private void SetUI() { MyHead.SprBearBg.gameObject.SetActive(false); MyHead.SprDestroy.gameObject.SetActive(false); if (m_ShipBuildType == ShipBuildType.BuildRoom) { if (m_WareHouse.Count == 0) { return; } BuildInfo roomBuild = m_WareHouse[0]; if (roomBuild != null) { NGUIUtil.Set2DSprite(MyHead.SprItem, "Textures/room/", roomBuild.BuildType.ToString()); NGUIUtil.SetLableText <int>(MyHead.LblNumber, m_WareHouse.Count); NGUIUtil.SetLableText <int>(MyHead.LblLevel, level); //白绿蓝紫橙 NGUIUtil.SetSprite(MyHead.SprQuality, ConfigM.GetBigQuality(quality)); SetSmallQuality(MyHead.LblSmallQuality, quality); NGUIUtil.Set2DSprite(MyHead.Shape, "Textures/shape/", "shape" + roomBuild.m_Shape.shape.ToString()); NGUIUtil.SetStarLevelNum(MyHead.SprsStar, roomBuild.StarLevel); MyHead.LblBearPts.text = roomBuild.m_bear.ToString(); if (m_bIsBattle) { NGUIUtil.SetStarHidden(MyHead.SprsStar, roomBuild.StarLevel); } } } else { if (m_iItemType == 2) { //设定血条 //MyHead.SprHP.fillAmount = NGUIUtil.SetActive(MyHead.SprHP.gameObject, true); } HiddenTrapNumLabel(); if (Soldier == null) { return; } MyHead.Shape.gameObject.SetActive(false); NGUIUtil.Set2DSprite(MyHead.SprItem, "Textures/role/", Soldier.SoldierTypeID.ToString()); NGUIUtil.SetLableText <int>(MyHead.LblLevel, Soldier.Level); NGUIUtil.SetSprite(MyHead.SprQuality, ConfigM.GetBigQuality(Soldier.Quality)); NGUIUtil.SetSprite(MyHead.SprQualityBg, ConfigM.GetBigQuality(Soldier.Quality)); SetSmallQuality(MyHead.LblSmallQuality, Soldier.Quality); NGUIUtil.SetStarLevelNum(MyHead.SprsStar, Soldier.StarLevel); MyHead.LblDestroyPts.text = Soldier.m_concussion.ToString(); if (m_bIsBattle) { NGUIUtil.SetStarHidden(MyHead.SprsStar, Soldier.StarLevel); } } }
public void SetNewSkill(SoldierInfo curInfo, SoldierInfo preInfo) { int CurSmallQuality = ConfigM.GetSmallQuality(curInfo.Quality); int CurBigQuality = ConfigM.GetBigQuality(curInfo.Quality); int PreSmallQuality = ConfigM.GetSmallQuality(preInfo.Quality); int PreBigQuality = ConfigM.GetBigQuality(preInfo.Quality); if (CurSmallQuality == 0 && CurBigQuality > PreBigQuality) { MyHead.GoShowNewSkill.SetActive(true); int skillIndex = ConfigM.GetEnableSkill(curInfo.Quality); SoldierSkill info = curInfo.m_Skill.GetSkill(skillIndex); if (info != null) { MyHead.GoShowNewSkill.SetActive(true); NGUIUtil.Set2DSprite(MyHead.Spr2DSkillIcon, "Textures/skill/", info.m_type.ToString()); MyHead.LblSkillDes.text = info.m_description1; } else { MyHead.GoShowNewSkill.SetActive(false); } } else { MyHead.GoShowNewSkill.SetActive(false); } }
private void SetUI(bool isFirstLoad = false) { //设置角色的类型(力量0、敏捷1、智力2) MyHead.SprType.spriteName = string.Format("icon00{0}", m_soldierInfo.m_main_proerty + 1); MyHead.LblSmallQuality.text = NGUIUtil.GetSmallQualityStr(m_soldierInfo.Quality); MyHead.LblSoldierName.text = NGUIUtil.GetBigQualityName(m_soldierInfo.m_name, m_soldierInfo.Quality); //设置角色名称 NGUIUtil.SetLableTextByKey <string>(MyHead.LblLocation, (10000146 + m_soldierInfo.m_loaction - 1).ToString()); NGUIUtil.SetStarLevelNum(MyHead.SprStars, m_soldierInfo.StarLevel); NGUIUtil.SetSprite(MyHead.SprHeadQuality, ConfigM.GetBigQuality(m_soldierInfo.Quality).ToString()); Create3DSoldier(); GetEquimments(); MyHead.LblLevel.text = m_soldierInfo.Level.ToString(); //设置角色等级 SetExp(); MyHead.LblCombatPower.text = m_soldierInfo.m_combat_power.ToString(); //设置战斗力 SetSoulPercentage(); if (!isFirstLoad) { LoadCurrentToggle1(); } }
private void SetUI() { if (MyHead.Spr2dIcon != null) { NGUIUtil.Set2DSprite(MyHead.Spr2dIcon, "Textures/item/", m_ItemInfo.m_Icon.ToString()); } //设置物品品阶 if (MyHead.SprQuality != null) { NGUIUtil.SetSprite(MyHead.SprQuality, ConfigM.GetBigQuality(m_ItemInfo.m_Quality).ToString()); } if (m_ItemInfo.m_type == ItemType.LingHunShi) { AddGetWay(); } else if (m_ItemInfo.m_type == ItemType.JuanZhou) { AddCouldEquip(); AddGetWay(); } else if (m_ItemInfo.m_type == ItemType.Lingjian) { AddGetWay(); } else { AddCouldEquip(); AddCouldEquipHero(); AddGetWay(); } StartCoroutine(RepositionFinish(2)); }
public void SetRewardItem(int buildtype, int num) { m_iItemID = buildtype; sdata.s_itemtypeInfo Info = ItemM.GetItemInfo(m_iItemID); if (Info == null) { Debug.Log("不存在该物品:" + buildtype); } else { int quality = ConfigM.GetBigQuality(Info.quality); SetHead(Info.gtype, Info.icon, Info.gid); if (MyHead.SprQuality != null) { MyHead.SprQuality.spriteName = quality.ToString(); } if (MyHead.NumLabel != null) { if (num > 0) { MyHead.NumLabel.text = num.ToString(); } else { MyHead.NumLabel.text = ""; } } } }
/// <summary> /// 设置 角色名称 + 彩色品质等级 /// </summary> /// <param name="name">角色名称 s_soldierType</param> /// <param name="quality">角色品质 d_soldier</param> public void SetNameLevel(string name, int quality) { int bigLevel = ConfigM.GetBigQuality(quality); NGUIUtil.SetLableText <string>(MyHead.LblNameLevel, NGUIUtil.GetBigQualityName(name, quality)); NGUIUtil.SetSpriteGray(MyHead.SprQualityBg, bigLevel.ToString()); }
public void SetName(string name, int quality) { int bigLevel = ConfigM.GetBigQuality(quality); MyHead.LblTrapQuality.text = NGUIUtil.GetSmallQualityStr(quality); NGUIUtil.SetLableText <string>(MyHead.LblTrapName, NGUIUtil.GetBigQualityName(name, quality)); NGUIUtil.SetSprite(MyHead.SprQuality, bigLevel.ToString()); }
public static string GetBigQualityName(string strName, int Quality) { int bigLevel = ConfigM.GetBigQuality(Quality); string color = NGUIUtil.GetBigQualityColor(bigLevel); return(color + strName + "[-]"); }
void SetSoldierQuality(int quality) { int bigLevel = ConfigM.GetBigQuality(quality); MyHead.LblSmallQuality.text = NGUIUtil.GetSmallQualityStr(quality); NGUIUtil.SetSprite(MyHead.SpriBigQuality, bigLevel.ToString()); NGUIUtil.SetSprite(MyHead.SprRolePhotoBg, bigLevel.ToString()); }
private void SetUI() { NGUIUtil.Set2DSprite(MyHead.Spr2DItemIcon, "Textures/item/", m_itemInfo.icon.ToString()); NGUIUtil.SetLableText <string>(MyHead.LblItemName, m_itemInfo.name); NGUIUtil.SetSprite(MyHead.SprItemQuality, ConfigM.GetBigQuality(m_itemInfo.quality).ToString()); ShowLblItemCount(); AddItemComeFrom(); }
/// <summary> /// 设置 角色名称 + 彩色品质等级 + 设置角色品质框(背景) + 战斗力 /// </summary> /// <param name="name">角色名称 s_soldierType</param> /// <param name="quality">角色品质 d_soldier</param> public void SetNameLevel(string name, int quality) { int bigLevel = ConfigM.GetBigQuality(quality); NGUIUtil.SetLableText <string>(MyHead.LblSamllQuality, NGUIUtil.GetSmallQualityStr(quality)); NGUIUtil.SetLableText <string>(MyHead.LblNameLevel, NGUIUtil.GetBigQualityName(name, quality)); NGUIUtil.SetSprite(MyHead.SprQuality, bigLevel.ToString()); NGUIUtil.SetSprite(MyHead.SprQualityBg, bigLevel.ToString()); NGUIUtil.SetSprite(MyHead.SprTrapPhotoBg, bigLevel.ToString()); }
void SetUI(ref List <int> listUsedItem) { s_itemtypeInfo info = ItemM.GetItemInfo(m_itemTypeID); if (info != null) { NGUIUtil.Set2DSprite(Spr2dEquipIcon, "Textures/item/", info.icon.ToString()); int quality = ConfigM.GetBigQuality(info.quality); NGUIUtil.SetSprite(SprEquipQuality, quality.ToString()); } else { NGUIUtil.DebugLog(" ItemM.GetItemInfo " + m_itemTypeID.ToString() + " not found!"); return; } //设置装备总数量和合成所需的数量 int totalCount = ItemDC.GetItemCount(m_itemTypeID); int countUsed = listUsedItem.Count; if (totalCount > 0) { int nCountTemp = totalCount; int nCnt = 0; for (nCnt = 0; nCnt < countUsed; nCnt++) { if (listUsedItem[nCnt] == m_itemTypeID) { nCountTemp--; if (nCountTemp == 0) { break; } } } for (nCnt = 0; nCnt < m_iNeedNum; nCnt++) { listUsedItem.Add(m_itemTypeID); } if (nCountTemp < m_iNeedNum) { totalCount = nCountTemp; } } string numText = ""; if (totalCount >= m_iNeedNum) { numText = string.Format("[FFFFFF]{0}/{1}[-]", totalCount, m_iNeedNum); } else { numText = string.Format("[FF0000]{0}/{1}[-]", totalCount, m_iNeedNum); } NGUIUtil.SetLableText <string>(LblNum, numText); }
/// <summary> /// 设置 角色名称 + 彩色品质等级 + 设置角色品质框(背景) + 战斗力 /// </summary> /// <param name="name">角色名称 s_soldierType</param> /// <param name="quality">角色品质 d_soldier</param> public void SetNameLevel(string name, int quality) { int bigLevel = ConfigM.GetBigQuality(quality); MyHead.LblBigQuality.text = NGUIUtil.GetSmallQualityStr(quality); NGUIUtil.SetLableText <string>(MyHead.LblNameLevel, NGUIUtil.GetBigQualityName(name, quality)); NGUIUtil.SetSprite(MyHead.SprQuality, bigLevel.ToString()); NGUIUtil.SetSprite(MyHead.SprHeadBigQualityBg, bigLevel.ToString()); NGUIUtil.SetSprite(MyHead.SprQualityBg, bigLevel.ToString()); NGUIUtil.SetLableText <string>(MyHead.LblZhanDouLi, string.Format("{0}", Info.m_combat_power)); }
public void SetItem(ItemTypeInfo item) { SprItemQuality.spriteName = ConfigM.GetBigQuality(item.m_Quality).ToString(); NGUIUtil.Set2DSprite(Spr2DItem, "Textures/item/", item.m_Icon.ToString()); if (item.m_func == "Item_AddWood") { LblItemName.text = string.Format(NGUIUtil.GetStringByKey(10000178) + NGUIUtil.GetStringByKey(70000182), item.m_args, item.Num); } else if (item.m_func == "Item_AddCrystal") { LblItemName.text = string.Format(NGUIUtil.GetStringByKey(10000177) + NGUIUtil.GetStringByKey(70000182), item.m_args, item.Num); } }
private void SetUI() { MyHead.LblItemName.text = m_soldierInfo.m_name; int bigLevel = ConfigM.GetBigQuality(m_soldierInfo.Quality); MyHead.LblQualityPlus.text = NGUIUtil.GetSmallQualityStr(m_soldierInfo.Quality); NGUIUtil.Set2DSprite(MyHead.SprItemIco, "Textures/role/", m_soldierInfo.SoldierTypeID.ToString()); NGUIUtil.SetSprite(MyHead.SprItemQuality, bigLevel.ToString()); NGUIUtil.SetSprite(MyHead.SprQualityBg, bigLevel.ToString()); }
public static string GetSmallQualityStr(int Quality) { int bigLevel = ConfigM.GetBigQuality(Quality); int smallLevel = ConfigM.GetSmallQuality(Quality); string color = NGUIUtil.GetBigQualityColor(bigLevel); string smallQuality = ""; if (smallLevel > 0) { smallQuality = color + "+" + smallLevel.ToString() + "[-]"; } return(smallQuality); }
/// <summary> /// 设置 角色名称 + 彩色品质等级. /// </summary> /// <param name="name">角色名称 s_soldierType</param> /// <param name="quality">角色品质 d_soldier</param> public void SetNameLevel(string name, int quality) { int bigLevel = ConfigM.GetBigQuality(quality); NGUIUtil.SetLableText <string>(MyHead.LblNameLevel, NGUIUtil.GetBigQualityName(name, quality)); MyHead.LblSmallQuality.text = NGUIUtil.GetSmallQualityStr(quality); NGUIUtil.SetLableText <string>(MyHead.LblLv, Info.Level.ToString()); NGUIUtil.SetSprite(MyHead.SprQuality, bigLevel.ToString()); NGUIUtil.SetSprite(MyHead.SprQualityBg, bigLevel.ToString()); NGUIUtil.SetSprite(MyHead.SprRolePhotoBg, bigLevel.ToString()); SetPower(Info.m_combat_power); }
public void SetRewardItem(int itemType, int id, int num) { if (itemType == 1) //英雄整卡 { s_soldier_typeInfo info = SoldierM.GetSoldierType(id); if (info == null) { NGUIUtil.DebugLog("s_soldiertype id = " + id + " 静态表数据未配置!"); return; } else { SetHead(itemType, 0, info.modeltype); MyHead.SprQuality.spriteName = "1"; MyHead.SprQuality.gameObject.SetActive(true); } } else if (itemType == 2) //道具/碎片 { s_itemtypeInfo info = ItemM.GetItemInfo(id); if (info == null) { NGUIUtil.DebugLog("s_itemtype id = " + id + " 静态表数据未配置!"); return; } else { SetHead(info.gtype, info.icon, info.gid); int quality = ConfigM.GetBigQuality(info.quality); MyHead.SprQuality.spriteName = quality.ToString(); } } else if (itemType == 3) //陷阱 { s_building_typeInfo buildinfo = buildingM.GetBuildType(id); MyHead.Roomhead.gameObject.SetActive(true); NGUIUtil.Set2DSprite(MyHead.Roomhead, "Textures/room/", buildinfo.modeltype.ToString()); MyHead.SprQuality.spriteName = "1"; } else if (itemType == 4) //黑科技 { string icon = "Textures/role/" + id; MyHead.SprQuality.gameObject.SetActive(true); MyHead.CaptainHead.gameObject.SetActive(true); NGUIUtil.Set2DSprite(MyHead.CaptainHead, icon); MyHead.SprQuality.spriteName = "1"; } }
/// <summary> /// 设置2D UI 的弹出窗口 /// </summary> public void SetRoleTipData(Vector3 WorldPos, int Icon, string name, int level, int Quality, string Description) { NGUIUtil.SetActive(MyHead.SprMonster.gameObject, true); NGUIUtil.SetActive(MyHead.LblGold.parent.gameObject, false); NGUIUtil.SetActive(MyHead.LblCount.gameObject, false); NGUIUtil.Set2DSprite(MyHead.SprMonster, "Textures/role/", Icon.ToString()); transform.position = WorldPos; NGUIUtil.SetSprite(MyHead.SprIconQuality, ConfigM.GetBigQuality(Quality)); NGUIUtil.SetLableText <string>(MyHead.LblName, name); NGUIUtil.SetLableText <string>(MyHead.LblDesc, string.Format("[FFFFFF]" + NGUIUtil.GetStringByKey("88800039") + "{0}", Description)); NGUIUtil.SetLableText <string>(MyHead.LblLevel, string.Format("[FFEC8B]LV:[-]{0}", level)); }
public void SetRoleRewardItem(SoldierInfo soldier) { if (soldier == null) { return; } m_info = soldier; if (MyHead.level != null) { MyHead.level.text = "[ffffff]" + soldier.Level + "[-]"; } if (MyHead.m_star != null && MyHead.m_star.Count == 5 && soldier.StarLevel <= 5) { for (int i = 0; i < soldier.StarLevel; i++) { MyHead.m_star[i].SetActive(true); } } if (MyHead.head != null) { //head.spriteName = soldier.m_modeltype.ToString() ; NGUIUtil.Set2DSprite(MyHead.head, "Textures/role/", soldier.m_modeltype.ToString()); } if (MyHead.BtnShowTip) { MyHead.BtnShowTip.OnPressDownEventHandler += BtnShowTip_OnPressDownEventHandler; MyHead.BtnShowTip.OnPressUpEventHandler += BtnShowTip_OnPressUpEventHandler; } NGUIUtil.SetSprite(MyHead.SprQuality, ConfigM.GetBigQuality(soldier.Quality)); int smallquality = ConfigM.GetSmallQuality(soldier.Quality); if (smallquality > 0) { NGUIUtil.SetLableText(MyHead.LblQualityPlus, "+" + smallquality); } else { NGUIUtil.SetLableText(MyHead.LblQualityPlus, ""); } NGUIUtil.SetLableText(MyHead.level, soldier.Level); //NGUIUtil.SetStarLevelNum (MyHead.m_star,soldier.StarLevel); }
public void SetUI(SoldierInfo Info) { if (Info != null) { m_info = Info; NGUIUtil.SetLableText <int>(MyHead.LblLevel, Info.Level); SetRoleStarLevel(Info.StarLevel); NGUIUtil.Set2DSprite(MyHead.SprRolePhoto, "Textures/role/", Info.SoldierTypeID.ToString()); int quality = ConfigM.GetBigQuality(Info.Quality); NGUIUtil.SetSprite(MyHead.SprQuality, quality.ToString()); if (MyHead.LblQualityPlus) { MyHead.LblQualityPlus.text = NGUIUtil.GetSmallQualityStr(Info.Quality); } } }
private void SetUI() { //设置要合成装备的名称和所需的金币 s_itemtypeInfo info = ItemM.GetItemInfo(m_itemTypeID); if (info != null) { NGUIUtil.SetLableText <string>(MyHead.LblName, info.name); string coinText = ""; if (m_coin > UserDC.GetCoin()) //金币不够时红色 { coinText = string.Format("{0}{1}", "[B05659]", m_coin); } else { coinText = m_coin.ToString(); } NGUIUtil.SetLableText <string>(MyHead.LblCoin, coinText); NGUIUtil.Set2DSprite(MyHead.m_ComposeMid.Spr2dEquipIcon, "Textures/item/", info.icon.ToString()); int quality = ConfigM.GetBigQuality(info.quality); NGUIUtil.SetSprite(MyHead.m_ComposeMid.SprEquipQuality, quality.ToString()); NGUIUtil.Set2DSprite(MyHead.m_ComposeEquip.Spr2dEquipIcon, "Textures/item/", info.icon.ToString()); NGUIUtil.Set2DSprite(MyHead.m_ComposeMid.Spr2dEquipIcon, "Textures/item/", info.icon.ToString()); NGUIUtil.SetSprite(MyHead.m_ComposeEquip.SprEquipQuality, quality.ToString()); NGUIUtil.SetSprite(MyHead.m_ComposeMid.SprEquipQuality, quality.ToString()); } else { NGUIUtil.DebugLog(" ItemM.GetItemInfo " + m_itemTypeID.ToString() + " not found!"); } m_lCurEquipItems.Clear(); //创建子装备 List <int> listUsedItem = new List <int>(); foreach (var item in m_composeEquipList) { CreateEquipComposeItem(item.key, item.value, ref listUsedItem); } listUsedItem.Clear(); NGUIUtil.RepositionTablePivot(MyHead.EquipMidTable.gameObject); ShowSprLines(m_composeEquipList.Count - 1); }
void Start() { for (int i = 0; i < SprStarList.Length; i++) { if (i < m_Info.StarLevel) { SprStarList[i].SetActive(true); } else { SprStarList[i].SetActive(false); } } NGUIUtil.Set2DSprite(Spr2DHeadIco, "Textures/role/", m_Info.SoldierTypeID.ToString()); LblLevel.text = m_Info.Level.ToString(); NGUIUtil.SetSprite(SprQuality, ConfigM.GetBigQuality(m_Info.Quality).ToString()); }
private void SetUI() { if (m_ItemInfo == null) { return; } // if (m_ItemInfo.m_isuser == 1) { MyHead.LblDetail.text = NGUIUtil.GetStringByKey(70000060); } else { MyHead.LblDetail.text = NGUIUtil.GetStringByKey(70000061); } if (MyHead.Spr2dIcon != null) { NGUIUtil.Set2DSprite(MyHead.Spr2dIcon, "Textures/item/", m_ItemInfo.m_Icon.ToString()); } //设置物品品阶. if (MyHead.SprQuality != null) { NGUIUtil.SetSprite(MyHead.SprQuality, ConfigM.GetBigQuality(m_ItemInfo.m_Quality).ToString()); } MyHead.LblItemName.text = m_ItemInfo.m_Name; MyHead.LblItemNum.text = string.Format("[552d0a]" + NGUIUtil.GetStringByKey("88800040") + "[-] [FFFFFF]{0}[-] [552d0a]" + NGUIUtil.GetStringByKey("88800037") + "[-]", m_ItemInfo.Num); MyHead.LblItemSellCoin.text = m_ItemInfo.m_sellemoney.ToString(); if (m_ItemInfo.m_message != null || m_ItemInfo.m_message.Length > 0) { MyHead.LblItemEffDes.text = m_ItemInfo.m_message; } MyHead.LblItemDes.overflowMethod = UILabel.Overflow.ResizeHeight; m_ItemInfo.m_title = m_ItemInfo.m_title.Replace("\\n", System.Environment.NewLine); MyHead.LblItemDes.text = string.Format(m_ItemInfo.m_title) + "\n"; MyHead.Table.Reposition(); }
public void SetUI() { // s_shipcanvasInfo info = ShipPlanM.GetShipCanvasInfo(m_shipInfo.ShipCanvasTypeId); StaticShipCanvas info = m_s_shipInfo; if (info != null) { int bigLevel = ConfigM.GetBigQuality(info.Quality); NGUIUtil.SetStarLevelNum(Star, info.StarLevel); LblShipDesignName.text = info.Name; //NGUIUtil.GetBigQualityName(m_shipInfo.Name,info.quality); LblRoomCount.text = info.Cell.ToString(); NGUIUtil.SetSprite(SprQualityBg, bigLevel.ToString()); NGUIUtil.SetSprite(SprQualityWzBg, bigLevel.ToString()); NGUIUtil.SetSprite(SprQualityIco, bigLevel.ToString()); SetChosenEnable(false); AddShipModel(info); } // }
private void SetUI() { if (Info == null) { NGUIUtil.DebugLog("BeiBaoItem.cs Info == null!!!"); return; } if (MyHead.SprType != null) { NGUIUtil.Set2DSprite(MyHead.SprType, "Textures/item/", Info.m_Icon.ToString()); } //设置物品品阶 if (MyHead.SprQuality != null) { NGUIUtil.SetSprite(MyHead.SprQuality, ConfigM.GetBigQuality(Info.m_Quality).ToString()); } //设置物品数量 if (MyHead.LblCounts != null) { NGUIUtil.SetLableText <int>(MyHead.LblCounts, m_num); } }
public void SetSkill() { int oldBigQua = ConfigM.GetBigQuality(m_oldBuildInfo.Quality); int oldSmall = ConfigM.GetSmallQuality(m_oldBuildInfo.Quality); int bigQua = ConfigM.GetBigQuality(m_buildInfo.Quality); int Small = ConfigM.GetSmallQuality(m_buildInfo.Quality); if (bigQua > oldBigQua && Small == 0) { BuildSkillInfo afterInfo = SkillM.GetBuildSkill(m_buildInfo.BuildType, bigQua); if (afterInfo != null) { MyHead.LblAfterSkill.text = afterInfo.m_desc; } BuildSkillInfo befInfo = SkillM.GetBuildSkill(m_oldBuildInfo.BuildType, oldBigQua); if (befInfo != null) { MyHead.LblForeSkill.text = befInfo.m_desc; } if (befInfo != null && afterInfo != null) { MyHead.GoSkill.SetActive(true); } else { MyHead.GoSkill.SetActive(false); } } else { MyHead.GoSkill.SetActive(false); } }
public void SetLevelSprite(UISprite spr, int quality) { int bigLevel = ConfigM.GetBigQuality(quality); NGUIUtil.SetSprite(spr, bigLevel.ToString()); }
/// <summary> /// WorldPos 用户tips的展示位置 /// Type tips类型 /// level 等级 /// Description描述 /// HaveCount 拥有的数量 物品时需要 /// price 单价 物品时需要 /// </summary> public void SetTipData(Vector3 WorldPos, StageClickType Type, int Icon, int Quality, string name, int level, string Description, int HaveCount = 0, int price = 0, int subType = 0 ) { switch (Type) { case StageClickType.Room: NGUIUtil.SetActive(MyHead.SprRoom.gameObject, true); NGUIUtil.SetActive(MyHead.LblGold.parent.gameObject, false); NGUIUtil.SetActive(MyHead.LblCount.gameObject, false); NGUIUtil.Set2DSprite(MyHead.SprRoom, "Textures/room/", Icon.ToString()); break; case StageClickType.Item: if (subType == 1) { NGUIUtil.SetActive(MyHead.SprMonster.gameObject, true); NGUIUtil.Set2DSprite(MyHead.SprMonster, "Textures/role/", Icon.ToString()); } else if (subType == 2) { NGUIUtil.SetActive(MyHead.SprRoom.gameObject, true); NGUIUtil.Set2DSprite(MyHead.SprRoom, "Textures/room/", Icon.ToString()); } else { NGUIUtil.SetActive(MyHead.SprGoods.gameObject, true); NGUIUtil.Set2DSprite(MyHead.SprGoods, "Textures/item/", Icon.ToString()); } NGUIUtil.SetLableText <string>(MyHead.LblCount, string.Format("[FFD894](" + NGUIUtil.GetStringByKey("88800040") + "{0}" + NGUIUtil.GetStringByKey("88800037") + ")[-]", HaveCount)); NGUIUtil.SetLableText <int>(MyHead.LblGold, price); break; case StageClickType.Role: NGUIUtil.SetActive(MyHead.SprMonster.gameObject, true); NGUIUtil.SetActive(MyHead.LblGold.parent.gameObject, false); NGUIUtil.SetActive(MyHead.LblCount.gameObject, false); NGUIUtil.Set2DSprite(MyHead.SprMonster, "Textures/role/", Icon.ToString()); break; } NGUIUtil.SetSprite(MyHead.SprIconQuality, ConfigM.GetBigQuality(Quality)); NGUIUtil.SetLableText <string>(MyHead.LblName, name); NGUIUtil.SetLableText <string>(MyHead.LblDesc, string.Format("[FFFFFF]" + NGUIUtil.GetStringByKey("88800039") + "{0}", Description)); if (Type != StageClickType.Item) { NGUIUtil.SetLableText <string>(MyHead.LblLevel, string.Format("[FFEC8B]LV:[-]{0}", level)); NGUIUtil.Set3DUIPos(gameObject, WorldPos); } else { NGUIUtil.SetLableText <string>(MyHead.LblLevel, string.Format("[FFEC8B]" + NGUIUtil.GetStringByKey("88800036") + "[-]{0}", level)); NGUIUtil.SetLableText <string>(MyHead.LblGold, string.Format("[FFEC8B]{0}", price)); transform.position = WorldPos; } }