コード例 #1
0
 public Skill(int id)
 {
     this.SkillID    = id;
     this.skillAbort = new SkillAbort();
     this.skillAbort.InitAbort(false);
     this.bDelayAbortSkill   = false;
     this.bProtectAbortSkill = false;
     this.cfgData            = GameDataMgr.skillDatabin.GetDataByKey((long)id);
     if (this.cfgData != null)
     {
         this.ActionName = StringHelper.UTF8BytesToString(ref this.cfgData.szPrefab);
         DebugHelper.Assert(this.ActionName != null, "Action name is null in skill databin id = {0}", new object[]
         {
             id
         });
         this.GuidePrefabName      = StringHelper.UTF8BytesToString(ref this.cfgData.szGuidePrefab);
         this.GuideWarnPrefabName  = StringHelper.UTF8BytesToString(ref this.cfgData.szGuideWarnPrefab);
         this.EffectPrefabName     = StringHelper.UTF8BytesToString(ref this.cfgData.szEffectPrefab);
         this.EffectWarnPrefabName = StringHelper.UTF8BytesToString(ref this.cfgData.szEffectWarnPrefab);
         this.FixedPrefabName      = StringHelper.UTF8BytesToString(ref this.cfgData.szFixedPrefab);
         this.FixedWarnPrefabName  = StringHelper.UTF8BytesToString(ref this.cfgData.szFixedWarnPrefab);
         this.IconName             = StringHelper.UTF8BytesToString(ref this.cfgData.szIconPath);
         this.SkillCD        = 5f;
         this.AppointType    = (SkillRangeAppointType)this.cfgData.bRangeAppointType;
         this.bAgeImmeExcute = (this.cfgData.bAgeImmeExcute == 1);
     }
     this.battleParam = GameDataMgr.battleParam.GetAnyData();
 }
コード例 #2
0
 public override void OnRelease()
 {
     this.overlayCount = 0;
     Array.Clear(this.CustomParams, 0, this.CustomParams.Length);
     this.bExtraBuff  = false;
     this.cfgData     = null;
     this.battleParam = null;
     base.OnRelease();
 }
コード例 #3
0
 public override void OnUse()
 {
     base.OnUse();
     this.overlayCount = 0;
     this.controlTime  = 0L;
     Array.Clear(this.CustomParams, 0, this.CustomParams.Length);
     this.bExtraBuff   = false;
     this.cfgData      = null;
     this.battleParam  = null;
     this.skillContext = null;
     this.ulStartTime  = 0L;
 }
コード例 #4
0
ファイル: BuffSkill.cs プロジェクト: isoundy000/wzry-1
 public override void OnUse()
 {
     base.OnUse();
     this.buffLevel    = 1;
     this.overlayCount = 0;
     this.controlTime  = 0L;
     Array.Clear(this.CustomParams, 0, this.CustomParams.Length);
     this.bExtraBuff     = false;
     this.cfgData        = null;
     this.battleParam    = null;
     this.ulStartTime    = 0L;
     this.iBuffWorkTimes = 0;
     this.bFirstEffect   = false;
 }
コード例 #5
0
ファイル: BuffSkill.cs プロジェクト: TonyDongGuaPi/joework
 public override void OnUse()
 {
     base.OnUse();
     this.buffLevel    = 1;
     this.overlayCount = 0;
     this.controlTime  = 0uL;
     Array.Clear(this.CustomParams, 0, this.CustomParams.Length);
     this.bExtraBuff     = false;
     this.cfgData        = null;
     this.battleParam    = null;
     this.ulStartTime    = 0uL;
     this.iBuffWorkTimes = 0;
     this.bFirstEffect   = false;
     this.nextDestroy    = false;
     this.SlotType       = SkillSlotType.SLOT_SKILL_0;
 }
コード例 #6
0
 public void Init(int id)
 {
     base.SkillID = id;
     this.cfgData = GameDataMgr.skillCombineDatabin.GetDataByKey(id);
     if (this.cfgData != null)
     {
         base.ActionName = StringHelper.UTF8BytesToString(ref this.cfgData.szPrefab);
     }
     for (int i = 0; i < 6; i++)
     {
         this.CustomParams[i] = 0;
     }
     this.controlTime = 0L;
     this.battleParam = GameDataMgr.battleParam.GetAnyData();
     this.ulStartTime = Singleton <FrameSynchr> .GetInstance().LogicFrameTick;
 }
コード例 #7
0
 public override void OnUse()
 {
     base.OnUse();
     this.battleParam = null;
 }
コード例 #8
0
 public override void Init()
 {
     base.Init();
     this.battleParam = GameDataMgr.battleParam.GetAnyData();
 }
コード例 #9
0
        private void RefreshHeroPropPanel(GameObject root, ref PoolObjHandle <ActorRoot> actor)
        {
            if ((actor.handle != null) && (actor.handle.ValueComponent != null))
            {
                ValueDataInfo[] actorValue     = actor.handle.ValueComponent.mActorValue.GetActorValue();
                int             soulLevel      = actor.handle.ValueComponent.mActorValue.SoulLevel;
                uint            configId       = (uint)actor.handle.TheActorMeta.ConfigId;
                int             actorMoveSpeed = actor.handle.ValueComponent.actorMoveSpeed;
                uint            energyType     = (uint)actor.handle.ValueComponent.mActorValue.EnergyType;
                Transform       transform      = root.transform;
                int             totalValue     = 0;
                int             percent        = 0;
                Text[]          textArray      = new Text[PropertyMaxAmount + 1];
                Text[]          textArray2     = new Text[PropertyMaxAmount + 1];
                for (int i = 1; i <= PropertyMaxAmount; i++)
                {
                    textArray[i]  = transform.Find(string.Format("TextL{0}", i)).GetComponent <Text>();
                    textArray2[i] = transform.Find(string.Format("TextR{0}", i)).GetComponent <Text>();
                }
                ResBattleParam anyData = GameDataMgr.battleParam.GetAnyData();
                textArray[1].text = Singleton <CTextManager> .GetInstance().GetText("Hero_Prop_PhyAtkPt");

                textArray2[1].text = GetFormStr((float)actorValue[1].basePropertyValue, (float)actorValue[1].extraPropertyValue);
                textArray[2].text  = Singleton <CTextManager> .GetInstance().GetText("Hero_Prop_MgcAtkPt");

                textArray2[2].text = GetFormStr((float)actorValue[2].basePropertyValue, (float)actorValue[2].extraPropertyValue);
                textArray[3].text  = Singleton <CTextManager> .GetInstance().GetText("Hero_Prop_MaxHp");

                textArray2[3].text = GetFormStr((float)actorValue[5].basePropertyValue, (float)actorValue[5].extraPropertyValue);
                textArray[4].text  = Singleton <CTextManager> .GetInstance().GetText(CUICommonSystem.GetEnergyMaxOrCostText(energyType, EnergyShowType.MaxValue));

                textArray2[4].text = GetFormStr((float)actorValue[0x20].basePropertyValue, (float)actorValue[0x20].extraPropertyValue);
                totalValue         = actorValue[3].totalValue;
                percent            = (int)((totalValue * 0x2710) / ((totalValue + (soulLevel * anyData.dwM_PhysicsDefend)) + anyData.dwN_PhysicsDefend));
                textArray[5].text  = Singleton <CTextManager> .GetInstance().GetText("Hero_Prop_PhyDefPt");

                textArray2[5].text = string.Format("{0}|{1}", GetFormStr((float)actorValue[3].basePropertyValue, (float)actorValue[3].extraPropertyValue), GetFormPercentStr(percent, actorValue[3].extraPropertyValue > 0));
                totalValue         = actorValue[4].totalValue;
                percent            = (int)((totalValue * 0x2710) / ((totalValue + (soulLevel * anyData.dwM_MagicDefend)) + anyData.dwN_MagicDefend));
                textArray[6].text  = Singleton <CTextManager> .GetInstance().GetText("Hero_Prop_MgcDefPt");

                textArray2[6].text = string.Format("{0}|{1}", GetFormStr((float)actorValue[4].basePropertyValue, (float)actorValue[4].extraPropertyValue), GetFormPercentStr(percent, actorValue[4].extraPropertyValue > 0));
                totalValue         = actorValue[0x1c].totalValue;
                percent            = ((int)((0x2710 * totalValue) / ((totalValue + (soulLevel * anyData.dwM_AttackSpeed)) + anyData.dwN_AttackSpeed))) + actorValue[0x12].totalValue;
                textArray[7].text  = Singleton <CTextManager> .GetInstance().GetText("Hero_Prop_AtkSpdLvl");

                textArray2[7].text = GetFormPercentStr(percent, actorValue[0x12].extraPropertyValue > 0);
                percent            = actorValue[20].totalValue;
                textArray[8].text  = Singleton <CTextManager> .GetInstance().GetText("Hero_Prop_CdReduce");

                textArray2[8].text = GetFormPercentStr(percent, actorValue[20].extraPropertyValue > 0);
                totalValue         = actorValue[0x18].totalValue;
                percent            = ((int)((0x2710 * totalValue) / ((totalValue + (soulLevel * anyData.dwM_Critical)) + anyData.dwN_Critical))) + actorValue[6].totalValue;
                textArray[9].text  = Singleton <CTextManager> .GetInstance().GetText("Hero_Prop_CritLvl");

                textArray2[9].text = GetFormPercentStr(percent, actorValue[6].extraPropertyValue > 0);
                textArray[10].text = Singleton <CTextManager> .GetInstance().GetText("Hero_Prop_MoveSpd");

                textArray2[10].text = GetFormStr((float)(actorValue[15].basePropertyValue / 10), (float)((actorMoveSpeed - actorValue[15].basePropertyValue) / 10));
                textArray[11].text  = Singleton <CTextManager> .GetInstance().GetText("Hero_Prop_HpRecover");

                totalValue = actorValue[0x10].totalValue;
                string str = string.Format(Singleton <CTextManager> .GetInstance().GetText("Hero_Prop_HpRecover_Desc"), totalValue);
                textArray2[11].text = GetFormStr((float)actorValue[0x10].basePropertyValue, (float)actorValue[0x10].extraPropertyValue);
                textArray[12].text  = Singleton <CTextManager> .GetInstance().GetText(CUICommonSystem.GetEnergyMaxOrCostText(energyType, EnergyShowType.RecoverValue));

                totalValue = actorValue[0x21].totalValue;
                string str2 = string.Format(Singleton <CTextManager> .GetInstance().GetText("Hero_Prop_EpRecover_Desc"), totalValue);
                textArray2[12].text = GetFormStr((float)actorValue[0x21].basePropertyValue, (float)actorValue[0x21].extraPropertyValue);
                textArray[13].text  = Singleton <CTextManager> .GetInstance().GetText("Hero_Prop_PhyArmorHurt");

                textArray2[13].text = string.Format("{0}|{1}", GetFormStr((float)actorValue[7].baseValue, (float)actorValue[7].extraPropertyValue), GetFormPercentStr(actorValue[0x22].totalValue, actorValue[0x22].extraPropertyValue > 0));
                textArray[14].text  = Singleton <CTextManager> .GetInstance().GetText("Hero_Prop_MgcArmorHurt");

                textArray2[14].text = string.Format("{0}|{1}", GetFormStr((float)actorValue[8].baseValue, (float)actorValue[8].extraPropertyValue), GetFormPercentStr(actorValue[0x23].totalValue, actorValue[0x23].extraPropertyValue > 0));
                totalValue          = actorValue[0x1a].totalValue;
                percent             = ((int)((0x2710 * totalValue) / ((totalValue + (soulLevel * anyData.dwM_PhysicsHemophagia)) + anyData.dwN_PhysicsHemophagia))) + actorValue[9].totalValue;
                textArray[15].text  = Singleton <CTextManager> .GetInstance().GetText("Hero_Prop_PhyVampLvl");

                textArray2[15].text  = GetFormPercentStr(percent, actorValue[9].extraPropertyValue > 0);
                totalValue           = actorValue[0x1b].totalValue;
                percent              = ((int)((0x2710 * totalValue) / ((totalValue + (soulLevel * anyData.dwM_MagicHemophagia)) + anyData.dwN_MagicHemophagia))) + actorValue[10].totalValue;
                textArray[0x10].text = Singleton <CTextManager> .GetInstance().GetText("Hero_Prop_MgcVampLvl");

                textArray2[0x10].text = GetFormPercentStr(percent, actorValue[10].extraPropertyValue > 0);
                ResHeroCfgInfo dataByKey = GameDataMgr.heroDatabin.GetDataByKey(configId);
                if (dataByKey != null)
                {
                    textArray[0x11].text = Singleton <CTextManager> .GetInstance().GetText("Hero_Prop_BaseAtkRange");

                    textArray2[0x11].text = Utility.UTF8Convert(dataByKey.szAttackRangeDesc);
                }
                else
                {
                    textArray[0x11].text  = string.Empty;
                    textArray2[0x11].text = string.Empty;
                }
                totalValue           = actorValue[0x1d].totalValue;
                percent              = ((int)((0x2710 * totalValue) / ((totalValue + (soulLevel * anyData.dwM_Tenacity)) + anyData.dwN_Tenacity))) + actorValue[0x11].totalValue;
                textArray[0x12].text = Singleton <CTextManager> .GetInstance().GetText("Hero_Prop_CtrlReduceLvl");

                textArray2[0x12].text = GetFormPercentStr(percent, actorValue[0x11].extraPropertyValue > 0);
            }
        }
コード例 #10
0
        private void RefreshHeroPropPanel(GameObject root, ref PoolObjHandle <ActorRoot> actor)
        {
            if (actor.get_handle() == null || actor.get_handle().ValueComponent == null)
            {
                return;
            }
            ValueDataInfo[] actorValue     = actor.get_handle().ValueComponent.mActorValue.GetActorValue();
            int             soulLevel      = actor.get_handle().ValueComponent.mActorValue.SoulLevel;
            uint            configId       = (uint)actor.get_handle().TheActorMeta.ConfigId;
            int             actorMoveSpeed = actor.get_handle().ValueComponent.actorMoveSpeed;
            uint            energyType     = (uint)actor.get_handle().ValueComponent.mActorValue.EnergyType;
            Transform       transform      = root.transform;

            Text[] array  = new Text[CBattleHeroInfoPanel.PropertyMaxAmount + 1u];
            Text[] array2 = new Text[CBattleHeroInfoPanel.PropertyMaxAmount + 1u];
            int    num    = 1;

            while ((long)num <= (long)((ulong)CBattleHeroInfoPanel.PropertyMaxAmount))
            {
                array[num]  = transform.Find(string.Format("TextL{0}", num)).GetComponent <Text>();
                array2[num] = transform.Find(string.Format("TextR{0}", num)).GetComponent <Text>();
                num++;
            }
            ResBattleParam anyData = GameDataMgr.battleParam.GetAnyData();

            array[1].text = Singleton <CTextManager> .GetInstance().GetText("Hero_Prop_PhyAtkPt");

            array2[1].text = CBattleHeroInfoPanel.GetFormStr((float)actorValue[1].basePropertyValue, (float)actorValue[1].extraPropertyValue);
            array[2].text  = Singleton <CTextManager> .GetInstance().GetText("Hero_Prop_MgcAtkPt");

            array2[2].text = CBattleHeroInfoPanel.GetFormStr((float)actorValue[2].basePropertyValue, (float)actorValue[2].extraPropertyValue);
            array[3].text  = Singleton <CTextManager> .GetInstance().GetText("Hero_Prop_MaxHp");

            array2[3].text = CBattleHeroInfoPanel.GetFormStr((float)actorValue[5].basePropertyValue, (float)actorValue[5].extraPropertyValue);
            array[4].text  = Singleton <CTextManager> .GetInstance().GetText(EnergyCommon.GetEnergyShowText(energyType, EnergyShowType.MaxValue));

            array2[4].text = CBattleHeroInfoPanel.GetFormStr((float)actorValue[32].basePropertyValue, (float)actorValue[32].extraPropertyValue);
            int totalValue = actorValue[3].totalValue;
            int percent    = totalValue * 10000 / (totalValue + soulLevel * (int)anyData.dwM_PhysicsDefend + (int)anyData.dwN_PhysicsDefend);

            array[5].text = Singleton <CTextManager> .GetInstance().GetText("Hero_Prop_PhyDefPt");

            array2[5].text = string.Format("{0}|{1}", CBattleHeroInfoPanel.GetFormStr((float)actorValue[3].basePropertyValue, (float)actorValue[3].extraPropertyValue), CBattleHeroInfoPanel.GetFormPercentStr(percent, actorValue[3].extraPropertyValue > 0));
            totalValue     = actorValue[4].totalValue;
            percent        = totalValue * 10000 / (totalValue + soulLevel * (int)anyData.dwM_MagicDefend + (int)anyData.dwN_MagicDefend);
            array[6].text  = Singleton <CTextManager> .GetInstance().GetText("Hero_Prop_MgcDefPt");

            array2[6].text = string.Format("{0}|{1}", CBattleHeroInfoPanel.GetFormStr((float)actorValue[4].basePropertyValue, (float)actorValue[4].extraPropertyValue), CBattleHeroInfoPanel.GetFormPercentStr(percent, actorValue[4].extraPropertyValue > 0));
            totalValue     = actorValue[28].totalValue;
            percent        = 10000 * totalValue / (totalValue + soulLevel * (int)anyData.dwM_AttackSpeed + (int)anyData.dwN_AttackSpeed) + actorValue[18].totalValue;
            array[7].text  = Singleton <CTextManager> .GetInstance().GetText("Hero_Prop_AtkSpdLvl");

            array2[7].text = CBattleHeroInfoPanel.GetFormPercentStr(percent, actorValue[18].extraPropertyValue > 0);
            percent        = actorValue[20].totalValue;
            array[8].text  = Singleton <CTextManager> .GetInstance().GetText("Hero_Prop_CdReduce");

            array2[8].text = CBattleHeroInfoPanel.GetFormPercentStr(percent, actorValue[20].extraPropertyValue > 0);
            totalValue     = actorValue[24].totalValue;
            percent        = 10000 * totalValue / (totalValue + soulLevel * (int)anyData.dwM_Critical + (int)anyData.dwN_Critical) + actorValue[6].totalValue;
            array[9].text  = Singleton <CTextManager> .GetInstance().GetText("Hero_Prop_CritLvl");

            array2[9].text = CBattleHeroInfoPanel.GetFormPercentStr(percent, actorValue[6].extraPropertyValue > 0);
            array[10].text = Singleton <CTextManager> .GetInstance().GetText("Hero_Prop_MoveSpd");

            array2[10].text = CBattleHeroInfoPanel.GetFormStr((float)(actorValue[15].basePropertyValue / 10), (float)((actorMoveSpeed - actorValue[15].basePropertyValue) / 10));
            array[11].text  = Singleton <CTextManager> .GetInstance().GetText("Hero_Prop_HpRecover");

            totalValue = actorValue[16].totalValue;
            string text = string.Format(Singleton <CTextManager> .GetInstance().GetText("Hero_Prop_HpRecover_Desc"), totalValue);

            array2[11].text = CBattleHeroInfoPanel.GetFormStr((float)actorValue[16].basePropertyValue, (float)actorValue[16].extraPropertyValue);
            array[12].text  = Singleton <CTextManager> .GetInstance().GetText(EnergyCommon.GetEnergyShowText(energyType, EnergyShowType.RecoverValue));

            totalValue = actorValue[33].totalValue;
            string text2 = string.Format(Singleton <CTextManager> .GetInstance().GetText("Hero_Prop_EpRecover_Desc"), totalValue);

            array2[12].text = CBattleHeroInfoPanel.GetFormStr((float)actorValue[33].basePropertyValue, (float)actorValue[33].extraPropertyValue);
            array[13].text  = Singleton <CTextManager> .GetInstance().GetText("Hero_Prop_PhyArmorHurt");

            array2[13].text = string.Format("{0}|{1}", CBattleHeroInfoPanel.GetFormStr((float)actorValue[7].baseValue, (float)actorValue[7].extraPropertyValue), CBattleHeroInfoPanel.GetFormPercentStr(actorValue[34].totalValue, actorValue[34].extraPropertyValue > 0));
            array[14].text  = Singleton <CTextManager> .GetInstance().GetText("Hero_Prop_MgcArmorHurt");

            array2[14].text = string.Format("{0}|{1}", CBattleHeroInfoPanel.GetFormStr((float)actorValue[8].baseValue, (float)actorValue[8].extraPropertyValue), CBattleHeroInfoPanel.GetFormPercentStr(actorValue[35].totalValue, actorValue[35].extraPropertyValue > 0));
            totalValue      = actorValue[26].totalValue;
            percent         = 10000 * totalValue / (totalValue + soulLevel * (int)anyData.dwM_PhysicsHemophagia + (int)anyData.dwN_PhysicsHemophagia) + actorValue[9].totalValue;
            array[15].text  = Singleton <CTextManager> .GetInstance().GetText("Hero_Prop_PhyVampLvl");

            array2[15].text = CBattleHeroInfoPanel.GetFormPercentStr(percent, actorValue[9].extraPropertyValue > 0);
            totalValue      = actorValue[27].totalValue;
            percent         = 10000 * totalValue / (totalValue + soulLevel * (int)anyData.dwM_MagicHemophagia + (int)anyData.dwN_MagicHemophagia) + actorValue[10].totalValue;
            array[16].text  = Singleton <CTextManager> .GetInstance().GetText("Hero_Prop_MgcVampLvl");

            array2[16].text = CBattleHeroInfoPanel.GetFormPercentStr(percent, actorValue[10].extraPropertyValue > 0);
            ResHeroCfgInfo dataByKey = GameDataMgr.heroDatabin.GetDataByKey(configId);

            if (dataByKey != null)
            {
                array[17].text = Singleton <CTextManager> .GetInstance().GetText("Hero_Prop_BaseAtkRange");

                array2[17].text = Utility.UTF8Convert(dataByKey.szAttackRangeDesc);
            }
            else
            {
                array[17].text  = string.Empty;
                array2[17].text = string.Empty;
            }
            totalValue     = actorValue[29].totalValue;
            percent        = 10000 * totalValue / (totalValue + soulLevel * (int)anyData.dwM_Tenacity + (int)anyData.dwN_Tenacity) + actorValue[17].totalValue;
            array[18].text = Singleton <CTextManager> .GetInstance().GetText("Hero_Prop_CtrlReduceLvl");

            array2[18].text = CBattleHeroInfoPanel.GetFormPercentStr(percent, actorValue[17].extraPropertyValue > 0);
        }
コード例 #11
0
        private void RefreshHeroPropPanel(GameObject root, ref ValueDataInfo[] info, int level, uint heroId)
        {
            Transform      transform  = root.transform;
            Text           component  = transform.Find("TextL1").GetComponent <Text>();
            Text           text2      = transform.Find("TextR1").GetComponent <Text>();
            Text           text3      = transform.Find("TextL2").GetComponent <Text>();
            Text           text4      = transform.Find("TextR2").GetComponent <Text>();
            Text           text5      = transform.Find("TextL3").GetComponent <Text>();
            Text           text6      = transform.Find("TextR3").GetComponent <Text>();
            Text           text7      = transform.Find("TextL4").GetComponent <Text>();
            Text           text8      = transform.Find("TextR4").GetComponent <Text>();
            Text           text9      = transform.Find("TextL5").GetComponent <Text>();
            Text           text10     = transform.Find("TextR5").GetComponent <Text>();
            Text           text11     = transform.Find("TextL6").GetComponent <Text>();
            Text           text12     = transform.Find("TextR6").GetComponent <Text>();
            Text           text13     = transform.Find("TextL7").GetComponent <Text>();
            Text           text14     = transform.Find("TextR7").GetComponent <Text>();
            Text           text15     = transform.Find("TextL8").GetComponent <Text>();
            Text           text16     = transform.Find("TextR8").GetComponent <Text>();
            Text           text17     = transform.Find("TextL9").GetComponent <Text>();
            Text           text18     = transform.Find("TextR9").GetComponent <Text>();
            Text           text19     = transform.Find("TextL10").GetComponent <Text>();
            Text           text20     = transform.Find("TextR10").GetComponent <Text>();
            Text           text21     = transform.Find("TextL11").GetComponent <Text>();
            Text           text22     = transform.Find("TextR11").GetComponent <Text>();
            Text           text23     = transform.Find("TextL12").GetComponent <Text>();
            Text           text24     = transform.Find("TextR12").GetComponent <Text>();
            Text           text25     = transform.Find("TextL13").GetComponent <Text>();
            Text           text26     = transform.Find("TextR13").GetComponent <Text>();
            Text           text27     = transform.Find("TextL14").GetComponent <Text>();
            Text           text28     = transform.Find("TextR14").GetComponent <Text>();
            Text           text29     = transform.Find("TextL15").GetComponent <Text>();
            Text           text30     = transform.Find("TextR15").GetComponent <Text>();
            Text           text31     = transform.Find("TextL16").GetComponent <Text>();
            Text           text32     = transform.Find("TextR16").GetComponent <Text>();
            Text           text33     = transform.Find("TextL17").GetComponent <Text>();
            Text           text34     = transform.Find("TextR17").GetComponent <Text>();
            Text           text35     = transform.Find("TextL18").GetComponent <Text>();
            Text           text36     = transform.Find("TextR18").GetComponent <Text>();
            int            totalValue = 0;
            int            percent    = 0;
            ResBattleParam anyData    = GameDataMgr.battleParam.GetAnyData();

            component.text = Singleton <CTextManager> .GetInstance().GetText("Hero_Prop_PhyAtkPt");

            text2.text = GetFormStr((float)info[1].basePropertyValue, (float)info[1].extraPropertyValue);
            text3.text = Singleton <CTextManager> .GetInstance().GetText("Hero_Prop_MgcAtkPt");

            text4.text = GetFormStr((float)info[2].basePropertyValue, (float)info[2].extraPropertyValue);
            text5.text = Singleton <CTextManager> .GetInstance().GetText("Hero_Prop_MaxHp");

            text6.text = GetFormStr((float)info[5].basePropertyValue, (float)info[5].extraPropertyValue);
            text7.text = Singleton <CTextManager> .GetInstance().GetText("Hero_Prop_MaxEp");

            text8.text = GetFormStr((float)info[0x20].basePropertyValue, (float)info[0x20].extraPropertyValue);
            totalValue = info[3].totalValue;
            percent    = (int)((totalValue * 0x2710) / ((totalValue + (level * anyData.dwM_PhysicsDefend)) + anyData.dwN_PhysicsDefend));
            text9.text = Singleton <CTextManager> .GetInstance().GetText("Hero_Prop_PhyDefPt");

            text10.text = string.Format("{0}|{1}", GetFormStr((float)info[3].basePropertyValue, (float)info[3].extraPropertyValue), GetFormPercentStr(percent, info[3].extraPropertyValue > 0));
            totalValue  = info[4].totalValue;
            percent     = (int)((totalValue * 0x2710) / ((totalValue + (level * anyData.dwM_MagicDefend)) + anyData.dwN_MagicDefend));
            text11.text = Singleton <CTextManager> .GetInstance().GetText("Hero_Prop_MgcDefPt");

            text12.text = string.Format("{0}|{1}", GetFormStr((float)info[4].basePropertyValue, (float)info[4].extraPropertyValue), GetFormPercentStr(percent, info[4].extraPropertyValue > 0));
            totalValue  = info[0x1c].totalValue;
            percent     = ((int)((0x2710 * totalValue) / ((totalValue + (level * anyData.dwM_AttackSpeed)) + anyData.dwN_AttackSpeed))) + info[0x12].totalValue;
            text13.text = Singleton <CTextManager> .GetInstance().GetText("Hero_Prop_AtkSpdLvl");

            text14.text = GetFormPercentStr(percent, info[0x12].extraPropertyValue > 0);
            percent     = info[20].totalValue;
            text15.text = Singleton <CTextManager> .GetInstance().GetText("Hero_Prop_CdReduce");

            text16.text = GetFormPercentStr(percent, info[20].extraPropertyValue > 0);
            totalValue  = info[0x18].totalValue;
            percent     = ((int)((0x2710 * totalValue) / ((totalValue + (level * anyData.dwM_Critical)) + anyData.dwN_Critical))) + info[6].totalValue;
            text17.text = Singleton <CTextManager> .GetInstance().GetText("Hero_Prop_CritLvl");

            text18.text = GetFormPercentStr(percent, info[6].extraPropertyValue > 0);
            text19.text = Singleton <CTextManager> .GetInstance().GetText("Hero_Prop_MoveSpd");

            text20.text = GetFormStr((float)(info[15].basePropertyValue / 10), (float)(info[15].extraPropertyValue / 10));
            text21.text = Singleton <CTextManager> .GetInstance().GetText("Hero_Prop_HpRecover");

            totalValue = info[0x10].totalValue;
            string str = string.Format(Singleton <CTextManager> .GetInstance().GetText("Hero_Prop_HpRecover_Desc"), totalValue);

            text22.text = GetFormStr((float)info[0x10].basePropertyValue, (float)info[0x10].extraPropertyValue);
            text23.text = Singleton <CTextManager> .GetInstance().GetText("Hero_Prop_EpRecover");

            totalValue = info[0x21].totalValue;
            string str2 = string.Format(Singleton <CTextManager> .GetInstance().GetText("Hero_Prop_EpRecover_Desc"), totalValue);

            text24.text = GetFormStr((float)info[0x21].basePropertyValue, (float)info[0x21].extraPropertyValue);
            text25.text = Singleton <CTextManager> .GetInstance().GetText("Hero_Prop_PhyArmorHurt");

            text26.text = string.Format("{0}|{1}", GetFormStr((float)info[7].baseValue, (float)info[7].extraPropertyValue), GetFormPercentStr(info[0x22].totalValue, info[0x22].extraPropertyValue > 0));
            text27.text = Singleton <CTextManager> .GetInstance().GetText("Hero_Prop_MgcArmorHurt");

            text28.text = string.Format("{0}|{1}", GetFormStr((float)info[8].baseValue, (float)info[8].extraPropertyValue), GetFormPercentStr(info[0x23].totalValue, info[0x23].extraPropertyValue > 0));
            totalValue  = info[0x1a].totalValue;
            percent     = ((int)((0x2710 * totalValue) / ((totalValue + (level * anyData.dwM_PhysicsHemophagia)) + anyData.dwN_PhysicsHemophagia))) + info[9].totalValue;
            text29.text = Singleton <CTextManager> .GetInstance().GetText("Hero_Prop_PhyVampLvl");

            text30.text = GetFormPercentStr(percent, info[9].extraPropertyValue > 0);
            totalValue  = info[0x1b].totalValue;
            percent     = ((int)((0x2710 * totalValue) / ((totalValue + (level * anyData.dwM_MagicHemophagia)) + anyData.dwN_MagicHemophagia))) + info[10].totalValue;
            text31.text = Singleton <CTextManager> .GetInstance().GetText("Hero_Prop_MgcVampLvl");

            text32.text = GetFormPercentStr(percent, info[10].extraPropertyValue > 0);
            ResHeroCfgInfo dataByKey = GameDataMgr.heroDatabin.GetDataByKey(heroId);

            if (dataByKey != null)
            {
                text33.text = Singleton <CTextManager> .GetInstance().GetText("Hero_Prop_BaseAtkRange");

                text34.text = Utility.UTF8Convert(dataByKey.szAttackRangeDesc);
            }
            else
            {
                text33.text = string.Empty;
                text34.text = string.Empty;
            }
            totalValue  = info[0x1d].totalValue;
            percent     = ((int)((0x2710 * totalValue) / ((totalValue + (level * anyData.dwM_Tenacity)) + anyData.dwN_Tenacity))) + info[0x11].totalValue;
            text35.text = Singleton <CTextManager> .GetInstance().GetText("Hero_Prop_CtrlReduceLvl");

            text36.text = GetFormPercentStr(percent, info[0x11].extraPropertyValue > 0);
        }