//设置装备技能 public void SetEquipBoxingList(ref RoleData r) { for (int i = 0; i < pop.activeArr.Length; i++) { pop.activeArr[i].RestEquipEmpty(i + 1); } for (int i = 0; i < pop.passiveArr.Length; i++) { pop.passiveArr[i].RestEquipEmpty(i + 6); } if (r.boxingList != null && r.boxingList.Count > 0) { for (int i = 0; i < r.boxingList.Count; i++) { BoxingEquipData v = r.boxingList[i]; int pos = r.boxingList[i].position; Debug.Log(v.viewdata.data.csv_id + "pos" + r.boxingList[i].position); if (pos <= 5) { pop.activeArr[pos - 1].InitData(v, pos); } else { pop.passiveArr[pos - 6].InitData(v, pos); } } } }
public void RestEquipEmpty(int i) { equip = new BoxingEquipData(); equip.position = i; data = null; icon.spriteName = ""; kuang.spriteName = ""; SetFous(false); this.name = "None"; }
public void InitData(BoxingEquipData e, int p, bool click = true) { equip = e; data = e.viewdata; isClick = click; SetFous(false); if (data.data != null && data.data.levelData != null) { SetUnlock(); this.name = data.sort.ToString(); type = data.data.levelData.skill_type; SetBgQuality(data.data.levelData.quality); icon.spriteName = data.data.levelData.skill_icon.ToString(); SetType(data.data.levelData.skill_type); } else { RestEmpty(); } }
public void InitBoxingListCallback(C2sSprotoType.kungfu.response resp) { //用户拳法表 if (resp.k_list != null) { for (int i = 0; i < resp.k_list.Count; i++) { int id = (int)resp.k_list[i].csv_id; C2sSprotoType.kungfu_content c = resp.k_list[i]; Debug.Log("id" + resp.k_list[i].csv_id + "num" + resp.k_list[i].k_sp_num + "level" + resp.k_list[i].k_level); if (UserManager.Instance.boxTable.Contains(id)) { BoxingViewData v = UserManager.Instance.boxTable[id] as BoxingViewData; v.level = (int)c.k_level; v.frag_num = (int)c.k_sp_num; v.type = (int)c.k_type; int levelid = (1000 * v.data.csv_id) + v.level; v.data.levelData = GameShared.Instance.GetBoxingLevelById(levelid); v.sort = GetSort(v); UserManager.Instance.boxTable[v.data.csv_id] = v; } else { BoxingViewData v = new BoxingViewData(); v.level = (int)c.k_level; v.frag_num = (int)c.k_sp_num; v.type = (int)c.k_type; v.data = GameShared.Instance.GetBoxingById((int)c.csv_id); int levelid = (1000 * v.data.csv_id) + v.level; v.sort = GetSort(v); v.data.levelData = GameShared.Instance.GetBoxingLevelById(levelid); UserManager.Instance.boxTable.Add(id, v); } } } //用户角色表 if (resp.role_kid_list != null) { roleList = new List <RoleData>(); for (int i = 0; i < resp.role_kid_list.Count; i++) { int id = (int)resp.role_kid_list[i].r_csv_id; C2sSprotoType.kungfu_role_list c = resp.role_kid_list[i]; Debug.Log(c.r_csv_id); RoleData r = UserManager.Instance.GetRoleById((int)c.r_csv_id); if (r != null && resp.role_kid_list[i].pos_list != null) { r.boxingList = new List <BoxingEquipData>(); for (int j = 0; j < c.pos_list.Count; j++) { int dd = (int)c.pos_list[j].k_csv_id / 1000; Debug.Log("roleid" + resp.role_kid_list[i].r_csv_id + "boxid" + c.pos_list[j].k_csv_id + "pos" + c.pos_list[j].position); BoxingViewData b = UserManager.Instance.GetBoxingById(dd); BoxingEquipData eq = new BoxingEquipData(); eq.viewdata = b; eq.position = (int)c.pos_list[j].position; r.boxingList.Add(eq); } } roleList.Add(r); } } if (pop != null && roleList != null) { RoleListCallBack(ref roleList); SetBoxingList(); SetEquipBoxingList(ref pop.curRoleView.data); } else { Debug.Log("用户空"); } }