public string GetData(string typeName) { if (CObjectManager.Instance.getPlayerMySelf() == null) { return(""); } CCharacterData pCharData = CObjectManager.Instance.getPlayerMySelf().GetCharacterData(); if (typeName == "LEVEL") //等级 { return(pCharData.Get_Level().ToString()); } else if (typeName == "HP") //生命值 { return(pCharData.Get_HP().ToString()); } else if (typeName == "MP") //魔法值 { return(pCharData.Get_MP().ToString()); } else if (typeName == "MENPAI") //门派 { return(pCharData.Get_MenPai().ToString()); } else if (typeName == "AMBIT") //境界名称 { return(pCharData.Get_Ambit().ToString()); } else if (typeName == "PORTRAIT") //头像 { //得到玩家和自己的头像 string pImageName = ""; //打开生物定义表 _DBC_CHAR_FACE pFaceImage = CDataBaseSystem.Instance.GetDataBase <_DBC_CHAR_FACE>((int)DataBaseStruct.DBC_CHAR_FACE).Search_Index_EQU(pCharData.Get_PortraitID()); if (pFaceImage != null) { pImageName = pFaceImage.pImageSetName; } //else // 默认状态不显示头像图标, 头像图标显示空 //{ // pFaceImage = (const _DBC_CHAR_FACE*)(s_pFaceImageDBC->Search_LineNum_EQU(0)); // pImageName = pFaceImage->pImageSetName; //}// return(pImageName); } else if (typeName == "STR") //力量 力量 金 { //基础值 return((pCharData.Get_STR() - pCharData.Get_BringSTR()).ToString()); } else if (typeName == "SPR") //灵气 灵力 木 { return((pCharData.Get_SPR() - pCharData.Get_BringSPR()).ToString()); } else if (typeName == "CON") //体制 体制 水 { return((pCharData.Get_CON() - pCharData.Get_BringCON()).ToString()); } else if (typeName == "INT") //定力 智力 火 { return((pCharData.Get_INT() - pCharData.Get_BringINT()).ToString()); } else if (typeName == "DEX") //身法 敏捷 土 { return((pCharData.Get_DEX() - pCharData.Get_BringDEX()).ToString()); } else if (typeName == "BRING_STR") { return(pCharData.Get_BringSTR().ToString()); } else if (typeName == "BRING_SPR") { return(pCharData.Get_BringSPR().ToString()); } else if (typeName == "BRING_CON") { return(pCharData.Get_BringCON().ToString()); } else if (typeName == "BRING_INT") { return(pCharData.Get_BringINT().ToString()); } else if (typeName == "BRING_DEX") { return(pCharData.Get_BringDEX().ToString()); } else if (typeName == "ATT_PHYSICS") //物理攻击力 { return(pCharData.Get_AttPhysics().ToString()); } else if (typeName == "ATT_MAGIC") // 魔法攻击力 [7/16/2011 ivan edit] { return(pCharData.Get_AttMagic().ToString()); } else if (typeName == "DEF_PHYSICS") //物理防御力 { return(pCharData.Get_DefPhysics().ToString()); } else if (typeName == "DEF_MAGIC") //魔法防御力 { return(pCharData.Get_DefMagic().ToString()); } else if (typeName == "HIT") //命中率 { return(pCharData.Get_Hit().ToString()); } else if (typeName == "MISS") //闪避率 { return(pCharData.Get_Miss().ToString()); } else if (typeName == "CRITRATE") //会心率 { return(pCharData.Get_CritRate().ToString()); } else if (typeName == "DEFCRITRATE") // 会心防御 [12/24/2010 ivan edit] { return(pCharData.Get_DefCritRate().ToString()); } else if (typeName == "MAXHP") //最大生命值 { return(pCharData.Get_MaxHP().ToString()); } else if (typeName == "MAXMP") //最大魔法值 { return(pCharData.Get_MaxMP().ToString()); } return("0"); }