public void SetRoleRewardItem(SoldierSettlement Info, bool UpLine = true) { if (Info == null) { return; } SoldierInfo soldier = SoldierDC.GetSoldiers(Info.mSoldierid); m_info = soldier; if (soldier == null) { return; } SetSoldierQuality(m_info.Quality); if (MyHead.level != null) { MyHead.level.text = "[ffffff]" + soldier.Level + "[-]"; } // if (MyHead.exp != null) { MyHead.exp.text = "[ffffff]+" + Info.mExp + "[-]"; } if (MyHead.m_star != null && MyHead.m_star.Length == 5 && soldier.StarLevel <= 5) { NGUIUtil.SetStarLevelNum(MyHead.m_star, soldier.StarLevel); NGUIUtil.SetStarHidden(MyHead.m_star, soldier.StarLevel); } NGUIUtil.Set2DSprite(MyHead.head, "Textures/role/", soldier.m_modeltype.ToString()); if (MyHead.expline != null) { int Needexp = SoldierM.GetUpLevelNeedExp(soldier.Level); float value = soldier.EXP * 1.0f / Needexp; if (UpLine) { NGUIUtil.UpdateFromValue(MyHead.expline, value); } else { MyHead.expline.fillAmount = System.Convert.ToSingle(value); } } if (MyHead.BtnShowTip) { MyHead.BtnShowTip.OnPressDownEventHandler += BtnShowTip_OnPressDownEventHandler; MyHead.BtnShowTip.OnPressUpEventHandler += BtnShowTip_OnPressUpEventHandler; } }
/// <summary> /// 设置海神杯结算表现 /// </summary> public void SetAthleticsResult(athletics.AthleticsSettleResponse athleticsSettleInfo) { BattleSettleResponseInfo settleInfo = new BattleSettleResponseInfo(); settleInfo.mStar = athleticsSettleInfo.star; settleInfo.mReward = athleticsSettleInfo.reward; settleInfo.mRes.mCoin = athleticsSettleInfo.resource.coin; settleInfo.mRes.mWood = athleticsSettleInfo.resource.wood; settleInfo.mWin = athleticsSettleInfo.win; settleInfo.mSoldierSettles = new List <SoldierSettlement>(); global::System.Collections.Generic.List <athletics.StageSoldierSettle> soldierinfos = athleticsSettleInfo.soldierinfos; for (int i = 0; i < soldierinfos.Count; i++) { athletics.StageSoldierSettle stageSoldierInfo = soldierinfos[i]; SoldierSettlement soldierSettlement = new SoldierSettlement(); soldierSettlement.mExp = stageSoldierInfo.exp; soldierSettlement.mSoldierid = stageSoldierInfo.soldierid; settleInfo.mSoldierSettles.Add(soldierSettlement); } m_IsPve = false; SetSettlementResult(settleInfo); DoFailJumb(); }