コード例 #1
0
        //师门技能是否可用
        public bool MasterSkillCanUse(int skillid)
        {
            Tab_MasterSkill line = TableManager.GetMasterSkillByID(skillid, 0);

            if (line == null)
            {
                return(false);
            }
            int baseskill = line.BaseSkill;

            //有师门
            if (GameManager.gameManager.PlayerDataPool.IsHaveMaster())
            {
                //师门激活了这个技能
                Master masterinfo = GameManager.gameManager.PlayerDataPool.MasterInfo;
                foreach (KeyValuePair <int, string> skill in masterinfo.MasterSkillList)
                {
                    if (skill.Key > 0 && skill.Key == baseskill)
                    {
                        return(true);
                    }
                }
            }

            return(false);
        }
コード例 #2
0
    int GetSameBaseSkill(List <int> ownSkillList, int skillid)
    {
        Tab_MasterSkill skillLine = TableManager.GetMasterSkillByID(skillid, 0);

        if (skillLine != null)
        {
            for (int index = 0; index < ownSkillList.Count; index++)
            {
                if (ownSkillList[index] >= 0)
                {
                    Tab_MasterSkill tempLine = TableManager.GetMasterSkillByID(ownSkillList[index], 0);
                    if (tempLine != null)
                    {
                        if (tempLine.BaseSkill == skillLine.BaseSkill)
                        {
                            return(ownSkillList[index]);
                        }
                    }
                }
            }
        }
        return(-1);
    }
コード例 #3
0
    void ShowSkillInfo()
    {
        //找出需要显示的技能id
        List <int> totalSkillList = new List <int>();

        foreach (KeyValuePair <int, List <Tab_MasterSkill> > kvp in TableManager.GetMasterSkill())
        {
            Tab_MasterSkill line = kvp.Value[0];
            if (line != null)
            {
                if (line.Level == 1)
                {
                    totalSkillList.Add(line.Id);
                }
            }
        }

        //当前师门已经学习的技能
        Dictionary <int, string> masterSkillList = GameManager.gameManager.PlayerDataPool.MasterInfo.MasterSkillList;

        //当前个人已经激活的技能
        List <int> ownSkillList = new List <int>();

        OwnSkillData[] InfoArry = GameManager.gameManager.PlayerDataPool.OwnSkillInfo;
        for (int i = 0; i < InfoArry.Length; i++)
        {
            OwnSkillData info = InfoArry[i];
            if (info.SkillId >= 0)
            {
                ownSkillList.Add(info.SkillId);
            }
        }

        //显示技能信息
        for (int index = 0; index < SKILL_NUM && index < totalSkillList.Count; index++)
        {
            int skillid = totalSkillList[index];
            //技能是否合法
            Tab_SkillEx lineSkillEx = TableManager.GetSkillExByID(skillid, 0);
            if (lineSkillEx == null)
            {
                continue;
            }
            Tab_SkillBase lineSkillBase = TableManager.GetSkillBaseByID(lineSkillEx.BaseId, 0);
            if (lineSkillBase == null)
            {
                continue;
            }

            if (masterSkillList.ContainsKey(skillid))
            {
                //师门已经学习的技能
                int sameBaseSkillId = GetSameBaseSkill(ownSkillList, skillid);
                if (sameBaseSkillId >= 0)
                {
                    //个人已经激活的技能
                    m_SkillID[index]     = sameBaseSkillId;
                    m_SkillActive[index] = true;
                    m_SkillOwn[index]    = true;

                    m_SkillSprite[index].spriteName = lineSkillBase.Icon;
                    m_SkillName[index].text         = masterSkillList[skillid];
                }
                else
                {
                    //个人未激活的技能
                    m_SkillID[index]     = skillid;
                    m_SkillActive[index] = true;
                    m_SkillOwn[index]    = false;

                    m_SkillSprite[index].spriteName = lineSkillBase.Icon;
                    m_SkillName[index].text         = masterSkillList[skillid];
                }
            }
            else
            {
                int sameBaseSkillId = GetSameBaseSkill(ownSkillList, skillid);
                if (sameBaseSkillId >= 0)
                {
                    m_SkillID[index]  = sameBaseSkillId;
                    m_SkillOwn[index] = true;
                }
                else
                {
                    m_SkillID[index]  = skillid;
                    m_SkillOwn[index] = false;
                }
                //师门未学习的技能
                m_SkillActive[index] = false;

                m_SkillSprite[index].spriteName = lineSkillBase.Icon;
                //m_SkillName[index].text = "未学习";
                m_SkillName[index].text = StrDictionary.GetClientDictionaryString("#{2795}");
            }
        }
        //隐藏按钮
        m_SkillLearnBtn.gameObject.SetActive(false);
        m_SkillActiveBtn.gameObject.SetActive(false);
        m_SkillForgetBtn.gameObject.SetActive(false);
        m_SkillNameInputObject.gameObject.SetActive(false);

        //默认选中技能
        OnClickSkill((m_CurSelectSkillIndex >= 0) ? m_CurSelectSkillIndex : 0);
    }