private string GetEquipIcn(GameObject obj, uint petId, int num) { int result = PetLogic.CheckEquip(petId, num); if (result == 0) { return(""); } else if (result == 1 || result == 3) //满足等级-可装备或者可以合成 { NGUITools.FindChild(obj, "tips").SetActive(true); return("add2"); } else if (result == 2 || result == 4) { return("add"); } else { SysEquipVo equipVo = BaseDataMgr.instance.GetDataById <SysEquipVo>((uint)result); return(equipVo.icon.ToString()); } }
private bool CheckTips() { foreach (SysPet spet in PetLogic.SysPets) { if (PetLogic.CanOwn(spet)) { return(true); } } if (AllPets != null) { foreach (PPet pet in AllPets) { for (int i = 1; i < 7; i++) //检查装备 { int result = PetLogic.CheckEquip(pet.petId, i); if (result == 1 || result == 3) { return(true); } } if (PetLogic.CanEvolve(pet)) { return(true); } if (PetLogic.CanUpgrade(pet)) { return(true); } } } return(false); }
private void OnLeftButtonClick(GameObject obj) { if (currentEquip != null) { int need = PetLogic.CheckEquip(petId, equipPos); if (need == 1) //可装备 { PPet pet = Singleton<PetMode>.Instance.GetPetByPetId(petId); uint bagid = 0; foreach (PGoods goods in Singleton<GoodsMode>.Instance.GetEquipListInBag()) { if (goods.goodsId == currentEquip.id) { bagid = goods.id; break; } } Singleton<PetControl>.Instance.WearPetEquip(pet.id, equipPos, bagid); } else if (need == 2) //不可装备 { MessageManager.Show("需要幻兽等级:" + currentEquip.lvl.Replace("[","").Replace("]","")); }else if (need == 3 || need == 4 || need == 0) //合成或者获取途径 { if (!rightOpen) { OpenRigthPanel(); } }else if (need > 4) { CloseView(); } } }
private void SetEquipInfo(uint equipId) { SysEquipVo equipVo = BaseDataMgr.instance.GetDataById<SysEquipVo>(equipId); currentEquip = equipVo; if (currentEquip != null) { equipIcn.spriteName = equipVo.icon.ToString(); NGUITools.FindInChild<UISprite>(leftObj, "gradeicn").spriteName = "epz_" + equipVo.grade; NGUITools.FindInChild<UILabel>(leftObj, "labels/name").text = equipVo.name; NGUITools.FindInChild<UILabel>(leftObj, "labels/des").text = equipVo.desc; SetEquipProperty(equipVo); int num = Singleton<GoodsMode>.Instance.GetCountByGoodsId((uint)equipVo.id); NGUITools.FindInChild<UILabel>(leftObj, "labels/numvalue").text = num.ToString(); if (num == 0) { NGUITools.FindInChild<UILabel>(leftObj, "labels/numvalue").color = ColorConst.FONT_RED; } else { NGUITools.FindInChild<UILabel>(leftObj, "labels/numvalue").color = ColorConst.FONT_YELLOW; } int need = PetLogic.CheckEquip(petId, equipPos); if (need > 4) //已装备 { NGUITools.FindInChild<UILabel>(leftObj, "labels/level").text = "需要幻兽等级: " + equipVo.lvl.Replace("[","").Replace("]",""); NGUITools.FindInChild<UILabel>(leftObj, "labels/level").color = ColorConst.FONT_YELLOW; NGUITools.FindInChild<UILabel>(leftObj, "button/name").text = "确认"; } else if (need == 1) //可装备 { NGUITools.FindInChild<UILabel>(leftObj, "labels/level").text = "装备后将与幻兽绑定"; NGUITools.FindInChild<UILabel>(leftObj, "labels/level").color = ColorConst.FONT_YELLOW; NGUITools.FindInChild<UILabel>(leftObj, "button/name").text = "装备"; }else if (need == 2) //存在不可装备 { NGUITools.FindInChild<UILabel>(leftObj, "labels/level").text = "需要幻兽等级: " + equipVo.lvl.Replace("[", "").Replace("]", ""); NGUITools.FindInChild<UILabel>(leftObj, "labels/level").color = ColorConst.FONT_RED; NGUITools.FindInChild<UILabel>(leftObj, "button/name").text = "装备"; } else if (need == 3) //可合成可装备 { NGUITools.FindInChild<UILabel>(leftObj, "labels/level").text = "装备后将与幻兽绑定"; NGUITools.FindInChild<UILabel>(leftObj, "labels/level").color = ColorConst.FONT_YELLOW; NGUITools.FindInChild<UILabel>(leftObj, "button/name").text = "合成方式"; } else if(need ==4) //可合成不可装备 { NGUITools.FindInChild<UILabel>(leftObj, "labels/level").text = "需要幻兽等级: " + equipVo.lvl.Replace("[", "").Replace("]", ""); NGUITools.FindInChild<UILabel>(leftObj, "labels/level").color = ColorConst.FONT_RED; NGUITools.FindInChild<UILabel>(leftObj, "button/name").text = "合成方式"; }else if (need == 0) //不存在也不可合成 { PPet pet = Singleton<PetMode>.Instance.GetPetByPetId(petId); NGUITools.FindInChild<UILabel>(leftObj, "labels/level").text = "需要幻兽等级: " + equipVo.lvl.Replace("[", "").Replace("]", ""); int needlvl =int.Parse( equipVo.lvl.Replace("[", "").Replace("]", "")); if (needlvl > pet.lvl) { NGUITools.FindInChild<UILabel>(leftObj, "labels/level").color = ColorConst.FONT_RED; } else { NGUITools.FindInChild<UILabel>(leftObj, "labels/level").color = ColorConst.FONT_YELLOW; } //有合成途径 if (equipVo.material.Length > 4) { NGUITools.FindInChild<UILabel>(leftObj, "button/name").text = "合成方式"; } else //产出途径 { NGUITools.FindInChild<UILabel>(leftObj, "button/name").text = "获取途径"; } } } }
//设置宠物的装备信息 private void SetPetEquips(PPet pet) { for (int i = 0; i < equipObjs.Count; i++) { int equip = PetLogic.CheckEquip(pet.petId, i + 1); int need = PetLogic.GetNeedEquip(pet.petId, i + 1); SysEquipVo equipVo = BaseDataMgr.instance.GetDataById <SysEquipVo>((uint)need); UISprite sprite = NGUITools.FindInChild <UISprite>(equipObjs[i], "bicn"); sprite.spriteName = equipVo.icon.ToString(); if (equip <= 3) { //置灰 UIUtils.ChangeGrayShader(sprite, 15); NGUITools.FindChild(equipObjs[i], "label").SetActive(true); NGUITools.FindInChild <UISprite>(equipObjs[i], "gradeicn").spriteName = "tbk"; if (equip == 0) //不存在 { NGUITools.FindInChild <UILabel>(equipObjs[i], "label").text = "无装备"; NGUITools.FindInChild <UILabel>(equipObjs[i], "label").color = ColorConst.FONT_MILKWHITE; NGUITools.FindChild(equipObjs[i], "tipicn").SetActive(false); } else if (equip == 1) //存在可装备 { NGUITools.FindInChild <UILabel>(equipObjs[i], "label").text = "可装备"; NGUITools.FindInChild <UILabel>(equipObjs[i], "label").color = ColorConst.FONT_GREEN; NGUITools.FindChild(equipObjs[i], "tipicn").SetActive(true); NGUITools.FindInChild <UISprite>(equipObjs[i], "tipicn").spriteName = "add2"; } else if (equip == 2) //存在不可装备 { NGUITools.FindInChild <UILabel>(equipObjs[i], "label").text = "未装备"; NGUITools.FindInChild <UILabel>(equipObjs[i], "label").color = ColorConst.FONT_MILKWHITE; NGUITools.FindChild(equipObjs[i], "tipicn").SetActive(true); NGUITools.FindInChild <UISprite>(equipObjs[i], "tipicn").spriteName = "add"; } else if (equip == 3) //可合成可装备 { NGUITools.FindInChild <UILabel>(equipObjs[i], "label").text = "可合成"; NGUITools.FindInChild <UILabel>(equipObjs[i], "label").color = ColorConst.FONT_GREEN; NGUITools.FindChild(equipObjs[i], "tipicn").SetActive(true); NGUITools.FindInChild <UISprite>(equipObjs[i], "tipicn").spriteName = "add2"; } else if (equip == 4) //可合成不可装备 { NGUITools.FindInChild <UILabel>(equipObjs[i], "label").text = "可合成"; NGUITools.FindInChild <UILabel>(equipObjs[i], "label").color = ColorConst.FONT_MILKWHITE; NGUITools.FindChild(equipObjs[i], "tipicn").SetActive(true); NGUITools.FindInChild <UISprite>(equipObjs[i], "tipicn").spriteName = "add"; } } else { UIUtils.ChangeNormalShader(sprite, 14); NGUITools.FindChild(equipObjs[i], "label").SetActive(false); NGUITools.FindChild(equipObjs[i], "tipicn").SetActive(false); NGUITools.FindInChild <UISprite>(equipObjs[i], "gradeicn").spriteName = "epz_" + equipVo.grade; } } if (PetLogic.CanUpgrade(currentPPet)) { //装备已经满了 NGUITools.FindChild(gameObject, "info/function/upgrade/highlight").SetActive(true); NGUITools.FindInChild <TweenAlpha>(gameObject, "info/function/upgrade/highlight").enabled = true; } else { NGUITools.FindChild(gameObject, "info/function/upgrade/highlight").SetActive(false); NGUITools.FindInChild <TweenAlpha>(gameObject, "info/function/upgrade/highlight").enabled = false; } if (PetLogic.CanEvolve(currentPPet)) { NGUITools.FindChild(gameObject, "info/function/evolve/highlight").SetActive(true); NGUITools.FindInChild <TweenAlpha>(gameObject, "info/function/evolve/highlight").enabled = true; } else { NGUITools.FindChild(gameObject, "info/function/evolve/highlight").SetActive(false); NGUITools.FindInChild <TweenAlpha>(gameObject, "info/function/evolve/highlight").enabled = false; } }