public void RefreshPrompt(bool isRef) { CDorNumber.SetActive(true); Later.SetActive(false); gameObject.SetActive(true); this.isRef = isRef; if (isRef) { diamond = 50; PromLabel.text = "立即开始挑战"; } else { //VIP表 ResetLaterNode node = FSDataNodeTable <ResetLaterNode> .GetSingleton().FindDataByType(1); if (Convert.ToInt32(GameLibrary.ArenaNumber[2]) >= node.buy_abattoir.Length - 1) { diamond = node.buy_abattoir[node.buy_abattoir.Length - 1]; } else { diamond = node.buy_abattoir[Convert.ToInt32(GameLibrary.ArenaNumber[2])]; } PromLabel.text = "获得挑战次数"; } DiamondLabel.text = diamond + ""; }
public void RefreshBuyUI(PromptType type, SceneNode sn) { gameObject.SetActive(true); this.type = type; this.sn = sn; moneyCount = playerData.GetInstance().GetMyMoneyByType(MoneyType.Diamond); if (type == PromptType.Buy) { ItemNodeState item = GameLibrary.Instance().ItemStateList[110000100]; for (int i = 0; i < item.cprice.Length; i++) { if (item.cprice[i] != 0) { needCount = item.cprice[i]; break; } } des.text = "花费" + (buyCount * needCount) + "钻石购买" + buyCount + "个扫荡卷"; UnityUtil.SetBtnState(buyBtn.gameObject, true); } else if (type == PromptType.WarTimes) { ResetLaterNode node = FSDataNodeTable <ResetLaterNode> .GetSingleton().FindDataByType(1);//GameLibrary.mapElite[sn.SceneId][1] int reset = GameLibrary.mapElite[sn.SceneId][1] >= node.resetStage.Length - 1 ? node.resetStage.Length - 1 : GameLibrary.mapElite[sn.SceneId][1]; resetDiamond = node.resetStage[reset]; des.text = "花费" + resetDiamond + "钻石购买" + 3 + "次征战"; UnityUtil.SetBtnState(buyBtn.gameObject, true); } else { des.text = "钻石不足,去充值"; UnityUtil.SetBtnState(buyBtn.gameObject, false); } }
public bool CanDare() { if (Convert.ToInt32(GameLibrary.ArenaNumber[3]) <= 0) { isRefCDorNum = false; //uiAbattiorPro.RefreshPrompt(isRefCDorNum); //VIP表 ResetLaterNode node = FSDataNodeTable <ResetLaterNode> .GetSingleton().FindDataByType(1); if (Convert.ToInt32(GameLibrary.ArenaNumber[2]) >= node.buy_abattoir.Length - 1) { diamond = node.buy_abattoir[node.buy_abattoir.Length - 1]; } else { diamond = node.buy_abattoir[Convert.ToInt32(GameLibrary.ArenaNumber[2])]; } ShowUIPopUp("获得挑战次数", diamond + "钻石", UIPopupType.EnSure); return(false); } if (isCanDare) { return(true); } else { isRefCDorNum = true; diamond = 50; ShowUIPopUp("立即开始挑战", diamond + "钻石", UIPopupType.EnSure); //uiAbattiorPro.RefreshPrompt(isRefCDorNum); return(false); } }
public bool IsStrengthEnough(int count, bool isBattle = true) { //精英副本检查时间 if (scene.Type == 2) { CheckSystemTime(); } //体力是否满足 if (scene.power_cost * count > playerData.GetInstance().baginfo.strength) { Control.ShowGUI(UIPanleID.UIBuyEnergyVitality, EnumOpenUIType.DefaultUIOrSecond, false, ActionPointType.Energy); return(false); } //征战次数是否满足-精英 if (scene.Type == 2) { if (GameLibrary.mapElite[scene.SceneId][0] <= 0) { //购买征战次数 //bugSweepVoucher.RefreshBuyUI(PromptType.WarTimes, scene); ResetLaterNode node = FSDataNodeTable <ResetLaterNode> .GetSingleton().FindDataByType(1);//GameLibrary.mapElite[sn.SceneId][1] int reset = GameLibrary.mapElite[scene.SceneId][1] >= node.resetStage.Length - 1 ? node.resetStage.Length - 1 : GameLibrary.mapElite[scene.SceneId][1]; resetDiamond = node.resetStage[reset]; ShowUIPopUp("花费" + resetDiamond + "钻石购买" + 3 + "次征战", "", UIPopupType.EnSure, PromptType.WarTimes); return(false); } } if (isBattle) { return(true); } //扫荡卷是否足够 if (count > SweepVoucher) { //购买扫荡卷 //bugSweepVoucher.RefreshBuyUI(PromptType.Buy, scene); ItemNodeState item = GameLibrary.Instance().ItemStateList[110000100]; for (int i = 0; i < item.cprice.Length; i++) { if (item.cprice[i] != 0) { needCount = item.cprice[i]; break; } } ShowUIPopUp("花费" + (buyCount * needCount) + "钻石购买" + buyCount + "个扫荡卷", "", UIPopupType.EnSure, PromptType.Buy); return(false); } return(true); }