/// <summary> /// 战斗力 /// </summary> /// <returns></returns> public int GetNextlevelCombatValue() { // todo_xiake float fTotalCombatValue = 0.0f; //血影响 fTotalCombatValue += (GetComBatAttrById(COMBATATTE.MAXHP) * 0.2f); fTotalCombatValue += (GetComBatAttrById(COMBATATTE.MAXMP) * 0.1f); int nProfession = GameManager.gameManager.PlayerDataPool.Profession; if (Obj_OtherPlayer.IsPhysicsProfession(nProfession)) { //物理攻击影响 fTotalCombatValue += (GetComBatAttrById(COMBATATTE.PYSATTACK) * 2.0f); //物理防御影响 int nPDef = GetComBatAttrById(COMBATATTE.PYSDEF); int nMDef = GetComBatAttrById(COMBATATTE.MAGDEF); fTotalCombatValue += ((nPDef * 0.6f) + (nMDef * 0.4f)) * 2.0f; } else if (Obj_OtherPlayer.IsMagicAttackProfession(nProfession)) { //法术攻击影响 fTotalCombatValue += (GetComBatAttrById(COMBATATTE.MAGATTACK) * 2.0f); //法术防御影响 int nPDef = GetComBatAttrById(COMBATATTE.PYSDEF); int nMDef = GetComBatAttrById(COMBATATTE.MAGDEF); fTotalCombatValue += ((nPDef * 0.4f) + (nMDef * 0.6f)) * 2.0f; } //血影响 fTotalCombatValue += (GetComBatAttrById(COMBATATTE.MAXHP) * 0.2f); //命中影响 fTotalCombatValue += (GetComBatAttrById(COMBATATTE.HIT) * 2.5f); //闪避影响 fTotalCombatValue += (GetComBatAttrById(COMBATATTE.DODGE) * 3.125f); //暴击影响 fTotalCombatValue += (GetComBatAttrById(COMBATATTE.CRITICAL) * 2.4f); //暴抗影响 fTotalCombatValue += (GetComBatAttrById(COMBATATTE.DECRITICAL) * 3.192f); //穿透影响 fTotalCombatValue += (GetComBatAttrById(COMBATATTE.STRIKE) * 8.3f); //韧性影响 fTotalCombatValue += (GetComBatAttrById(COMBATATTE.DUCTICAL) * 8.3f); //暴击加成影响 fTotalCombatValue += (GetComBatAttrById(COMBATATTE.CRITIADD) * 6.5f); //暴击减免影响 fTotalCombatValue += (GetComBatAttrById(COMBATATTE.CRITIMIS) * 6.5f); return((int)fTotalCombatValue); }
public static int GetGemCombatValue(int gemid) { float fTotalCombatValue = 0.0f; if (null == Singleton <ObjManager> .GetInstance().MainPlayer) { return((int)fTotalCombatValue); } //血影响 fTotalCombatValue += (GetGemAttrValue(COMBATATTE.MAXHP, gemid) * 0.2f); int profession = Singleton <ObjManager> .GetInstance().MainPlayer.Profession; if (Obj_OtherPlayer.IsPhysicsProfession(profession)) { //物理攻击影响 fTotalCombatValue += (GetGemAttrValue(COMBATATTE.PYSATTACK, gemid) * 2.0f); //物理防御影响 int nPDef = GetGemAttrValue(COMBATATTE.PYSDEF, gemid); int nMDef = GetGemAttrValue(COMBATATTE.MAGDEF, gemid); fTotalCombatValue += ((nPDef * 0.6f) + (nMDef * 0.4f)) * 2.0f; } else if (Obj_OtherPlayer.IsMagicAttackProfession(profession)) { //法术攻击影响 fTotalCombatValue += (GetGemAttrValue(COMBATATTE.MAGATTACK, gemid) * 2.0f); //法术防御影响 int nPDef = GetGemAttrValue(COMBATATTE.PYSDEF, gemid); int nMDef = GetGemAttrValue(COMBATATTE.MAGDEF, gemid); fTotalCombatValue += ((nPDef * 0.4f) + (nMDef * 0.6f)) * 2.0f; } //命中影响 fTotalCombatValue += (GetGemAttrValue(COMBATATTE.HIT, gemid) * 2.5f); //闪避影响 fTotalCombatValue += (GetGemAttrValue(COMBATATTE.DODGE, gemid) * 3.125f); //暴击影响 fTotalCombatValue += (GetGemAttrValue(COMBATATTE.CRITICAL, gemid) * 2.4f); //暴抗影响 fTotalCombatValue += (GetGemAttrValue(COMBATATTE.DECRITICAL, gemid) * 3.192f); //穿透影响 fTotalCombatValue += (GetGemAttrValue(COMBATATTE.STRIKE, gemid) * 8.3f); //韧性影响 fTotalCombatValue += (GetGemAttrValue(COMBATATTE.DUCTICAL, gemid) * 8.3f); //暴击加成影响 fTotalCombatValue += (GetGemAttrValue(COMBATATTE.CRITIADD, gemid) * 6.5f); //暴击减免影响 fTotalCombatValue += (GetGemAttrValue(COMBATATTE.CRITIMIS, gemid) * 6.5f); return((int)fTotalCombatValue); }
int GetAddCombatValue() { float fTotalCombatValue = 0.0f; //血影响 fTotalCombatValue += ((float)m_TrainingEffectVal[0] * 0.2f); fTotalCombatValue += ((float)m_TrainingEffectVal[1] * 0.1f); int nProfession = GameManager.gameManager.PlayerDataPool.Profession; if (Obj_OtherPlayer.IsPhysicsProfession(nProfession)) { //物理攻击影响 fTotalCombatValue += ((float)m_TrainingEffectVal[2] * 2.0f); //物理防御影响 int nPDef = m_TrainingEffectVal[4]; int nMDef = m_TrainingEffectVal[5]; fTotalCombatValue += (((float)nPDef * 0.6f) + ((float)nMDef * 0.4f)) * 2.0f; } else if (Obj_OtherPlayer.IsMagicAttackProfession(nProfession)) { //法术攻击影响 fTotalCombatValue += ((float)m_TrainingEffectVal[3] * 2.0f); //法术防御影响 int nPDef = m_TrainingEffectVal[4]; int nMDef = m_TrainingEffectVal[5]; fTotalCombatValue += (((float)nPDef * 0.4f) + ((float)nMDef * 0.6f)) * 2.0f; } //命中影响 fTotalCombatValue += ((float)m_TrainingEffectVal[6] * 2.5f); //闪避影响 fTotalCombatValue += ((float)m_TrainingEffectVal[7] * 3.125f); //暴击影响 fTotalCombatValue += ((float)m_TrainingEffectVal[8] * 2.4f); //暴抗影响 fTotalCombatValue += ((float)m_TrainingEffectVal[9] * 3.192f); //穿透影响 fTotalCombatValue += ((float)m_TrainingEffectVal[10] * 8.3f); //韧性影响 fTotalCombatValue += ((float)m_TrainingEffectVal[11] * 8.3f); //暴击加成影响 fTotalCombatValue += ((float)m_TrainingEffectVal[12] * 6.5f); //暴击减免影响 fTotalCombatValue += ((float)m_TrainingEffectVal[13] * 6.5f); return((int)fTotalCombatValue); }
/// <summary> /// 更新右边属性页面 /// </summary> public void UpdateAttrRightView() { m_bIsNeedUpdateAttr = false; //战斗力 m_CombatValueLable.text = m_nCombatValue.ToString(); m_CombatValueLable2.text = m_nCombatValue.ToString(); //等级 //m_LevelValueLable.text = m_nLevel.ToString(); m_LevelValueLable.text = string.Format("Lv {0}", m_nLevel); m_LevelValueLable2.text = m_nLevel.ToString(); //职业名 m_ProfessionValueLable.text = Utils.GetProfessionNameByType(m_Profession); m_ProfessionValueLable2.text = Utils.GetProfessionNameByType(m_Profession); //GUID Int32 high = (Int32)(m_RoleGUID >> 32); Int32 low = (Int32)(m_RoleGUID & 0xFFFFFFFF); m_GUIDValueLable.text = string.Format("{0}-{1}", high.ToString("X8"), low.ToString("X8")); m_GUIDValueLable2.text = string.Format("{0}-{1}", high.ToString("X8"), low.ToString("X8")); //血 m_HPValueLable.text = String.Format("{0}/{1}", Utils.ConvertLargeNumToString(m_nCurHp), Utils.ConvertLargeNumToString(m_nMaxHP)); m_HPValueLable2.text = String.Format("{0}/{1}", Utils.ConvertLargeNumToString(m_nCurHp), Utils.ConvertLargeNumToString(m_nMaxHP)); if (m_nMaxHP != 0) { m_HPSprite.value = (float)m_nCurHp / (float)m_nMaxHP; m_HPSprite2.value = (float)m_nCurHp / (float)m_nMaxHP; } else { m_HPSprite.value = 1; m_HPSprite2.value = 1; } //m_HPSprite.MakePixelPerfect(); //m_HPSprite2.MakePixelPerfect(); //蓝 m_MPValueLable.text = String.Format("{0}/{1}", Utils.ConvertLargeNumToString(m_nCurMp), Utils.ConvertLargeNumToString(m_nMaxMp)); m_MPValueLable2.text = String.Format("{0}/{1}", Utils.ConvertLargeNumToString(m_nCurMp), Utils.ConvertLargeNumToString(m_nMaxMp)); if (m_nMaxMp != 0) { m_MPSprite.value = (float)m_nCurMp / (float)m_nMaxMp; m_MPSprite2.value = (float)m_nCurMp / (float)m_nMaxMp; } else { m_MPSprite.value = 1; m_MPSprite2.value = 1; } //m_MPSprite.MakePixelPerfect(); //m_MPSprite2.MakePixelPerfect(); //经验 m_ExpValueLable.text = String.Format("{0}/{1}", Utils.ConvertLargeNumToString(m_nCurExp), Utils.ConvertLargeNumToString(m_nMaxExp)); m_ExpValueLable2.text = String.Format("{0}/{1}", Utils.ConvertLargeNumToString(m_nCurExp), Utils.ConvertLargeNumToString(m_nMaxExp)); if (m_nMaxExp != 0) { m_ExpSprite.value = (float)m_nCurExp / (float)m_nMaxExp; m_ExpSprite2.value = (float)m_nCurExp / (float)m_nMaxExp; } else { m_ExpSprite.value = 1; m_ExpSprite2.value = 1; } //m_ExpSprite.MakePixelPerfect(); //m_ExpSprite2.MakePixelPerfect(); UpdateOffLineExp(); //攻击力 if (Obj_OtherPlayer.IsPhysicsProfession(m_Profession)) { m_MAttckLabel.gameObject.SetActive(false); m_PAttackLable.gameObject.SetActive(true); m_MAttckLabel2.gameObject.SetActive(false); m_PAttackLable2.gameObject.SetActive(true); m_AttackValueLable.text = m_nPAttck.ToString(); m_AttackValueLable2.text = m_nPAttck.ToString(); } else if (Obj_OtherPlayer.IsMagicAttackProfession(m_Profession)) { m_PAttackLable.gameObject.SetActive(false); m_MAttckLabel.gameObject.SetActive(true); m_PAttackLable2.gameObject.SetActive(false); m_MAttckLabel2.gameObject.SetActive(true); m_AttackValueLable.text = m_nMAttack.ToString(); m_AttackValueLable2.text = m_nMAttack.ToString(); } m_PDefenseValueLable.text = m_nPDefense.ToString(); //物防 m_MDefenseValueLable.text = m_MDefense.ToString(); //法防 m_PDefenseValueLable2.text = m_nPDefense.ToString(); //物防 m_MDefenseValueLable2.text = m_MDefense.ToString(); //法防 m_HitValueLabel.text = m_nHit.ToString(); //命中 m_CriticalValueLable.text = m_nCritical.ToString(); //暴击 m_DecriticalValueLabel.text = m_DeCritical.ToString(); //暴抗 m_DodgeValueLable.text = m_nDoge.ToString(); //闪避 m_StrikeValueLable.text = m_nStrike.ToString(); //穿透 m_CriticalAddValueLable.text = m_nCriticalAdd.ToString(); //暴击伤害加成 m_DucticalValueLable.text = m_nDuctical.ToString(); //韧性 m_CriticalMisValueLable.text = m_nCriticalMis.ToString(); //暴击伤害减免 string strGuildName = GameManager.gameManager.PlayerDataPool.GuildInfo.GuildName; if (strGuildName == "") { m_GuildInfo.gameObject.SetActive(false); m_GuildNameLabel.text = ""; } else { m_GuildInfo.gameObject.SetActive(true); m_GuildNameLabel.text = GameManager.gameManager.PlayerDataPool.GuildInfo.GuildName; } }
/// <summary> /// 更新右边属性页面 /// </summary> void UpdateAttrRightView() { if (m_CombatValueLable != null) { m_CombatValueLable.text = m_nCombatValue.ToString(); } if (m_CombatValueLable2 != null) { m_CombatValueLable2.text = m_nCombatValue.ToString(); } if (null == m_LeftAttrView_01) { LogModule.ErrorLog("UpdateAttrRightView:m_LeftAttrView_01 is null"); return; } if (null == m_LeftAttrView_02) { LogModule.ErrorLog("UpdateAttrRightView:m_LeftAttrView_02 is null"); return; } if (null == m_LeftAttrView_03) { LogModule.ErrorLog("UpdateAttrRightView:m_LeftAttrView_03 is null"); return; } if (null == m_LevelValueLable) { LogModule.ErrorLog("m_LevelValueLable is null"); return; } if (null == m_LevelValueLable2) { LogModule.ErrorLog("m_LevelValueLable2 is null"); return; } if (null == m_ProfessionValueLable) { LogModule.ErrorLog("m_ProfessionValueLable is null"); return; } if (null == m_ProfessionValueLable2) { LogModule.ErrorLog("m_ProfessionValueLable2 is null"); return; } if (null == m_GUIDValueLable) { LogModule.ErrorLog("m_GUIDValueLable is null"); return; } if (null == m_GUIDValueLable2) { LogModule.ErrorLog("m_GUIDValueLable2 is null"); return; } if (null == m_HPValueLable) { LogModule.ErrorLog("m_HPValueLable is null"); return; } if (null == m_HPValueLable2) { LogModule.ErrorLog("m_HPValueLable2 is null"); return; } if (null == m_HPSprite) { LogModule.ErrorLog("m_HPSprite is null"); return; } if (null == m_HPSprite2) { LogModule.ErrorLog("m_HPSprite2 is null"); return; } if (null == m_MPValueLable) { LogModule.ErrorLog("m_MPValueLable is null"); return; } if (null == m_MPValueLable2) { LogModule.ErrorLog("m_MPValueLable2 is null"); return; } if (null == m_MPSprite) { LogModule.ErrorLog("m_MPSprite is null"); return; } if (null == m_MPSprite2) { LogModule.ErrorLog("m_MPSprite2 is null"); return; } if (null == m_ExpValueLable) { LogModule.ErrorLog("m_ExpValueLable is null"); return; } if (null == m_ExpValueLable2) { LogModule.ErrorLog("m_ExpValueLable2 is null"); return; } if (null == m_ExpSprite) { LogModule.ErrorLog("m_ExpSprite is null"); return; } if (null == m_ExpSprite2) { LogModule.ErrorLog("m_ExpSprite2 is null"); return; } m_LevelValueLable.text = m_nLevel.ToString(); m_LevelValueLable2.text = m_nLevel.ToString(); m_PlayerLevel.text = "LV." + m_nLevel.ToString(); //职业名 m_ProfessionValueLable.text = Utils.GetProfessionNameByType(m_Profession); m_ProfessionValueLable2.text = Utils.GetProfessionNameByType(m_Profession); //GUID Int32 high = (Int32)(m_RoleGUID >> 32); Int32 low = (Int32)(m_RoleGUID & 0xFFFFFFFF); m_GUIDValueLable.text = string.Format("{0}-{1}", high.ToString("X8"), low.ToString("X8")); m_GUIDValueLable2.text = string.Format("{0}-{1}", high.ToString("X8"), low.ToString("X8")); //血 m_HPValueLable.text = String.Format("{0}/{1}", Utils.ConvertLargeNumToString(m_nCurHp), Utils.ConvertLargeNumToString(m_nMaxHP)); m_HPValueLable2.text = String.Format("{0}/{1}", Utils.ConvertLargeNumToString(m_nCurHp), Utils.ConvertLargeNumToString(m_nMaxHP)); if (m_nMaxHP != 0) { m_HPSprite.value = (float)m_nCurHp / (float)m_nMaxHP; m_HPSprite2.value = (float)m_nCurHp / (float)m_nMaxHP; } else { m_HPSprite.value = 1; m_HPSprite2.value = 1; } //蓝 m_MPValueLable.text = String.Format("{0}/{1}", Utils.ConvertLargeNumToString(m_nCurMp), Utils.ConvertLargeNumToString(m_nMaxMp)); m_MPValueLable2.text = String.Format("{0}/{1}", Utils.ConvertLargeNumToString(m_nCurMp), Utils.ConvertLargeNumToString(m_nMaxMp)); if (m_nMaxMp != 0) { m_MPSprite.value = (float)m_nCurMp / (float)m_nMaxMp; m_MPSprite2.value = (float)m_nCurMp / (float)m_nMaxMp; } else { m_MPSprite.value = 1; m_MPSprite2.value = 1; } m_ExpValueLable.text = String.Format("{0}/{1}", Utils.ConvertLargeNumToString(m_nCurExp), Utils.ConvertLargeNumToString(m_nMaxExp)); m_ExpValueLable2.text = String.Format("{0}/{1}", Utils.ConvertLargeNumToString(m_nCurExp), Utils.ConvertLargeNumToString(m_nMaxExp)); if (m_nMaxExp != 0) { m_ExpSprite.value = (float)m_nCurExp / (float)m_nMaxExp; m_ExpSprite2.value = (float)m_nCurExp / (float)m_nMaxExp; } else { m_ExpSprite.value = 1; m_ExpSprite2.value = (float)m_nCurExp / (float)m_nMaxExp; } if (Obj_OtherPlayer.IsPhysicsProfession(m_Profession)) { m_MAttckLabel.gameObject.SetActive(false); m_PAttackLable.gameObject.SetActive(true); m_AttackValueLable.text = m_nPAttck.ToString(); m_AttackValueLable2.text = m_nPAttck.ToString(); } else if (Obj_OtherPlayer.IsMagicAttackProfession(m_Profession)) { m_PAttackLable.gameObject.SetActive(false); m_MAttckLabel.gameObject.SetActive(true); m_AttackValueLable.text = m_nMAttack.ToString(); m_AttackValueLable2.text = m_nMAttack.ToString(); } m_PDefenseValueLable.text = m_nPDefense.ToString(); //物防 m_PDefenseValueLable2.text = m_nPDefense.ToString(); //物防 m_MDefenseValueLable.text = m_MDefense.ToString(); //法防 m_MDefenseValueLable2.text = m_MDefense.ToString(); //法防 m_HitValueLabel.text = m_nHit.ToString(); //命中 m_CriticalValueLable.text = m_nCritical.ToString(); //暴击 m_DecriticalValueLabel.text = m_DeCritical.ToString(); //暴抗 m_DodgeValueLable.text = m_nDoge.ToString(); //闪避 m_StrikeValueLable.text = m_nStrike.ToString(); //穿透 m_CriticalAddValueLable.text = m_nCriticalAdd.ToString(); //暴击伤害加成 m_DucticalValueLable.text = m_nDuctical.ToString(); //韧性 m_CriticalMisValueLable.text = m_nCriticalMis.ToString(); //暴击伤害减免 if (m_strGuildName == "") { m_GuildInfo.gameObject.SetActive(false); m_GuildNameLabel.text = ""; } else { m_GuildInfo.gameObject.SetActive(true); m_GuildNameLabel.text = m_strGuildName; // 帮会名称 } if (m_VipLvlSprite != null) { m_VipLvlSprite.spriteName = VipData.GetStarIconByLevel(m_nVipLvl); // vip图片 } }