public string GetPowerText(float v) { PowerToText fun = LuaMgr.Instance.GetLuaEnv().Global.GetInPath <PowerToText>("Common.PowerToText"); if (fun != null) { return(fun(v)); } return(Math.Floor(v).ToString()); }
//private int mValue; public void Init(BasicAttrEnum type, double oldvalue, double newvalue, float x, float y, float delay) { mType = type; var change = newvalue - oldvalue; if (type == BasicAttrEnum.Power) { //战斗力表现方式不一样 Scroll.SetValue((long)oldvalue, false); Scroll.SetValue((long)newvalue, true); ChangeText.text = change > 0 ? ("+" + change.ToString()) : change.ToString(); PowerToText fun = LuaMgr.Instance.GetLuaEnv().Global.GetInPath <PowerToText>("Common.PowerToText"); int len = (oldvalue > newvalue ? oldvalue : newvalue).ToString().Length * 30; if (fun != null) { len = fun((oldvalue > newvalue ? oldvalue : newvalue)).Length * 30; } int clen = ChangeText.text.Length * 30; RectTransform valuert = Scroll.GetComponent <RectTransform>(); //valuert.anchoredPosition = new Vector2(-len / 2, 0); valuert.sizeDelta = new Vector2(len, valuert.sizeDelta.y); PowerBackLeft.sizeDelta = new Vector2(len / 2 + 100, PowerBackLeft.sizeDelta.y); PowerBackRight.sizeDelta = new Vector2(len / 2 + clen + 70, PowerBackRight.sizeDelta.y); if (EffectFire != null) { EffectFire.Play(); } // if (Effect != null) // { // Effect.SetActive(false); // Effect.SetActive(true); // } } else { NameText.text = BaseAttr.GetBasicAttrName((int)mType); ValueText.text = string.Format("{0}{1}", change > 0 ? "+" : "", change); } AniCurve.Init(x, y, delay); }