public void ResetState() { if (m_nLoc == 0) { if (m_dataBase != null) { //DataManager.Manager<UIManager>().SetSpriteDynamicIcon(m_sprIcon, m_dataBase.iconPath, true, true); string iconName = UIManager.BuildCircleIconName(m_dataBase.iconPath); UIManager.GetTextureAsyn(iconName, ref m_curIconAsynSeed, () => { if (null != m_sprIcon) { m_sprIcon.mainTexture = null; } }, m_sprIcon); } return; } if (m_dataBase == null) { SetItemState(RightLearnSkillItemState.NotSet); return; } else { SkillSettingState curState = DataManager.Manager <LearnSkillDataManager>().ShowState; uint skillID = 0; uint loc = curState == SkillSettingState.StateOne ? m_nLoc : m_nLoc + 4; if (DataManager.Manager <LearnSkillDataManager>().TryGetLocationSkillId(curState, (int)loc, out skillID)) { m_dataBase = GameTableManager.Instance.GetTableItem <SkillDatabase>(skillID, 1); SetItemState(RightLearnSkillItemState.SetRightNotSelect); ShowSkillIcon(true); } else { if (curState == SkillSettingState.StateOne) { uint level = LearnDataManager.GetUnLockLevelByLoc(m_nLoc); if (level > MainPlayerHelper.GetPlayerLevel()) { SetItemState(RightLearnSkillItemState.Lock); } else { SetItemState(RightLearnSkillItemState.NotSet); } } else { SetItemState(RightLearnSkillItemState.NotSet); } ShowSkillIcon(false); } } }
public void ResetState() { if (m_nLoc == 0) { if (m_dataBase != null) { UIManager.GetTextureAsyn(UIManager.GetIconName(m_dataBase.iconPath, true), ref iuiIconAtlas2, () => { if (m_sprIcon != null) { m_sprIcon.mainTexture = null; } }, m_sprIcon, true); } return; } if (m_dataBase == null) { SetItemState(RightLearnSkillItemState.NotSet); return; } else { SkillSettingState curState = DataManager.Manager <ArenaSetSkillManager>().ShowState; uint skillID = 0; uint loc = curState == SkillSettingState.StateOne ? m_nLoc : m_nLoc + 4; if (DataManager.Manager <ArenaSetSkillManager>().TryGetLocationSkillId(curState, (int)loc, out skillID)) { m_dataBase = GameTableManager.Instance.GetTableItem <SkillDatabase>(skillID, 1); SetItemState(RightLearnSkillItemState.SetRightNotSelect); ShowSkillIcon(true); } else { if (curState == SkillSettingState.StateOne) { uint level = LearnDataManager.GetUnLockLevelByLoc(m_nLoc); if (level > MainPlayerHelper.GetPlayerLevel()) { SetItemState(RightLearnSkillItemState.Lock); } else { SetItemState(RightLearnSkillItemState.NotSet); } } else { SetItemState(RightLearnSkillItemState.NotSet); } ShowSkillIcon(false); } } }
public bool TryGetLocationSkillId(SkillSettingState state, int location, out uint skillid) { SortedDictionary <int, uint> tempDic = null; if (state == SkillSettingState.StateOne) { tempDic = stateOneDic; } else if (state == SkillSettingState.StateTwo) { tempDic = stateTwoDic; } return(tempDic.TryGetValue(location, out skillid)); }
public uint GetUnLockLevel() { SkillSettingState curState = DataManager.Manager <LearnSkillDataManager>().ShowState; uint loc = curState == SkillSettingState.StateOne ? m_nLoc : m_nLoc + 4; if (curState == SkillSettingState.StateOne) { uint level = LearnDataManager.GetUnLockLevelByLoc(m_nLoc); return(level); } else { return(0); } }
void ShowSkillIcon(bool bShow) { if (m_sprIcon != null) { if (m_nLoc != 0) { m_sprIcon.gameObject.SetActive(bShow); } else { if (bShow) { m_sprIcon.gameObject.SetActive(bShow); } } } SkillSettingState curState = DataManager.Manager <LearnSkillDataManager>().ShowState; uint skillID = 0; uint loc = curState == SkillSettingState.StateOne ? m_nLoc : m_nLoc + 4; if (DataManager.Manager <LearnSkillDataManager>().TryGetLocationSkillId(curState, (int)loc, out skillID)) { m_dataBase = GameTableManager.Instance.GetTableItem <SkillDatabase>(skillID, 1); string iconName = UIManager.BuildCircleIconName(m_dataBase.iconPath); UIManager.GetTextureAsyn(iconName, ref m_curIconAsynSeed, () => { if (null != m_sprIcon) { m_sprIcon.mainTexture = null; } }, m_sprIcon); } else { if (m_nLoc != 0) { if (null != m_sprIcon) { //m_sprIcon.spriteName = ""; m_sprIcon.mainTexture = null; } } } }
void ShowSkillIcon(bool bShow) { if (m_sprIcon != null) { if (m_nLoc != 0) { m_sprIcon.gameObject.SetActive(bShow); } else { if (bShow) { m_sprIcon.gameObject.SetActive(bShow); } } } SkillSettingState curState = DataManager.Manager <ArenaSetSkillManager>().ShowState; uint skillID = 0; uint loc = curState == SkillSettingState.StateOne ? m_nLoc : m_nLoc + 4; if (DataManager.Manager <ArenaSetSkillManager>().TryGetLocationSkillId(curState, (int)loc, out skillID)) { m_dataBase = GameTableManager.Instance.GetTableItem <SkillDatabase>(skillID, 1); UIManager.GetTextureAsyn(UIManager.GetIconName(m_dataBase.iconPath, true), ref iuiIconAtlas, () => { if (m_sprIcon != null) { m_sprIcon.mainTexture = null; } }, m_sprIcon, true); } else { if (m_nLoc != 0) { m_sprIcon.mainTexture = null; } } }
/// <summary> /// 1-8 /// </summary> /// <param name="skillBtnIndex"></param> public void Init(int skillBtnIndex) { m_skillBtnIndex = skillBtnIndex; m_skillState = SkillSettingState.StateOne; if (skillBtnIndex >= 5) { m_skillState = SkillSettingState.StateTwo; } if (m_skillBtnIndex == 0)//0 是普工 9是坐骑技能 10在未骑乘下是切换 骑乘下是坐骑技能 { } if (m_skillBtnIndex == 10) { m_skillState = DataManager.Manager <LearnSkillDataManager>().CurState; } LearnSkillDataManager dm = DataManager.Manager <LearnSkillDataManager>(); List <uint> levelList = dm.GetUnLockLevelList(); if (levelList == null) { return; } int index = skillBtnIndex - 1; if (index >= 0) { if (index < levelList.Count) { uint lev = levelList[index]; if (m_labelUnLockLevel != null) { m_labelUnLockLevel.text = lev.ToString(); } } } }
public bool Create(List <GameCmd.SuitData> lstSuit, int nJob, int nSex, int nSize, GameObject parentObj, SkillSettingState eState = SkillSettingState.StateOne) { Engine.IRenderSystem rs = Engine.RareEngine.Instance().GetRenderSystem(); if (rs == null) { Engine.Utility.Log.Error("获取RenderSystem失败!"); return(false); } // 对象创建 if (m_Root == null) { m_Root = new GameObject("RTObj"); if (parentObj != null) { m_Root.transform.parent = parentObj.transform; } } // m_RenderObj = null; Client.IEntitySystem es = Client.ClientGlobal.Instance().GetEntitySystem(); if (es == null) { return(false); } Client.EntityCreateData data = new Client.EntityCreateData(); data.ID = ++s_uPuppetID; data.strName = ""; //int speed = player.GetProp((int)WorldObjProp.MoveSpeed); data.PropList = new EntityAttr[(int)PuppetProp.End - (int)EntityProp.Begin]; int index = 0; data.PropList[index++] = new EntityAttr((int)PuppetProp.Job, nJob); data.PropList[index++] = new EntityAttr((int)PuppetProp.Sex, nSex); //data.PropList[index++] = new EntityAttr((int)EntityProp.BaseID, 0); //data.PropList[index++] = new EntityAttr((int)WorldObjProp.MoveSpeed, speed); data.eSkillState = eState; data.bViewModel = true; // 处理时装外观数据 EntityViewProp[] propList = new EntityViewProp[(int)Client.EquipPos.EquipPos_Max]; index = 0; propList[index++] = new EntityViewProp((int)Client.EquipPos.EquipPos_Body, 0); propList[index++] = new EntityViewProp((int)Client.EquipPos.EquipPos_Weapon, 0); if (lstSuit.Count > 0) { for (int i = 0; i < lstSuit.Count; ++i) { if (lstSuit[i] == null) { continue; } int pos = GetPropPos((Client.EquipPos)lstSuit[i].suit_type, propList); if (pos >= 0) { propList[pos] = new EntityViewProp((int)lstSuit[i].suit_type, (int)lstSuit[i].baseid); } else { Client.EquipPos equipPos = (Client.EquipPos)lstSuit[i].suit_type; propList[index++] = new EntityViewProp((int)equipPos, (int)lstSuit[i].baseid); } } } data.ViewList = propList; data.nLayer = LayerMask.NameToLayer("ShowModel"); m_PuppetObj = es.CreateEntity(Client.EntityType.EntityType_Puppet, data, true) as Client.IPuppet; if (m_PuppetObj == null) { Engine.Utility.Log.Error("创建Renderobj失败{0}!", ""); return(false); } m_RenderObj = m_PuppetObj.renderObj; if (m_RenderObj == null) { return(false); } // 默认播放站立动作 m_RenderObj.Play(Client.EntityAction.Stand); m_RenderObj.SetLayer((int)Engine.RenderLayer.ShowModel); // showModel // CreateCamera Camera cam = CreateCamera(); m_RenderText = new RenderTexture(nSize, nSize, 24, RenderTextureFormat.ARGB32); if (m_RenderText == null) { return(false); } cam.targetTexture = m_RenderText; // 对象挂在父节点上 if (m_Root != null) { m_RenderObj.GetNode().GetTransForm().parent = m_Root.transform; m_Camera.transform.parent = m_Root.transform; } return(true); }
/// <summary> /// 设置切换技能 /// </summary> void SetChangeStateSkill() { Client.IPlayer player = ClientGlobal.Instance().MainPlayer; int level = player.GetProp((int)CreatureProp.Level); int job = player.GetProp((int)PlayerProp.Job); string secondKey = job.ToString(); SkillSettingState curState = DataManager.Manager <LearnSkillDataManager>().CurState; if (curState == SkillSettingState.StateTwo) { secondKey = (10 + job).ToString(); } m_skillid = GameTableManager.Instance.GetGlobalConfig <uint>("ChangeStateSkillID", secondKey); int needLevel = GameTableManager.Instance.GetGlobalConfig <int>("ChangeStateLevel"); if (level < needLevel) { ResetBtn(); //skillIcon.spriteName = "icon_lock"; skillIcon.mainTexture = null; if (skillName != null) { skillName.text = needLevel.ToString(); } SetBtnEnable(false); SetLongPressEvent(false); return; } else { if (skillBtn != null) { ResetBtn(); } table.SkillDatabase db = GameTableManager.Instance.GetTableItem <table.SkillDatabase>((uint)m_skillid, 1); if (db != null) { UIManager.GetTextureAsyn(DataManager.Manager <UIManager>().GetResIDByFileName(false, db.iconPath, true), ref iuiIconAtlas, () => { if (null != skillIcon) { skillIcon.mainTexture = null; } }, skillIcon, false); } } if (skillIcon != null) { skillIcon.width = overlay.width; skillIcon.height = overlay.height; skillIcon.alpha = 1f; } if (skillBtn != null) { SetLongPressEvent(true); SetBtnEnable(true); } RunCD(); }
public void Initialize() { RegisterEvent(true); curState = SkillSettingState.StateOne; showState = SkillSettingState.StateOne; }