コード例 #1
0
    //解析模板数据
    public override void parseSample(int sid)
    {
        SkillSample sample  = new SkillSample();
        string      dataStr = getSampleDataBySid(sid);

        sample.parse(sid, dataStr);
        samples.Add(sid, sample);
    }
コード例 #2
0
 /// <summary>
 /// 更新技能图标和描述
 /// </summary>
 private void updateSkills()
 {
     int[] skillSids = magicWeapon.skillSids;
     for (int j = 0; j < skillPonts.Length; j++)
     {
         skillPonts[j].SetActive(false);
     }
     for (int i = 0; i < skillSids.Length; i++)
     {
         SkillSample sk = SkillSampleManager.Instance.getSkillSampleBySid(skillSids[i]);
         if (sk != null)
         {
             skillPonts[i].SetActive(true);
             ResourcesManager.Instance.LoadAssetBundleTexture(ResourcesManager.SKILLIMAGEPATH + sk.iconId, skillTexture[i]);
             int lv = magicWeapon.getPhaseLv();
             if (lv > i)
             {
                 skillDec[i].text = "[3A9663]" + sk.describe;
             }
             else if (lv == i)
             {
                 skillDec[i].text = "[724C41]" + sk.describe + "[-]" + "[FF0000]" + LanguageConfigManager.Instance.getLanguage("equipNamelv01");
             }
             else
             {
                 skillDec[i].text = "[724C41]" + sk.describe + "[-]" + "[FF0000]" + LanguageConfigManager.Instance.getLanguage("equipNamelv02");
             }
         }
         else
         {
             BuffSample bs = BuffSampleManager.Instance.getBuffSampleBySid(skillSids[i]);
             if (bs != null)
             {
                 skillPonts[i].SetActive(true);
                 ResourcesManager.Instance.LoadAssetBundleTexture(BuffManagerment.Instance.getSkillIconPath(skillSids[i]), skillTexture[i]);
                 int lv = magicWeapon.getPhaseLv();
                 if (lv > i)
                 {
                     skillDec[i].text = "[3A9663]" + bs.name;
                 }
                 else if (lv == i)
                 {
                     skillDec[i].text = "[724C41]" + bs.name + "[-]" + "[FF0000]" + LanguageConfigManager.Instance.getLanguage("equipNamelv01");
                 }
                 else
                 {
                     skillDec[i].text = "[724C41]" + bs.name + "[-]" + "[FF0000]" + LanguageConfigManager.Instance.getLanguage("equipNamelv02");
                 }
             }
         }
     }
 }
コード例 #3
0
    public override void copy(object destObj)
    {
        base.copy(destObj);
        SkillSample dest = destObj as SkillSample;

        if (this.effects != null)
        {
            dest.effects = new AttrChangeSample[this.effects.Length];
            for (int i = 0; i < this.effects.Length; i++)
            {
                dest.effects [i] = this.effects [i].Clone() as AttrChangeSample;
            }
        }
    }
コード例 #4
0
    /// <summary>
    /// 显示添加传奇特技的信息
    /// </summary>
    public void showTheAddSkillInfo()
    {
        skillPoint.transform.localScale = new Vector3(0.1f, 0.1f, 0.1f);
        if (choosedCard.getQualityId() == QualityType.EPIC)
        {
            skillQuality.spriteName = "shishiteji";
            addInfo.text            = LanguageConfigManager.Instance.getLanguage("bloodSkillInfo", LanguageConfigManager.Instance.getLanguage("s0076"));
            updateInfo.text         = LanguageConfigManager.Instance.getLanguage("bloodSkillInfo1", LanguageConfigManager.Instance.getLanguage("s0076"));
        }
        else if (choosedCard.getQualityId() == QualityType.LEGEND)
        {
            skillQuality.spriteName = "chuanqiteji";
            addInfo.text            = LanguageConfigManager.Instance.getLanguage("bloodSkillInfo", LanguageConfigManager.Instance.getLanguage("s0077"));
            updateInfo.text         = LanguageConfigManager.Instance.getLanguage("bloodSkillInfo1", LanguageConfigManager.Instance.getLanguage("s0077"));
        }
        else if (choosedCard.getQualityId() == QualityType.MYTH)
        {
            skillQuality.spriteName = "icon_mythSkillTitle";
            addInfo.text            = LanguageConfigManager.Instance.getLanguage("bloodSkillInfo", LanguageConfigManager.Instance.getLanguage("s0077ss"));
            updateInfo.text         = LanguageConfigManager.Instance.getLanguage("bloodSkillInfo1", LanguageConfigManager.Instance.getLanguage("s0077ss"));
        }
        skillPoint.SetActive(true);
        skillChildPoint[0].SetActive(true);
        skillChildPoint[1].SetActive(false);
        SkillSample sk    = SkillSampleManager.Instance.getSkillSampleBySid(addSkillSid);
        SkillSample newSk = SkillSampleManager.Instance.getSkillSampleBySid(newSkillSid);

        if (sk != null && newSk == null)
        {
            addSkillNameLabel.text = sk.name;
            ResourcesManager.Instance.LoadAssetBundleTexture(ResourcesManager.SKILLIMAGEPATH + sk.iconId, addSkillIconTexture);
        }
        else if (sk != null && newSk != null)
        {
            skillChildPoint[0].SetActive(false);
            skillChildPoint[1].SetActive(true);
            updateSkillNameOldLabel.text = sk.name;
            updateSkillNameNewLabel.text = newSk.name;
            ResourcesManager.Instance.LoadAssetBundleTexture(ResourcesManager.SKILLIMAGEPATH + sk.iconId, updateSkillIconOldTexture);
            ResourcesManager.Instance.LoadAssetBundleTexture(ResourcesManager.SKILLIMAGEPATH + newSk.iconId, updateSkillIconNewTexture);
        }
        StartCoroutine(Utils.DelayRun(() => {
            MaskWindow.UnlockUI();
        }, 0.2f));
        iTween.ScaleTo(skillPoint, iTween.Hash("scale", new Vector3(1f, 1f, 1f), "easetype", "easeInQuad", "time", 0.2f));
    }
コード例 #5
0
    public string dec;     //描述


    void prizeChangeSkill(int oldSid, int newSid)
    {
        drSkillSid = oldSid;
        skillSid   = newSid;
        SkillSample oldSk = SkillSampleManager.Instance.getSkillSampleBySid(oldSid);
        SkillSample newSk = SkillSampleManager.Instance.getSkillSampleBySid(newSid);

        if (oldSk != null && newSk != null)
        {
            dec = LanguageConfigManager.Instance.getLanguage("bloodSkillChange", oldSk.name, "\n", newSk.name);
        }
        else
        {
            BuffSample oldbf = BuffSampleManager.Instance.getBuffSampleBySid(oldSid);
            BuffSample newbf = BuffSampleManager.Instance.getBuffSampleBySid(newSid);
            dec = LanguageConfigManager.Instance.getLanguage("bloodSkillChange", oldbf.name, "\n", newbf.name);
        }
    }
コード例 #6
0
ファイル: flyItemCtrl.cs プロジェクト: xiney1986/SDKProject
    public void Initialize(int imageSid, BloodEvolutionWindow fatherWindow)
    {
        SkillSample sk = SkillSampleManager.Instance.getSkillSampleBySid(imageSid);

        if (sk != null)
        {
            ResourcesManager.Instance.LoadAssetBundleTexture(ResourcesManager.SKILLIMAGEPATH + sk.iconId, itemImage);//如果实在没有图标就只有显示特效了哇
        }
        // ResourcesManager.Instance.LoadAssetBundleTexture(ResourcesManager.SKILLIMAGEPATH + imageSid, itemImage);
        this.fatherwindowww  = fatherWindow;
        transform.localScale = Vector3.zero;
        iTween.MoveTo(gameObject, iTween.Hash("position", transform.localPosition + new Vector3(0, 100f, 0), "easetype", iTween.EaseType.easeInOutCubic, "time", 1f, "islocal", true));
        iTween.ScaleTo(gameObject, iTween.Hash("scale", new Vector3(1.2f, 1.2f, 1.2f), "easetype", iTween.EaseType.easeInOutCubic, "time", 1f));
        Vector3 pos = new Vector3(fatherWindow.propflyPoint.localPosition.x, fatherWindow.propflyPoint.localPosition.y, fatherWindow.propflyPoint.localPosition.z);

        iTween.MoveTo(gameObject, iTween.Hash("delay", 1.1f, "position", pos, "easetype", "easeInQuad", "time", 1.5f, "islocal", true));
        iTween.ScaleTo(gameObject, iTween.Hash("delay", 1.1f, "scale", new Vector3(0.2f, 0.2f, 0.2f), "easetype", "easeInQuad", "oncomplete", "overrr", "time", 1.5f));
    }
コード例 #7
0
    /// <summary>
    /// 更新节点的特效 只有属性节点才有特效 技能节点没有特效 如果又有技能 又提升属性 那么按配置表的第一个效果来
    /// </summary>
    void updateEffect()
    {
        bloodEffect bloodEffects = bloodItemSample.effects[0]; //第一个属性

        if (bloodEffects.type == 5 || bloodEffects.type == 6)  //只有增加新技能才显示技能图标
        {
            skillMask.gameObject.SetActive(false);
            bloodItemBg.gameObject.SetActive(true);
            SkillSample newSk = SkillSampleManager.Instance.getSkillSampleBySid(bloodEffects.skillSid);
            SkillSample oldSk = SkillSampleManager.Instance.getSkillSampleBySid(bloodEffects.drSkillSid);
            if (bloodEffects.type == 5)
            {
                if (newSk != null)
                {
                    ResourcesManager.Instance.LoadAssetBundleTexture(ResourcesManager.SKILLIMAGEPATH + newSk.iconId, skillIconTexture);
                }
            }
            else
            {
                if (oldSk != null)
                {
                    if (newSk != null)
                    {
                        ResourcesManager.Instance.LoadAssetBundleTexture(ResourcesManager.SKILLIMAGEPATH + newSk.iconId, skillIconTexture);
                    }
                    else
                    {
                        ResourcesManager.Instance.LoadAssetBundleTexture(ResourcesManager.SKILLIMAGEPATH + oldSk.iconId, skillIconTexture); //如果实在没有图标就只有显示特效了哇
                    }
                    //skillBg.SetActive(true);
                    return;
                }
            }
            if (pointType != 2)
            {
                skillMask.gameObject.SetActive(true);
            }
        }
        //skillBg.SetActive(false);
        bloodItemBg.gameObject.SetActive(false);
        updateCrlcirEffect();
    }
コード例 #8
0
    /// <summary>
    /// 更新技能图标和描述
    /// </summary>
    private void updateSkills()
    {
        int[]       skillSids = magicWeapon.skillSids;
        int         lv        = magicWeapon.getPhaseLv();
        SkillSample sk        = SkillSampleManager.Instance.getSkillSampleBySid(skillSids[lv >= magicWeapon.getMaxPhaseLv() ? magicWeapon.getMaxPhaseLv() - 1 : lv]);

        if (sk != null)
        {
            skillDec.text = "[724C41]" + sk.describe;
            ResourcesManager.Instance.LoadAssetBundleTexture(ResourcesManager.SKILLIMAGEPATH + sk.iconId, skillTexture);
        }
        if (sk == null)
        {
            BuffSample bs = BuffSampleManager.Instance.getBuffSampleBySid(skillSids[lv >= magicWeapon.getMaxPhaseLv() ? magicWeapon.getMaxPhaseLv() - 1 : lv]);
            if (bs != null)
            {
                skillDec.text = "[724C41]" + bs.name;
                //ResourcesManager.Instance.LoadAssetBundleTexture(ResourcesManager.SKILLIMAGEPATH + bs.iconId, skillTexture);
                ResourcesManager.Instance.LoadAssetBundleTexture(BuffManagerment.Instance.getSkillIconPath(bs.sid), skillTexture);
            }
        }
    }
コード例 #9
0
    /// <summary>
    /// 计算神器所带的已经激活的主动技能附加的战斗力
    /// </summary>
    /// <param name="card"></param>
    /// <returns></returns>
    public int getCardMagicWeaponCombat(Card card)
    {
        if (card.magicWeaponUID == null || card.magicWeaponUID == "")
        {
            return(0);
        }
        MagicWeapon mw = StorageManagerment.Instance.getMagicWeapon(card.magicWeaponUID);

        if (mw == null)
        {
            return(0);
        }
        List <int> activationSkill = mw.activationSkill;//技能对战斗力的影响

        if (activationSkill == null || activationSkill.Count < 1)
        {
            return(0);
        }
        int combatNum = 0;

        for (int i = 0; i < activationSkill.Count; i++)   //遍历所有的激活的神器技能
        {
            SkillSample sample = SkillSampleManager.Instance.getSkillSampleBySid(activationSkill[i]);
            if (sample == null)
            {
                return(combatNum);
            }
            else
            {
                if (sample.showType == 1 || sample.showType == 0)
                {
                    combatNum += (int)(CommandConfigManager.Instance.combatMagicWeapon()[mw.getMaxPhaseLv()] * Math.Pow(mw.getPhaseLv(), CommandConfigManager.Instance.combatMagicNum()));
                    return(combatNum);
                }
            }
        }
        return(combatNum);
    }
コード例 #10
0
    //添加前台特殊技能 前台专有 sid唯一 手动添加
    private void initSpecialSkillSample()
    {
        SkillSample sample = new SkillSample();

        sample.name         = "buff check";
        sample.sid          = SID_CHECK_BUFF;
        sample.activeType   = SkillActiveType.None;
        sample.type         = SkillType.BuffCheck;
        sample.spellEffect  = 25;
        sample.damageEffect = 22;
        samples.Add(sample.sid, sample);

        sample              = new SkillSample();
        sample.name         = "combo  attack(follow)";
        sample.sid          = SID_COMBO_ATTACK;
        sample.damageEffect = 15;
        sample.activeType   = SkillActiveType.SpellEnd;
        sample.type         = SkillType.ComboAttack;
        sample.spellEffect  = 25;
        samples.Add(sample.sid, sample);

        sample              = new SkillSample();
        sample.name         = "combo  attack(follow)";
        sample.sid          = SID_COMBO_ATTACKJ;
        sample.damageEffect = 522;
        sample.activeType   = SkillActiveType.SpellEnd;
        sample.type         = SkillType.ComboAttack;
        sample.spellEffect  = 25;
        samples.Add(sample.sid, sample);

        sample              = new SkillSample();
        sample.name         = "(GroupAttack) follow attack";
        sample.sid          = SID_GROUP_ATTACK;
        sample.spellEffect  = 25;
        sample.damageEffect = 22;
        sample.bulletEffect = 9;
        sample.activeType   = SkillActiveType.Grouped;
        sample.type         = SkillType.GroupAttack;
        samples.Add(sample.sid, sample);

        sample            = new SkillSample();
        sample.name       = "add card";
        sample.sid        = SID_ADD_CARD;
        sample.activeType = SkillActiveType.SkillUse;
        sample.type       = SkillType.AddCard;
        samples.Add(sample.sid, sample);

        sample            = new SkillSample();
        sample.name       = "add npc";
        sample.sid        = SID_ADD_NPC;
        sample.activeType = SkillActiveType.SkillUse;
        sample.type       = SkillType.AddNPC;
        samples.Add(sample.sid, sample);

        sample            = new SkillSample();
        sample.name       = "del npc";
        sample.sid        = SID_DEL_NPC;
        sample.activeType = SkillActiveType.SkillUse;
        sample.type       = SkillType.DelNPC;
        samples.Add(sample.sid, sample);

        sample            = new SkillSample();
        sample.name       = "plot talk";
        sample.sid        = SID_TALK;
        sample.activeType = SkillActiveType.SkillUse;
        sample.type       = SkillType.Talk;
        samples.Add(sample.sid, sample);

        sample            = new SkillSample();
        sample.name       = "effect exit";
        sample.sid        = SID_EFFECT_EXIT;
        sample.activeType = SkillActiveType.SkillUse;
        sample.type       = SkillType.EffectExit;
        samples.Add(sample.sid, sample);
    }
コード例 #11
0
    void updateBgEffect()
    {
        bloodEffect bloodEffects = bloodItemSample.effects[0]; //第一个属性

        if (bloodEffects.type == 5 || bloodEffects.type == 6)  //只有增加新技能才显示技能图标
        {
            skillMask.gameObject.SetActive(false);
            bgPoint.SetActive(false);
            bloodItemBg.SetActive(false);
            SkillSample newSk = SkillSampleManager.Instance.getSkillSampleBySid(bloodEffects.skillSid);
            SkillSample oldSk = SkillSampleManager.Instance.getSkillSampleBySid(bloodEffects.drSkillSid);
            if (bloodEffects.type == 5)
            {
                if (newSk != null)
                {
                    ResourcesManager.Instance.LoadAssetBundleTexture(ResourcesManager.SKILLIMAGEPATH + newSk.iconId, skillIconTexture);
                }
            }
            else
            {
                if (oldSk != null)
                {
                    if (newSk != null)
                    {
                        ResourcesManager.Instance.LoadAssetBundleTexture(ResourcesManager.SKILLIMAGEPATH + newSk.iconId, skillIconTexture);
                    }
                    else
                    {
                        ResourcesManager.Instance.LoadAssetBundleTexture(ResourcesManager.SKILLIMAGEPATH + oldSk.iconId, skillIconTexture); //如果实在没有图标就只有显示特效了哇
                    }
                    //skillBg.SetActive(true);
                }
            }
            if (pointType != 2)
            {
                skillMask.gameObject.SetActive(true);
            }
        }
        else
        {
            //skillBg.SetActive(false);
            if (pointType == 1)
            {
                NGUITools.AddChild(bgPoint,
                                   huiEffectCtrls[bloodItemSample.itemType - 1].gameObject);
                if (bloodItemSample.itemType == 1)
                {
                    skillBg.SetActive(false);
                }
                else if (bloodItemSample.itemType == 3)
                {
                    skillBg.SetActive(true);
                }
                bloodItemBg.gameObject.SetActive(false);
            }
            else if (pointType != 2)
            {
                NGUITools.AddChild(bloodItemBg,
                                   huiEffectnotGuang[bloodItemSample.itemType - 1].gameObject);
                if (bloodItemSample.itemType == 1)
                {
                    skillBg.SetActive(false);
                }
                else if (bloodItemSample.itemType == 3)
                {
                    skillBg.SetActive(true);
                }
                bloodItemBg.gameObject.SetActive(true);
            }
        }
    }