRole.Attributes["quanzhang"] += 6;
                makeRole.Attributes["bili"]      += 6;
                break;

            case 4:     //周芷若
                makeRole.Attributes["dingli"] += 10;
                break;

            default:
                break;
            }

            //opts.Add("张无忌");
            //opts.Add("郭靖");
            //opts.Add("杨过");
            //opts.Add("令狐冲");
            //opts.Add("林平之");
            switch (results[5])
            {
            case 0:     //张无忌
                makeRole.Attributes["wuxing"] += 5;
                makeRole.Attributes["gengu"]  += 10;
                break;

            case 1:     //郭靖
                makeRole.Attributes["wuxing"] -= 10;
                makeRole.Attributes["fuyuan"] += 15;
                makeRole.Attributes["bili"]   += 5;
                break;

            case 2:     //杨过
                makeRole.Attributes["wuxing"] += 5;
                makeRole.Attributes["dingli"] += 5;
                break;

            case 3:     //令狐冲
                makeRole.Attributes["wuxing"] += 10;
                break;

            case 4:     //林平之
                makeRole.Attributes["jianfa"] += 10;
                makeRole.Attributes["dingli"] += 10;
                break;

            default:
                break;
            }

            /*
             * opts.Add("乔峰");
             * opts.Add("韦小宝");
             * opts.Add("金庸先生");
             * opts.Add("东方不败");
             * opts.Add("本游戏的作者");
             * opts.Add("半瓶神仙醋");
             */
            switch (results[6])
            {
            case 0:     //乔峰
                makeRole.Attributes["bili"]      += 10;
                makeRole.Attributes["quanzhang"] += 9;
                break;

            case 1:     //韦小宝
                makeRole.Attributes["fuyuan"] += 30;
                break;

            case 2:     //金庸先生
                makeRole.Attributes["wuxing"]    += 13;
                makeRole.Attributes["jianfa"]    += 5;
                makeRole.Attributes["daofa"]     += 5;
                makeRole.Attributes["quanzhang"] += 5;
                makeRole.Attributes["qimen"]     += 5;
                break;

            case 3:     //东方不败
                InternalSkillInstance sintance = new InternalSkillInstance()
                {
                    Skill    = SkillManager.GetInternalSkill("葵花宝典"),
                    Level    = 1,
                    Equipped = false,
                    MaxLevel = 4,
                    Owner    = makeRole,
                    Exp      = 0,
                };
                makeRole.InternalSkills.Add(sintance);
                makeItems.Add(ItemManager.GetItem("葵花宝典残章"));
                makeItems.Add(ItemManager.GetItem("葵花宝典残章"));
                break;

            case 4:                                       //本游戏的作者
                makeRole.Skills[0].MaxLevel         = 10; //解锁野球拳10级
                makeRole.InternalSkills[0].Level    = 10; //初始10级基本内功
                makeRole.InternalSkills[0].MaxLevel = 20; //20级上限
                makeRole.Attributes["gengu"]       += 10;
                break;

            case 5:     //半瓶神仙醋
                makeItems.Add(ItemManager.GetItem("天王保命丹"));
                makeItems.Add(ItemManager.GetItem("天王保命丹"));
                makeItems.Add(ItemManager.GetItem("天王保命丹"));
                makeItems.Add(ItemManager.GetItem("天王保命丹"));
                makeItems.Add(ItemManager.GetItem("天王保命丹"));
                makeItems.Add(ItemManager.GetItem("天王保命丹"));
                break;

            default:
                break;
            }

            if (RuntimeData.Instance.Round == 1)
            {
                switch (results[7])
                {
                case 0:
                    RuntimeData.Instance.GameMode     = "normal";
                    RuntimeData.Instance.FriendlyFire = false;
                    break;

                case 1:
                    RuntimeData.Instance.GameMode     = "hard";
                    RuntimeData.Instance.FriendlyFire = true;
                    break;

                case 2:
                    RuntimeData.Instance.GameMode     = "crazy";
                    RuntimeData.Instance.FriendlyFire = true;
                    break;

                default:
                    break;
                }
            }
            else
            {
                switch (results[7])
                {
                case 0:
                    RuntimeData.Instance.GameMode     = "hard";
                    RuntimeData.Instance.FriendlyFire = true;
                    break;

                case 1:
                    RuntimeData.Instance.GameMode     = "crazy";
                    RuntimeData.Instance.FriendlyFire = true;
                    break;

                default:
                    break;
                }
            }

            //根据周目获得一些初始奖励
            //MessageBox.Show(RuntimeData.Instance.Round.ToString());
            List <string> bonusItems  = new List <string>();
            List <string> bonusWeapon = new List <string>();

            bonusItems.Clear();
            bonusWeapon.Clear();
            switch (RuntimeData.Instance.Round)
            {
            case 1:
                if (RuntimeData.Instance.GameMode == "normal")
                {
                    makeItems.Add(ItemManager.GetItem("新手礼包-大蟠桃"));
                    makeItems.Add(ItemManager.GetItem("新手礼包-大蟠桃"));
                    makeItems.Add(ItemManager.GetItem("新手礼包-大蟠桃"));
                    makeItems.Add(ItemManager.GetItem("新手礼包-大蟠桃"));
                    makeItems.Add(ItemManager.GetItem("新手礼包-大蟠桃"));
                }
                break;

            case 2:
                bonusItems.Add("佛光普照");
                bonusItems.Add("百变千幻云雾十三式秘籍");
                bonusItems.Add("反两仪刀法");
                bonusItems.Add("伏魔杖法");
                bonusWeapon.Add("灭仙爪");
                bonusWeapon.Add("倚天剑");
                bonusWeapon.Add("屠龙刀");
                bonusWeapon.Add("打狗棒");
                makeItems.Add(ItemManager.GetItem(bonusItems[Tools.GetRandomInt(0, bonusItems.Count) % bonusItems.Count]));
                makeItems.Add(ItemManager.GetItem(bonusWeapon[Tools.GetRandomInt(0, bonusWeapon.Count) % bonusWeapon.Count]));
                break;

            case 3:
                bonusItems.Add("隔空取物");
                bonusItems.Add("妙手仁心");
                bonusItems.Add("飞向天际");
                bonusItems.Add("血刀");
                bonusWeapon.Add("仙丽雅的项链");
                bonusWeapon.Add("李延宗的项链");
                bonusWeapon.Add("王语嫣的武学概要");
                bonusWeapon.Add("神木王鼎");
                makeItems.Add(ItemManager.GetItem(bonusItems[Tools.GetRandomInt(0, bonusItems.Count) % bonusItems.Count]));
                makeItems.Add(ItemManager.GetItem(bonusWeapon[Tools.GetRandomInt(0, bonusWeapon.Count) % bonusWeapon.Count]));
                break;

            default:
                bonusItems.Add("碎裂的怒吼");
                bonusItems.Add("沾衣十八跌");
                bonusItems.Add("灵心慧质");
                bonusItems.Add("不老长春功法");
                bonusWeapon.Add("仙丽雅的项链");
                bonusWeapon.Add("李延宗的项链");
                bonusWeapon.Add("王语嫣的武学概要");
                bonusWeapon.Add("神木王鼎");
                makeItems.Add(ItemManager.GetItem(bonusItems[Tools.GetRandomInt(0, bonusItems.Count) % bonusItems.Count]));
                makeItems.Add(ItemManager.GetItem(bonusWeapon[Tools.GetRandomInt(0, bonusWeapon.Count) % bonusWeapon.Count]));

                break;
            }
            //根据通过试炼角色数量调整奖励
            string[]      roles              = RuntimeData.Instance.TrialRoles.Split(new char[] { '#' });
            int           trailNumber        = roles.Length;
            List <string> makeTrailBonusItem = new List <string>();

            if (trailNumber < 3)
            {
            }
            else if (trailNumber >= 3 && trailNumber < 6)
            {
                makeItems.Add(ItemManager.GetItem("王母蟠桃").Clone());
                makeItems.Add(ItemManager.GetItem("道家仙丹").Clone());
            }
            else if (trailNumber >= 6 && trailNumber < 9)
            {
                makeItems.Add(ItemManager.GetItem("灵心慧质").Clone());
                makeItems.Add(ItemManager.GetItem("妙手仁心").Clone());
            }
            else if (trailNumber >= 9 && trailNumber < 12)
            {
                makeItems.Add(ItemManager.GetItem("素心神剑心得").Clone());
                makeItems.Add(ItemManager.GetItem("太极心得手抄本").Clone());
                makeItems.Add(ItemManager.GetItem("乾坤大挪移心法").Clone());
            }
            else if (trailNumber >= 12 && trailNumber < 15)
            {
                makeItems.Add(ItemManager.GetItem("沾衣十八跌").Clone());
                makeItems.Add(ItemManager.GetItem("易筋经").Clone());
                makeItems.Add(ItemManager.GetItem("厚黑学").Clone());
            }
            else if (trailNumber >= 15 && trailNumber < 20)
            {
                makeItems.Add(ItemManager.GetItem("武穆遗书").Clone());
                makeItems.Add(ItemManager.GetItem("笑傲江湖曲").Clone());
            }
            else if (trailNumber >= 20)
            {
                makeItems.Add(ItemManager.GetItem("真葵花宝典").Clone());
            }
        }
コード例 #2
0
        public void Show(Role role, bool isList = false)
        {
            lock (this)
            {
                _isList = isList;
                if (isList == false) //只显示一个,战斗中
                {
                    this.EquipChangable = false;
                    SetAddPointButtonVisiable(false);
                }
                else
                {
                    this.EquipChangable = true;
                    SetAddPointButtonVisiable(role.LeftPoint > 0);
                }
                this.currentRole = role;

                this.bili.Text   = role.GetAttributeString("bili");
                this.wuxing.Text = role.GetAttributeString("wuxing");
                this.fuyuan.Text = role.GetAttributeString("fuyuan");
                this.gengu.Text  = role.GetAttributeString("gengu");
                this.dingli.Text = role.GetAttributeString("dingli");
                this.shenfa.Text = role.GetAttributeString("shenfa");
                this.detailPanel.Show(role);

                this.leftpoint.Text = role.LeftPoint.ToString();

                this.quanzhang.Width = 143 * (role.AttributesFinal["quanzhang"] / (float)CommonSettings.MAX_ATTRIBUTE);
                this.jian.Width      = 143 * (role.AttributesFinal["jianfa"] / (float)CommonSettings.MAX_ATTRIBUTE);
                this.dao.Width       = 143 * (role.AttributesFinal["daofa"] / (float)CommonSettings.MAX_ATTRIBUTE);
                this.qimen.Width     = 143 * (role.AttributesFinal["qimen"] / (float)CommonSettings.MAX_ATTRIBUTE);

                this.quanzhangText.Text =
                    role.GetAttributeString("quanzhang");
                this.jianfaText.Text =
                    role.GetAttributeString("jianfa");
                this.daofaText.Text =
                    role.GetAttributeString("daofa");
                this.qimenText.Text =
                    role.GetAttributeString("qimen");

                this.attackText.Text   = string.Format("{0}", (int)(role.Attack * 10));
                this.defenceText.Text  = string.Format("{0}", (int)(role.Defence * 10));
                this.criticalText.Text = string.Format("{0}%", (int)(role.Critical * 100));

                this.skills.Children.Clear();
                foreach (var s in role.SpecialSkills)
                {
                    TextBlock textBlock = new TextBlock()
                    {
                        Text       = string.Format("{0}", s.Skill.Name),
                        Foreground = new SolidColorBrush()
                        {
                            Color = Colors.Cyan
                        },
                        Tag        = s.DetailInfo,
                        FontFamily = new FontFamily("SimHei")
                    };
                    ToolTipService.SetToolTip(textBlock, s.GenerateToolTip());
                    this.skills.Children.Add(textBlock);
                }

                foreach (var s in role.Skills)
                {
                    TextBlock textBlock = new TextBlock()
                    {
                        Text       = string.Format("{0} {1} {2}", s.Skill.Name, s.Level, s.IsUsed ? "√" : ""),
                        Foreground = new SolidColorBrush()
                        {
                            Color = Colors.White
                        },
                        Tag        = s.DetailInfo,
                        FontFamily = new FontFamily("SimHei")
                    };

                    RichTextBox rt = s.GenerateToolTip();
                    ToolTipService.SetToolTip(textBlock, rt);

                    if (isList)
                    {
                        (rt.Blocks[0] as Paragraph).Inlines.Add(new LineBreak());
                        (rt.Blocks[0] as Paragraph).Inlines.Add(new LineBreak());
                        (rt.Blocks[0] as Paragraph).Inlines.Add(new Run()
                        {
                            Text = "(鼠标左键点击启用/禁用该武功)", FontFamily = new FontFamily("SimHei")
                        });
                        SkillInstance skillInstance = s;
                        textBlock.MouseLeftButtonUp += (ss, e) =>
                        {
                            skillInstance.IsUsed = !skillInstance.IsUsed;
                            AudioManager.PlayEffect(ResourceManager.Get("音效.装备"));
                            this.Dispatcher.BeginInvoke(() => this.Refresh());
                        };
                    }
                    //textBlock.MouseEnter += showSkillInfo;
                    //textBlock.MouseLeave += hideSkillInfo;
                    this.skills.Children.Add(textBlock);

                    foreach (var us in s.UniqueSkillInstances)
                    {
                        if (s.Level < us.Skill.RequireLevel)
                        {
                            continue;
                        }
                        TextBlock textBlockTmp = new TextBlock()
                        {
                            Text       = string.Format("绝招 {0}", us.Skill.Name),
                            Foreground = new SolidColorBrush()
                            {
                                Color = Colors.Red
                            },
                            Tag        = us.DetailInfo,
                            FontFamily = new FontFamily("SimHei")
                        };
                        ToolTipService.SetToolTip(textBlockTmp, us.GenerateToolTip());
                        //textBlockTmp.MouseEnter += showSkillInfo;
                        //textBlockTmp.MouseLeave += hideSkillInfo;
                        this.skills.Children.Add(textBlockTmp);
                    }
                }

                foreach (var s in role.InternalSkills)
                {
                    TextBlock textBlock = new TextBlock()
                    {
                        Text       = string.Format("{0} {1} {2}", s.Skill.Name, s.Level, s.Equipped ? "√" : ""),
                        Foreground = new SolidColorBrush()
                        {
                            Color = Colors.Yellow
                        },
                        Tag        = s.GenerateToolTip(),
                        FontFamily = new FontFamily("SimHei")
                    };

                    if (isList)
                    {
                        if (s != role.GetEquippedInternalSkill())
                        {
                            RichTextBox rt = textBlock.Tag as RichTextBox;
                            (rt.Blocks[0] as Paragraph).Inlines.Add(new LineBreak());
                            (rt.Blocks[0] as Paragraph).Inlines.Add(new LineBreak());
                            (rt.Blocks[0] as Paragraph).Inlines.Add(new Run()
                            {
                                Text = "(鼠标左键点击切换到该内功)", FontFamily = new FontFamily("SimHei")
                            });
                        }
                        InternalSkillInstance instance = s;
                        textBlock.MouseLeftButtonUp += (ss, e) =>
                        {
                            role.EquipInternalSkill(instance);
                            AudioManager.PlayEffect(ResourceManager.Get("音效.装备"));
                            this.Dispatcher.BeginInvoke(() => this.Refresh());
                        };
                    }
                    else
                    {
                        //if (s != role.GetEquippedInternalSkill())
                        //    textBlock.Tag += "\n\n战斗时不允许切换内功";
                    }
                    ToolTipService.SetToolTip(textBlock, textBlock.Tag);
                    //textBlock.MouseEnter += showSkillInfo;
                    //textBlock.MouseLeave += hideSkillInfo;
                    this.skills.Children.Add(textBlock);

                    foreach (var us in s.UniqueSkillInstances)
                    {
                        if (s.Level < us.Skill.RequireLevel)
                        {
                            continue;
                        }
                        TextBlock textBlockTmp = new TextBlock()
                        {
                            Text       = string.Format("绝招 {0}", us.Skill.Name),
                            Foreground = new SolidColorBrush()
                            {
                                Color = Colors.Red
                            },
                            Tag        = us.GenerateToolTip(),
                            FontFamily = new FontFamily("SimHei")
                        };
                        //textBlockTmp.MouseEnter += showSkillInfo;
                        //textBlockTmp.MouseLeave += hideSkillInfo;
                        this.skills.Children.Add(textBlockTmp);
                        ToolTipService.SetToolTip(textBlockTmp, textBlockTmp.Tag);
                    }
                }

                this.wuqi.Reset();
                this.fangju.Reset();
                this.teshu.Reset();
                this.jingshu.Reset();

                if (role.Equipment[(int)ItemType.Weapon] != null)
                {
                    this.wuqi.BindItem(role.Equipment[(int)ItemType.Weapon]);
                }
                if (role.Equipment[(int)ItemType.Armor] != null)
                {
                    this.fangju.BindItem(role.Equipment[(int)ItemType.Armor]);
                }
                if (role.Equipment[(int)ItemType.Accessories] != null)
                {
                    this.teshu.BindItem(role.Equipment[(int)ItemType.Accessories]);
                }
                if (role.Equipment[(int)ItemType.Book] != null)
                {
                    this.jingshu.BindItem(role.Equipment[(int)ItemType.Book]);
                }

                this.exp.Text = string.Format("{0}/{1}", role.Exp, role.LevelupExp);
                if (role.Level >= CommonSettings.MAX_LEVEL)
                {
                    this.exp.Text = "-/-";
                }
                this.level.Text = role.Level.ToString();

                //天赋栏
                talentPanel.Children.Clear();

                //天赋
                foreach (var t in role.Talents)
                {
                    TextBlock tb = new TextBlock()
                    {
                        Text = t, Foreground = new SolidColorBrush(Colors.Yellow), FontFamily = new FontFamily("SimHei")
                    };
                    string tmp = Talent.GetTalentInfo(t);
                    ToolTipService.SetToolTip(tb, tmp);
                    talentPanel.Children.Add(tb);
                }

                //装备天赋
                foreach (var t in role.EquipmentTalents)
                {
                    TextBlock tb = new TextBlock()
                    {
                        Text = t, Foreground = new SolidColorBrush(Colors.Red), FontFamily = new FontFamily("SimHei")
                    };
                    string tmp = Talent.GetTalentInfo(t, false);
                    ToolTipService.SetToolTip(tb, tmp);
                    talentPanel.Children.Add(tb);
                }

                //内功天赋
                foreach (var t in role.InternalTalents)
                {
                    TextBlock tb = new TextBlock()
                    {
                        Text = t, Foreground = new SolidColorBrush(Colors.Purple), FontFamily = new FontFamily("SimHei")
                    };
                    string tmp = Talent.GetTalentInfo(t, false);
                    ToolTipService.SetToolTip(tb, tmp);
                    talentPanel.Children.Add(tb);
                }

                //人物介绍
                if (ResourceManager.ResourceMap.ContainsKey("人物." + role.Name))
                {
                    string roleInfoText = ResourceManager.Get("人物." + role.Name);
                    roleInfoTextBox.Text = roleInfoText;
                    roleInfo.Visibility  = System.Windows.Visibility.Visible;
                    roleInfo.Text        = "人物百科:" + role.Name;
                }
                else
                {
                    roleInfo.Visibility = System.Windows.Visibility.Collapsed;
                }
                roleInfoCanvas.Visibility = System.Windows.Visibility.Collapsed;

                //this.spiritImage.Source = RoleManager.GetAnimationTempalte(role.Animation).Images[Spirit.SpiritStatus.Standing][0];
                this.spiritImage.Source = role.GetAnimation("stand")[0].Image;

                //武学常识
                int    totalWuxueCost = role.GetTotalWuxueCost();
                string wuxueInfo      = string.Format("{0}/{1}", totalWuxueCost, role.Attributes["wuxue"]);
                this.WuxueTextBlock.Text = wuxueInfo;

                this.Visibility = System.Windows.Visibility.Visible;
            }
        }