private void ReceiveAward(DepartmentTypePB pb) { LoadingOverlay.Instance.Show(); byte[] buffer = NetWorkManager.GetByteData(new DepartmentAwardsReq() { DepartmentType = pb }); // Debug.LogError(pb); NetWorkManager.Instance.Send <DepartmentAwardsRes>(CMD.DEPARTMENTC_RECEIVEAWARD, buffer, OnReceiveGift); }
public UserDepartmentPB GetTargetDepartment(DepartmentTypePB typePb) { foreach (var vo in MyDepartments) { if (vo.RulePb.DepartmentType == typePb) { return(vo.UserDepartmentPb); } } return(null); }
public static DepartmentRulePB GetDepartmentRule(DepartmentTypePB type, int level) { var rules = GlobalData.DepartmentRule.DepartmentRules; foreach (var rule in rules) { if (rule.DepartmentType.Equals(type) && rule.Level == level) { return(rule); } } return(null); }
public void SetData(SupporterModel model, DepartmentTypePB departmentTypePb = DepartmentTypePB.Support) { _friendredpoint.gameObject.SetActive(GlobalData.DepartmentData.CanGetFriendsPower); _data = model; var playerVo = GlobalData.PlayerModel.PlayerVo; //_levelText.text = "Lv." + playerVo.Level; _levelText.text = I18NManager.Get("Common_Level", playerVo.Level); _expText.text = playerVo.CurrentLevelExp + "/" + playerVo.NeedExp; _expProgress.Progress = (int)((float)playerVo.CurrentLevelExp / playerVo.NeedExp * 100); //其实最好的办法是有更新的才需要重新设置! //最好的办法是switch case ! if (departmentTypePb == DepartmentTypePB.Support) { //初始化的时候! SetItemData(model.Financial, _financial); SetItemData(model.Resource, _resource); SetItemData(model.Active, _active); SetItemData(model.Transmission, _transmission); } else { switch (departmentTypePb) { case DepartmentTypePB.Financial: SetItemData(model.Financial, _financial); break; case DepartmentTypePB.Resource: SetItemData(model.Resource, _resource); break; case DepartmentTypePB.Active: SetItemData(model.Active, _active); break; case DepartmentTypePB.Transmission: SetItemData(model.Transmission, _transmission); break; } } }
public SupporterVo(UserDepartmentPB pb) { Level = pb.Level; AwardPbs = pb.Awards; type = pb.DepartmentType; int propId = -1; switch (pb.DepartmentType) { case DepartmentTypePB.Support: break; case DepartmentTypePB.Active: propId = PropConst.SupporterActive; break; case DepartmentTypePB.Financial: propId = PropConst.SupporterFinancial; break; case DepartmentTypePB.Resource: propId = PropConst.SupporterResource; break; case DepartmentTypePB.Transmission: propId = PropConst.SupporterTransmission; break; } Prop = GlobalData.PropModel.GetUserProp(propId); if (Prop == null) { Prop = new UserPropVo(propId); } _rule = GetRule(pb.Level); //Debug.LogError(pb.DepartmentType+" _rule.Power"+_rule.Power); if (pb.DepartmentType == DepartmentTypePB.Support && _rule.Power > GlobalData.PlayerModel.BaseSupportPower) { GlobalData.PlayerModel.BaseSupportPower = _rule.Power; //Debug.LogError(GlobalData.PlayerModel.BaseSupportPower); } else { Power = _rule.Power + (GlobalData.PlayerModel.BaseSupportPower / 4);//这个值要添加一个基础值。 //Debug.LogError(Power); } DepartmentRulePB preLevelRule = GetRule(pb.Level - 1); DepartmentRulePB curLevelRule = GetRule(pb.Level); //Debug.LogError("preLevelRule"+preLevelRule?.Exp+" _rule.Exp"+ curLevelRule?.Exp+" "); if (preLevelRule == null) { ExpNeed = curLevelRule.Exp; } else { ExpNeed = curLevelRule.Exp - preLevelRule.Exp; } DepartmentRulePB prevRule = GetRule(pb.Level - 1); if (prevRule == null) { Exp = pb.Exp; } else { Exp = pb.Exp - prevRule.Exp; } }