private void CreateSkillSeed(int index, int skillId, SkillTempletInfo skillTempletInfo) { SkillSeedInfo seed = new SkillSeedInfo(); Vector2 pos = poss[index]; seed.seed_x = (int)pos.x; seed.seed_y = (int)pos.y; seed.progressTemp = seed.progress = 0; seed.fobid = skillTempletInfo.fobid; seed.config_cell_item = (config_cell_item)GameMgr.resourceMgr.config_cell.GetItem(skillId); seeds.Add(seed); if (seed.fobid) { return; } seed.open_holes = new List <int>(); seed.dir = skillTempletInfo.config.dir; for (int i = 0; i < skillTempletInfo.lv; i++) { seed.open_holes.Add(i); } }
private SkillSeedInfo CreateSpecialSeed(int id) { SkillSeedInfo seed = new SkillSeedInfo(); seed.config_cell_item = (config_cell_item)GameMgr.resourceMgr.config_cell.GetItem(id); return(seed); }
public void ShowSkill() { for (int i = 0; i < SkillModel.Instance.seeds.Count; i++) { SkillSeedInfo seed = SkillModel.Instance.seeds[i]; if (seed.fobid == false) { ShowSkillProgress(seed.runId, seed.progress, seed.progressTemp); } } }
private void CreateItem(SkillSeedInfo seed) { GameObject item = list.NewItem(); item.name = "skill_" + seed.runId; SkillItem itemCtr = item.GetComponent <SkillItem>(); itemCtr.icon = seed.GetCellIcon(); itemCtr.SetHideId(seed.GetHideCellId()); itemCtr.ShowLock(seed.fobid); PosMgr.SetCellPos(item.transform, seed.seed_x, seed.seed_y, 1.0f); }
private SkillSeedInfo CreateTempSeed(int id) { SkillSeedInfo seed = new SkillSeedInfo(); seed.config_cell_item = (config_cell_item)GameMgr.resourceMgr.config_cell.GetItem(id); seed.open_holes = new List <int>(); SkillTempletInfo skillTempletInfo = SkillTempletModel.Instance.GetTemplet(id); seed.dir = skillTempletInfo.config.dir; for (int i = 0; i < skillTempletInfo.lv; i++) { seed.open_holes.Add(i); } return(seed); }
public void SeedCollect(bool isTemp) { for (int i = 0; i < seeds.Count; i++) { SkillSeedInfo seed = seeds[i]; if (seed.fobid) { continue; } int allCount = CollectModel.Instance.tempCollect.GetCount(seed.GetHideCellId()); if (isTemp) { seed.progressTemp = seed.progress + allCount / GameModel.Instance.GetGameConfig(1002); } else { seed.progressTemp = seed.progress = seed.progress + allCount / GameModel.Instance.GetGameConfig(1002); } } }
//取出可投放的新技能 public List <SkillEntityInfo> GetNewSkillEntitys() { List <SkillEntityInfo> newEntitys = new List <SkillEntityInfo>(); for (int i = 0; i < seeds.Count; i++) { SkillSeedInfo seed = seeds[i]; if (seed.fobid) { continue; } if (seed.progress >= 0.99f) { seed.progressTemp = seed.progress = 0; SkillEntityInfo entity = new SkillEntityInfo(); entity.seed = seed; entity.fightingType = SkillFightingType.wait; newEntitys.Add(entity); } } return(newEntitys); }
public void InitSeeds() { list.ClearList(); bool hasOpen = false; int i; for (i = 0; i < SkillModel.Instance.seeds.Count; i++) { SkillSeedInfo seed = SkillModel.Instance.seeds[i]; if (seed.fobid == false) { hasOpen = true; } } if (hasOpen) { for (i = 0; i < SkillModel.Instance.seeds.Count; i++) { SkillSeedInfo seed = SkillModel.Instance.seeds[i]; CreateItem(seed); } } }