예제 #1
0
    public void Init(BattleEndCreature creature)
    {
        m_Creature = creature;
        m_InitTime = Time.time;
        if (m_DungeonHero == null)
        {
            m_DungeonHero = NGUITools.AddChild(m_HeroIndicator, m_DungeonHeroPrefab).GetComponent <DungeonHero>();
        }

        m_DungeonHero.Init(creature);

        m_TotalProgressValue        = m_Creature.AddExp;
        m_ProgressExp.numberOfSteps = LevelInfoManager.Instance.GetCharacterExpMax(m_Creature.Level);
        m_ProgressCurrentValue      = m_Creature.Exp;
        m_ProgressExp.value         = (float)m_ProgressCurrentValue / m_ProgressExp.numberOfSteps;
        m_LabelLevelUP.gameObject.SetActive(false);

        m_ProgressFinalValue = m_Creature.Creature.Exp;
        m_LabelExp.text      = Localization.Format("AddExp", m_Creature.AddExp);

        if (m_Creature.IsLevelUp && m_ProgressCurrentValue <= m_ProgressFinalValue)
        {
            m_ProgressCurrentValue = m_ProgressFinalValue + 1;
        }
        gameObject.SetActive(true);
    }
예제 #2
0
    public BattleEndCreature UpdateExp(pd_CreatureExpAddInfo exp_add_info)
    {
        BattleEndCreature param = new BattleEndCreature(this);

        if (exp_add_info == null)
        {
            return(param);
        }

        param.AddExp = exp_add_info.add_creature_exp;

        if (exp_add_info.creature_level > Level)
        {
            param.IsLevelUp = true;
        }

        // apply
        Level = exp_add_info.creature_level;
        Exp   = exp_add_info.creature_exp;

        if (param.IsLevelUp)
        {
            CalculateStat();
            CreatureManager.Instance.SetSort();
        }

        return(param);
    }
예제 #3
0
    public void Init(BattleEndCreature creature)
    {
        Creature     = creature.Creature;
        CreatureInfo = null;

        InitInternal(creature.Creature.Info, creature.Creature.Grade, creature.Creature.GetLevelText(), creature.Creature.GetEnchantText(), creature.Creature.Info.ShowAttackType, true);

        m_toggle.value = false;
        gameObject.SetActive(true);
        m_Recommend.gameObject.SetActive(false);
    }