public void SetInfo(UserFavorabilityVo vo, string bgImagePath) { _vo = vo; PresonBGTexture(vo.Apparel[0].ToString()); BGTexture(bgImagePath); var isShow = GlobalData.PlayerModel.PlayerVo.IsGetShareAward(ShareTypePB.ShareClothes); SetShareTipsShow(!isShow); }
public void GetUserFavorabilityData(RepeatedField <UserFavorabilityPB> pbs) { if (UserFavorabilityList == null) { UserFavorabilityList = new List <UserFavorabilityVo>(); } foreach (var v in pbs) { // Debug.LogError(v); var vo = new UserFavorabilityVo(v); UserFavorabilityList.Add(vo); } }
public void SetData(UserFavorabilityVo vo) { if (jumpIndex != 0) { curIndex = jumpIndex; } else { curIndex = 0; } jumpIndex = 0; _userFavorabilityVo = vo; _rolename.text = GlobalData.FavorabilityMainModel.GetPlayerName(vo.Player); _level.text = vo.Level.ToString(); _cardlist = GlobalData.CardModel.UserCardList.FindAll(x => { return(x.CardVo.Player == vo.Player); }); _heartContainer.gameObject.SetActive(_cardlist.Count > 0); _heartBGContainer.gameObject.SetActive(_cardlist.Count > 0); //bug //没开放的卡牌或者那些没有配好感度数据的卡牌,出现异常的时候先直接给隐藏掉,换下一张! if (_cardlist.Count > 0) { //必须要一开始就设置好状态! SetIndexState(curIndex); SetCardData(_cardlist[curIndex]); _credit.gameObject.SetActive(true); } else { //空白的时候,什么都系都要默认为空白 _credit.gameObject.SetActive(false); _title.text = ""; _roleImage.texture = null; SetStateTran(false, false, true); SetIndexState(-1); } }
public void ShowHint(ReloadingVO vo, UserFavorabilityVo cur, ReloadingModel model, string bgImage = null) { _curRole = cur; _model = model; var clothHintTxt = _clothHint.GetText("Text"); if (vo.ItemType == DressUpTypePB.TypeClothes) { _lastOnClickCloth = vo; if (vo.IsGet == false) { _clothHint.gameObject.Show(); clothHintTxt.text = I18NManager.Get("Reloading_Hint1", vo.UnlockDesc); } else { _clothHint.gameObject.Hide(); clothHintTxt.text = ""; } PresonBGTexture(vo.ItemId.ToString()); } if (vo.ItemType == DressUpTypePB.TypeBackground) { _lastOnClickBackground = vo; if (vo.IsGet == false) { _clothHint.gameObject.Show(); clothHintTxt.text = I18NManager.Get("Reloading_Hint2", vo.UnlockDesc); } else { _clothHint.gameObject.Hide(); clothHintTxt.text = ""; } BGTexture(bgImage); } }
public override void SetData(params object[] paramsObjects) { if (paramsObjects.Length > 0) { if (paramsObjects[0] is string) { GlobalData.FavorabilityMainModel.CurrentRoleVo = GlobalData.FavorabilityMainModel.GetUserFavorabilityVo((int)paramsObjects[1]); switch ((string)paramsObjects[0]) { case "SendGift": CreatFavorabilityMain(); _favorabilityMainPanel.JumpTo((string)paramsObjects[0]); break; case "Voice": CreatFavorabilityMain(); _favorabilityMainPanel.IsCardJumpTo = true; _favorabilityMainPanel.JumpTo((string)paramsObjects[0]); break; } } else { RoleVo = (UserFavorabilityVo)paramsObjects[0]; GlobalData.FavorabilityMainModel.CurrentRoleVo = RoleVo; //当前角色Id _favorabilityEnternPanel = new FavorabilityEnternPanel(); _favorabilityEnternPanel.Init(this); _favorabilityEnternPanel.Show(0); } } else { if (_favorabilityEnternPanel == null) { _favorabilityEnternPanel = new FavorabilityEnternPanel(); _favorabilityEnternPanel.Init(this); _favorabilityEnternPanel.Show(0); } } }
public void SetData(UserFavorabilityVo vo) { _userFavorabilityVo = vo; _npcId = (int)vo.Player; _level.text = vo.Level.ToString(); var curNeedExp = GlobalData.FavorabilityMainModel.GetCurrentLevelExpNeed(vo.Level); var curShowNeedExp = GlobalData.FavorabilityMainModel.GetCurrentLevelRule(vo.Level).Exp; if (vo.Level == _maxLevel) { _progressText.text = GlobalData.FavorabilityMainModel.GetLastExp().ToString(); _progressBar.DeltaX = 0; _progressBar.ProgressY = 0; } else { _progressText.text = vo.ShowExp + "/" + curShowNeedExp; _progressBar.DeltaX = 0; _progressBar.ProgressY = (int)((float)vo.Exp / curNeedExp * 100); } _live2DGraphic.LoadAnimationById(vo.Apparel[0].ToString()); BGTexture(GlobalData.FavorabilityMainModel.GetBgImageName(vo.Apparel[1])); }
private void OnShowBattleIntroduction(int arg0) { Debug.Log("OnShowBattleIntroduction:" + arg0); VisitLevelVo vo = _curVisitChapterVo.GetVisitLevelVoById(arg0); //检测星缘解锁条件 if (vo.LevelExtra.CardId != 0 && GlobalData.CardModel.GetUserCardById(vo.LevelExtra.CardId) == null) //星缘 { VisitLevelPreUnlockCardWindow window = PopupManager.ShowWindow <VisitLevelPreUnlockCardWindow>("Visit/Prefabs/VisitLevelPreUnlockCardWindow", Container); window.Init(vo); return; } //检测好感度等级 if (vo.LevelExtra.Favorability != 0) { UserFavorabilityVo favorabilityVo = GlobalData.FavorabilityMainModel.GetUserFavorabilityVo((int)vo.NpcId); if (favorabilityVo != null && favorabilityVo.Level < vo.LevelExtra.Favorability) { ConfirmWindow win = PopupManager.ShowConfirmWindow(I18NManager.Get("Visit_Favorability_NoEnough_Tips", vo.LevelExtra.Favorability), null, I18NManager.Get("Common_Goto")); win.WindowActionCallback = evt => { if (evt == WindowEvent.Ok) { //var isOpen = GuideManager.IsOpen(ModulePB.Favorability, FunctionIDPB.FavorabilityView); //if (!isOpen) //{ // var msg = GuideManager.GetOpenConditionDesc(ModulePB.Favorability, FunctionIDPB.FavorabilityView); // FlowText.ShowMessage(msg); // return; //} ModuleManager.Instance.EnterModule(ModuleConfig.MODULE_FAVORABILITYMAIN, false, false, "SendGift", vo.NpcId); } }; return; } } if (vo.LevelType == LevelTypePB.Story) { int npcId = (int)_curVisitVo.NpcId; bool isShowLoaddown = CacheManager.IsVisitStoryItemLoaddown(npcId); if (!isShowLoaddown) { ModuleManager.Instance.EnterModule(ModuleConfig.MODULE_STORY, false, false, vo); } else { CacheManager.ClickVisitStoryItem(npcId, () => { ModuleManager.Instance.EnterModule(ModuleConfig.MODULE_STORY, false, false, vo); }, () => { ModuleManager.Instance.EnterModule(ModuleConfig.MODULE_STORY, false, false, vo); }); } return; } if (!GlobalData.CardModel.ContainsCardByNpcId(vo.NpcId)) { string name = Util.GetPlayerName(vo.NpcId); PopupManager.ShowAlertWindow(I18NManager.Get("Visit_LevelNoConditionCard", name)); return; } _battleIntroductionPopup = PopupManager.ShowWindow <VisitBattleIntroductionPopup>("Visit/Prefabs/VisitBattleIntroductionPopup"); _battleIntroductionPopup.Init(vo, _curVisitVo); _battleIntroductionPopup.MaskColor = new Color(0, 0, 0, 0.5f); // ClientData.CustomerSelectedLevel = level; }