/// <summary> /// 从protobuf 解析静态数据到本地 /// </summary> /// <param name="msg"></param> public static void LoadStaticDataToLocal(sdata.StaticDataResponse msg) { ConfigM.Init(msg); buildingM.Init(msg); DeckM.Init(msg); UserM.Init(msg); SoldierM.Init(msg); SummonM.Init(msg); SkillM.Init(msg); StageM.Init(msg); RoleNameM.Init(msg); ItemM.Init(msg); GodSkillM.Init(msg); AthleticsM.Init(msg); ErnieM.Init(msg); FruitionM.Init(msg); ShipPlanM.Init(msg); }
private void ShowUnit() { StaticShipCanvas info = ShipPlanM.GetShipCanvasInfo(m_id); if (info != null) { List <string> data = ShipPlanM.ParseShapeData(info.Shape); int index = 0; foreach (string item in data) { for (int i = 0; i < item.Length; i++) { if (item[i] == 49) { NGUIUtil.SetActive(m_lGo[index], true); } index++; } } } }
/// <summary> /// 显示船只设计图 /// </summary> public void ShowDesignAction() { treasure.TreasureRobSettleResponse response = null; if (response != null) { int sShipCanvasID = response.shipdrawingid; StaticShipCanvas sInfo = ShipPlanM.GetShipCanvasInfo(sShipCanvasID); if (sInfo != null) { sdata.s_itemtypeInfo itypeInfo = new sdata.s_itemtypeInfo(); itypeInfo.gid = sShipCanvasID; itypeInfo.name = sInfo.Name; itypeInfo.gtype = 5; List <sdata.s_itemtypeInfo> lInfo = new List <sdata.s_itemtypeInfo>(); lInfo.Add(itypeInfo); TrophiesActionWnd TropWnd = WndManager.GetDialog <TrophiesActionWnd>(); if (TropWnd) { TropWnd.ClearTropiesData(); TropWnd.AddTropiesData(lInfo); TropWnd.SetWndType(5); TropWnd.MyHead.LblDes.gameObject.SetActive(false); TropWnd.BtnOKClickHandler += CheckShowCombatResult; } } else { CheckShowCombatResult(); } } else { CheckShowCombatResult(); } }
private void LoadTrophies(int gtype, int gid, bool isSoul = false, bool isNewVersion = false, int num = 0, bool isBook = false) { NGUIUtil.SetActive(MyHead.SkillInfo, false); NGUIUtil.SetActive(MyHead.Building, false); if (isNewVersion) { if (MyHead.LblDes != null) { MyHead.LblDes.gameObject.SetActive(false); } } if (gtype == 1) //炮弹兵 { SoldierInfo Info = SoldierM.GetStartSoldierInfo(gid); CreateSoldier(Info); if (isNewVersion) { if (isSoul && num > 0) { int startLevel = SoldierM.GetSoldierStarLevel(Info.SoldierTypeID); MyHead.LblDes.text = string.Format(NGUIUtil.GetStringByKey(10000119), startLevel, num); MyHead.LblDes.gameObject.SetActive(true); } } else if (m_isSoulPis && m_SoulPisNum > 0) { int startLevel = SoldierM.GetSoldierStarLevel(Info.SoldierTypeID); MyHead.LblDes.text = string.Format(NGUIUtil.GetStringByKey(10000119), startLevel, m_SoulPisNum); } m_bNotTween = false; } else if (gtype == 3) // 陷阱/建筑物 { BuildInfo Info = buildingM.GetStartBuildInfo(gid); if (Info != null) { CreateBuilding(Info); } m_bNotTween = true; } else if (gtype == 4) //黑科技 { NGUIUtil.SetActive(MyHead.BlackScience, true); CaptionInfo info = new CaptionInfo(); GodSkillM.GetCaption(gid, ref info); CreateBlackScience(info); if (isNewVersion) { if (isBook && num > 0) { int star = GodSkillM.GetCaptionMinStarLevel(info.m_godskilltype1); MyHead.LblDes.text = string.Format(NGUIUtil.GetStringByKey(30000060), star, num); MyHead.LblDes.gameObject.SetActive(true); } } else if (m_isSoulPis && m_SoulPisNum > 0) { int star = GodSkillM.GetCaptionMinStarLevel(info.m_godskilltype1); MyHead.LblDes.text = string.Format(NGUIUtil.GetStringByKey(30000060), star, m_SoulPisNum); } m_bNotTween = true; } else if (gtype == 5) //设计图 { StaticShipCanvas cInfo = ShipPlanM.GetShipCanvasInfo(gid); CreateDesignPic(cInfo); m_bNotTween = true; } else if (gtype == 2) //碎片 { CreateTrophyItem(gtype, gid); } SoundPlay.Play("get_item", false, false); }
/// <summary> /// 模拟数据 /// </summary> public static void SimulationData() { List <StaticShipCanvas> l = ShipPlanM.GetAllShipCanvasInfo(); foreach (StaticShipCanvas v in l) { m_lShipDesignInfo.Add(v.Id, v); } // ShipPlan p = new ShipPlan(); p.ID = 1; p.bExitCanvas = false; p.Name = "我的小船船"; p.Type = PlanType.Default; p.BlackScienceID = 1; p.Canvans = StageM.GetCounterPartMap(101001); p.ShipDesignId = 100005; // 16格大船 StaticShipCanvas shipInfo = ShipPlanDC.GetShipDesignInfo(p.ShipDesignId); if (shipInfo != null) { p.Canvans.CorrectionShiftError(new Int2(shipInfo.Width, shipInfo.Height)); } // 船只摆设数据 List <SoldierInfo> lSoldier = null; List <BuildInfo> lBuild = null; StageM.GetCounterPartShipPut(101001, ref lSoldier, ref lBuild); // 建筑跟楼梯 foreach (BuildInfo v in lBuild) { if (v.BuildType == 1300) { BuildInfo gold = BuildDC.GetVaultBuildInfo(); ShipPutInfo Info = new ShipPutInfo(); Info.id = ShipPutInfo.GetNewShipPutId(); Info.objid = gold.ID; Info.type = 1; Info.cxMapGrid = v.m_cx; Info.cyMapGrid = v.m_cy; Info.shipput_data0 = 0; Info.shipput_data1 = 0; p.AddShipBuildInfo(Info, ShipBuildType.BuildRoom); } if (v.BuildType == 1201) { ShipPutInfo Info = new ShipPutInfo(); Info.id = ShipPutInfo.GetNewShipPutId(); Info.objid = v.BuildType; Info.type = 3; Info.cxMapGrid = v.m_cx; Info.cyMapGrid = v.m_cy; Info.shipput_data0 = 0; Info.shipput_data1 = 0; p.AddShipBuildInfo(Info, ShipBuildType.BuildStair); } } m_lShipPlan.Add(p.ID, p); m_SelPlan = p; }