protected void OnUpdateNeedAttribute(AdditionalAttribute needAttribute) { for (int index = 0; index < needAttribute.data.Count; index++) { SetGame(NeedAttributeParent, "需要" + DataName.GetDataName(needAttribute.data[index].Type, true), needAttribute.data[index].value.ToString()); } for (int index = 0; index < needAttribute.attribute.Count; index++) { SetGame(NeedAttributeParent, "需要" + DataName.GetAttributeName(needAttribute.attribute[index].Type, true), needAttribute.attribute[index].value.ToString()); } for (int index = 0; index < needAttribute.resistance.Count; index++) { SetGame(NeedAttributeParent, "需要" + DataName.GetResistanceName(needAttribute.resistance[index].Type, true), needAttribute.resistance[index].value.ToString()); } for (int index = 0; index < needAttribute.skill.Count; index++) { SetGame(NeedAttributeParent, "需要" + DataName.GetSkillName(needAttribute.skill[index].Type, true), needAttribute.skill[index].value.ToString()); } }
void StartAttributeStats(string parent, int keyType, GameObject prefab, int leng, ref List <AttributeStatsGame> ary) { ary.Clear(); Transform p = transform.Find("Right/Attribute/Mask/" + parent + "/panel"); for (int index = 0; index < leng; index++) { GameObject _game = Instantiate <GameObject>(prefab); _game.transform.SetParent(p, false); _game.transform.localScale = Vector3.one; AttributeStatsGame game = new AttributeStatsGame(_game.transform, index); string _name = ""; switch (keyType) { case 1: AttribueCountText = p.Find("Count/name").GetComponent <Text>(); SaveAttribute = p.Find("Count/Save").GetComponent <Button>(); SaveAttribute.onClick.AddListener(SaveAddAttribute); _name = DataName.GetAttributeName(index, false); game.BtnEvent = OnClickAttributeBtn; break; case 2: skillCountText = p.Find("Count/name").GetComponent <Text>(); SaveSkill = p.Find("Count/Save").GetComponent <Button>(); SaveSkill.onClick.AddListener(SaveAddSkill); _name = DataName.GetSkillName(index, false); game.BtnEvent = OnClickSkillBtn; break; case 3: _name = DataName.GetDataName(index, false); break; case 4: _name = DataName.GetResistanceName(index, false); break; } game.SetName(_name); ary.Add(game); } }
protected void OnUpdateAttributeGame(AdditionalAttribute baseAttribute) { float _atk = 0; float _maxAtk = 0; for (int index = 0; index < baseAttribute.data.Count; index++) { if (baseAttribute.data[index].Type == (int)DataEnum.Atk) { _atk = baseAttribute.data[index].GetValue(); continue; } else if (baseAttribute.data[index].Type == (int)DataEnum.maxAtk) { _maxAtk = baseAttribute.data[index].GetValue(); continue; } SetGame(AttributeParent, DataName.GetDataName(baseAttribute.data[index].Type, true), GetAttributeString(baseAttribute.data[index].value)); } if (_atk != 0 || _maxAtk != 0) { string str = string.Format("{0}-{1}", _atk, _maxAtk); SetGame(AttributeParent, DataName.GetDataName((int)DataEnum.Atk, true), str); } for (int index = 0; index < baseAttribute.attribute.Count; index++) { SetGame(AttributeParent, DataName.GetAttributeName(baseAttribute.attribute[index].Type, true), GetAttributeString(baseAttribute.attribute[index].value)); } for (int index = 0; index < baseAttribute.resistance.Count; index++) { SetGame(AttributeParent, DataName.GetResistanceName(baseAttribute.resistance[index].Type, true), GetAttributeString(baseAttribute.resistance[index].value)); } for (int index = 0; index < baseAttribute.skill.Count; index++) { SetGame(AttributeParent, DataName.GetSkillName(baseAttribute.skill[index].Type, true), GetAttributeString(baseAttribute.skill[index].value)); } }