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); } }
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); }
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 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); } }