public bool OnSortCondion(CSItem item)
    {
        // 如果不可强化 则不显示出来
        if (!item.IsStengthen())
        {
            return(true);
        }

        return(false);
    }
예제 #2
0
    // 更新信息
    void UpdateInfo()
    {
        CSItem card = CardBag.Singleton.m_cardForDetail;

        if (null == card)
        {
            return;
        }

        // 如果卡牌ID为0则 是用预览卡牌(不是背包里的卡牌) 此时 加到最爱 进化 强化等按钮不显示
        if (CardBag.Singleton.m_curOptinGuid.Equals(CSItemGuid.Zero))
        {
            m_levelUpBtn.gameObject.SetActive(false);

            m_evolutionBtn.gameObject.SetActive(false);

            m_breachBtn.gameObject.SetActive(false);
        }
        else
        {
            m_levelUpBtn.gameObject.SetActive(card.IsStengthen());

            m_evolutionBtn.gameObject.SetActive(card.IsEvlotion());

            m_breachBtn.gameObject.SetActive(true);
        }
        m_grid.Reposition();
        AddModel(card, m_model);
        HeroInfo heroInfo = GameTable.HeroInfoTableAsset.Lookup(card.IDInTable);

        if (null == heroInfo)
        {
            Debug.LogWarning("heroInfo == NULL heroInfo cardID:" + card.IDInTable);
            return;
        }

        m_cardPanel.Update(card.IDInTable);

        IconInfomation iconInfo       = GameTable.IconInfoTableAsset.Lookup(heroInfo.ImageId);
        OccupationInfo occupationInfo = GameTable.OccupationInfoAsset.LookUp(heroInfo.Occupation);
        RaceInfo       raceInfo       = GameTable.RaceInfoTableAsset.LookUp(heroInfo.Type);

//        LevelUpInfo levelupInfo         = GameTable.LevelUpTableAsset.LookUp(card.Level);
        m_cost.text       = "" + heroInfo.Cost;
        m_phyAttack.text  = "" + (int)card.GetPhyAttack();
        m_magAttack.text  = "" + (int)card.GetMagAttack();
        m_hp.text         = "" + (int)card.GetHp();
        m_occupation.text = occupationInfo.m_name;
        m_type.text       = raceInfo.m_name;
        m_curLevel.text   = "" + card.Level;
        m_maxLevel.GetComponent <UILabel>().text = card.GetMaxLevel().ToString();

        IconInfomation icon = GameTable.IconInfoTableAsset.Lookup(occupationInfo.m_iconId);

        m_occTexture.GetComponent <UITexture>().mainTexture = PoolManager.Singleton.LoadIcon <Texture>(icon.dirName);
        icon = GameTable.IconInfoTableAsset.Lookup(raceInfo.m_iconId);
        m_raceTexture.GetComponent <UITexture>().mainTexture = PoolManager.Singleton.LoadIcon <Texture>(icon.dirName);

        // 段位升级
        UpdateDanData(card.BreakCounts);

        foreach (UICardDetailSkillItem item in m_skillList)
        {
            if (null != item)
            {
                item.HideWindow();
            }
        }

        foreach (UICardDetailSkillItem item in m_passvieSkillList)
        {
            if (null != item)
            {
                item.HideWindow();
            }
        }

        int        i           = 0;
        List <int> skillIDList = heroInfo.GetAllSkillIDList();

        foreach (int skillId in skillIDList)
        {
            if (0 != heroInfo.NormalSkillIDList.Find(item => item == skillId))
            {
                continue;
            }
            SkillInfo skillInfo = GameTable.SkillTableAsset.Lookup(skillId);
            if (null == skillInfo)
            {
                continue;
            }

            // 普通技能才被列入
            if (skillInfo.SkillType != 0)
            {
                continue;
            }
            iconInfo = GameTable.IconInfoTableAsset.Lookup(skillInfo.Icon);

            if (null == iconInfo)
            {
                continue;
            }
            if (i < m_skillList.Length)
            {
                UICardDetailSkillItem item = m_skillList[i];
                if (null == item)
                {
                    item           = UICardDetailSkillItem.Create();
                    m_skillList[i] = item;
                    item.SetParent(m_skillParent.transform);
                    item.SetPressCallbacked(OnShowTips);
                    item.SetClickCallbacked(OnHideTips);
                }

                item.ShowWindow();
                item.Update(skillId);
                i++;
            }
        }

        m_skillParent.GetComponent <UIGrid>().Reposition();

        i = 0;
        bool bNone = true;

        foreach (int skillId in heroInfo.PassiveSkillIDList)
        {
            SkillInfo skillInfo = GameTable.SkillTableAsset.Lookup(skillId);
            if (null == skillInfo)
            {
                continue;
            }
            iconInfo = GameTable.IconInfoTableAsset.Lookup(skillInfo.Icon);
            if (null == iconInfo)
            {
                continue;
            }
            if (i >= m_passvieSkillList.Length)
            {
                continue;
            }

            bNone = false;

            UICardDetailSkillItem item = m_passvieSkillList[i];
            if (null == item)
            {
                item = UICardDetailSkillItem.Create();
                m_passvieSkillList[i] = item;
                item.SetParent(m_passiveSkillParent.transform);

                item.SetPressCallbacked(OnShowTips);
                item.SetClickCallbacked(OnHideTips);
            }

            item.ShowWindow();
            item.Update(skillId);
            i++;
        }

        m_passiveSkillParent.GetComponent <UIGrid>().Reposition();
        m_skillNoneLabel.gameObject.SetActive(bNone);
    }
예제 #3
0
    // 更新选项界面
    void UpdateOption()
    {
        m_option.gameObject.SetActive(true);

        CSItem card = CardBag.Singleton.GetCardByGuid(CardBag.Singleton.m_curOptinGuid);

        HeroInfo hero = GameTable.HeroInfoTableAsset.Lookup(card.IDInTable);

        IconInfomation icon = GameTable.IconInfoTableAsset.Lookup(hero.headImageId);

        RaceInfo race = GameTable.RaceInfoTableAsset.LookUp(hero.Type);

        OccupationInfo occupationInfo = GameTable.OccupationInfoAsset.LookUp(hero.Occupation);

        RarityRelativeInfo rarityInfo = GameTable.RarityRelativeAsset.LookUp(hero.Rarity);

        IconInfomation rarityIconInfo = GameTable.IconInfoTableAsset.Lookup(rarityInfo.m_iconId);

        //设置角色头像图片
        m_cardInfoMain.mainTexture = PoolManager.Singleton.LoadIcon <Texture>(icon.dirName);

        //设置星级图标
        m_rarityTexture.mainTexture = PoolManager.Singleton.LoadIcon <Texture>(rarityIconInfo.dirName);
        //设置种族图标
        IconInfomation raceIcon = GameTable.IconInfoTableAsset.Lookup(race.m_iconId);

        m_cardInfoRace.mainTexture = PoolManager.Singleton.LoadIcon <Texture>(raceIcon.dirName);
        //设置职业图标
        IconInfomation occIcon = GameTable.IconInfoTableAsset.Lookup(occupationInfo.m_iconId);

        m_cardInfoOccupation.mainTexture = PoolManager.Singleton.LoadIcon <Texture>(occIcon.dirName);

        m_optionName.text      = hero.StrName;
        m_optionLevel.text     = Localization.Get("CardLevel") + card.Level;
        m_opInfoOp.text        = occupationInfo.m_name;
        m_optionHp.text        = "" + card.GetHp();
        m_optionMagAttack.text = "" + card.GetMagAttack();
        m_optionPhyAttack.text = "" + card.GetPhyAttack();
        m_optionRace.text      = race.m_name;

        //根据是否为最爱 决定按钮显示 图片和头像图标显示
        if (card.Love)
        {
            //button 按钮换图片
            WorldParamInfo worldInfo = GameTable.WorldParamTableAsset.Lookup((int)ENWorldParamIndex.enCancelLoveImageName);
            m_joinLoveSprite.spriteName = worldInfo.StringTypeValue;
            //显示最爱图标
            m_cardInfoLove.gameObject.SetActive(true);
        }
        else
        {
            //button 按钮换图片
            WorldParamInfo worldInfo = GameTable.WorldParamTableAsset.Lookup((int)ENWorldParamIndex.enJoinLoveImageName);
            m_joinLoveSprite.spriteName = worldInfo.StringTypeValue;
            //隐藏最爱图标
            m_cardInfoLove.gameObject.SetActive(false);
        }

        // 可强化
        if (card.IsStengthen())
        {
            m_stengThen.isEnabled = true;
        }
        else
        {
            m_stengThen.isEnabled = false;
        }

        //设置素材卡牌
        GradeUpRequireInfo gradeInfo = GameTable.gradeUpRequireAsset.Lookup(card.m_id);

        if (null == gradeInfo)
        {
            return;
        }

        // 是否达到进化所需等级
        if (card.IsEvlotion() && card.BreakCounts < gradeInfo.GradeUpTime)
        {
            m_evlotion.isEnabled = true;
        }
        else
        {
            m_evlotion.isEnabled = false;
        }


        //是否是代表卡
        m_deputyLabel.gameObject.SetActive(false);
        m_chosenLable.gameObject.SetActive(false);
        if (User.Singleton.RepresentativeCard == CardBag.Singleton.m_curOptinGuid)
        {
            m_deputyLabel.gameObject.SetActive(true);
        }
        else
        {
            if (Team.Singleton.IsCardInTeam(CardBag.Singleton.m_curOptinGuid))
            {
                m_chosenLable.gameObject.SetActive(true);
            }
        }


        //判断是否可以段位升级(待设定)
    }