/// <summary> /// 遍历出下前级数的装备属性 /// </summary> /// <param name="c"></param> /// <returns></returns> public EquipmentKitData GetEquipmentKitNextLevelByLevel(int c) { //目前最小的 EquipmentKitData min = null; int id = 0; //遍历 for (int i = 0; i < equipmentKitList.Count; i++) { if (equipmentKitList[i].level < c) { if (min == null) { min = equipmentKitList[i]; id = i; } else if (min.level < equipmentKitList[i].level) { min = equipmentKitList[i]; id = i; } } } if (min != null && id + 1 < equipmentKitList.Count) { return(equipmentKitList[id + 1]); } else { return(equipmentKitList[0]); } return(null); }
/// public void RestTotalNum() { System.Collections.IDictionaryEnumerator enumerator = UserManager.Instance.equipTable.GetEnumerator(); int p = 0; int d = 0; int c = 0; int y = 0; while (enumerator.MoveNext()) { EquipViewData a = UserManager.Instance.equipTable[enumerator.Key] as EquipViewData; p += (int)a.data.levelData.attrArr[(int)Def.AttrType.FightPower]; d += (int)a.data.levelData.attrArr[(int)Def.AttrType.Defense]; c += (int)a.data.levelData.attrArr[(int)Def.AttrType.Crit]; y += (int)a.data.levelData.attrArr[(int)Def.AttrType.Pray]; } EquipmentKitData ekd = GameShared.Instance.GetEquipmentKitByLevel(curLevelEquip.level); if (ekd != null) { p += (int)ekd.attrArr[(int)Def.AttrType.FightPower]; d += (int)ekd.attrArr[(int)Def.AttrType.Defense]; c += (int)ekd.attrArr[(int)Def.AttrType.Crit]; y += (int)ekd.attrArr[(int)Def.AttrType.Pray]; } pop.SetTotalNum(p.ToString(), d.ToString(), c.ToString(), y.ToString()); }
/// <summary> /// 装备提升战斗力固定值 /// </summary> /// <param name="attrtype"></param> /// <returns></returns> public float GetEquipAttrByType(int attrtype) { float num = 0; System.Collections.IDictionaryEnumerator enumerator = UserManager.Instance.equipTable.GetEnumerator(); int level = 0; while (enumerator.MoveNext()) { EquipViewData r = UserManager.Instance.equipTable[enumerator.Key] as EquipViewData; if (r.data.levelData != null) { num += r.data.levelData.attrArr[attrtype]; } if (r.level == 0 || r.level > level) { level = r.level; } } EquipmentKitData ekd = GameShared.Instance.GetEquipmentKitByLevel(level);//套装效果 if (ekd != null) { num += (int)ekd.attrArr[attrtype]; } return(num); }
public void InitEquipKitData() { for (int i = 0; i < equipmentKitList.Count; i++) { EquipmentKitData r = equipmentKitList[i]; BuffData b1 = GameShared.Instance.GetBuffById(r.effect); b1.GetBuffAttr(); r.attrArr = b1.attrArr; r.additionArr = b1.additionArr; } }
public void InitEquipKitTableData() { System.Collections.IDictionaryEnumerator enumerator = equipmentKitTable.GetEnumerator(); while (enumerator.MoveNext()) { EquipmentKitData r = equipmentKitTable[enumerator.Key] as EquipmentKitData; BuffData b1 = GameShared.Instance.GetBuffById(r.effect); b1.GetBuffAttr(); r.attrArr = b1.attrArr; r.additionArr = b1.additionArr; } }
public List <EquipmentKitData> QueryEquipmentKitList() { InitDB(); SqliteDataReader sqReader = db.ReadFullTable("equipment_kit"); List <EquipmentKitData> list = new List <EquipmentKitData>(); while (sqReader.Read()) { EquipmentKitData item = new EquipmentKitData(); item.effect = sqReader.GetInt32(sqReader.GetOrdinal("effect")); item.level = sqReader.GetInt32(sqReader.GetOrdinal("level")); list.Add(item); } return(list); }
public Hashtable QueryEquipmentKitTable() { InitDB(); SqliteDataReader sqReader = db.ReadFullTable("equipment_kit"); Hashtable table = new Hashtable(); while (sqReader.Read()) { EquipmentKitData item = new EquipmentKitData(); item.effect = sqReader.GetInt32(sqReader.GetOrdinal("effect")); item.level = sqReader.GetInt32(sqReader.GetOrdinal("level")); table.Add(item.level, item); } return(table); }
/// <summary> /// 遍历出当前级数的装备属性 /// </summary> /// <param name="c"></param> /// <returns></returns> public EquipmentKitData GetEquipmentKitByLevel(int c) { //目前最小的 EquipmentKitData min = null; //遍历 for (int i = 0; i < equipmentKitList.Count; i++) { if (equipmentKitList[i].level <= c) { if (min == null) { min = equipmentKitList[i]; } else if (min.level <= equipmentKitList[i].level) { min = equipmentKitList[i]; } } } return(min); }
public void KitDescShow() { if (MainUI.Instance.GetPopState(MainUI.PopType.EquipKit) != true) { GameObject obj = Instantiate(pop.kit); obj.SetActive(true); kitPop = obj.GetComponent <EquipKitPop>(); //计算 //取得 EquipmentKitData d1 = GameShared.Instance.GetEquipmentKitByLevel(curLevelEquip.level); EquipmentKitData d2 = GameShared.Instance.GetEquipmentKitNextLevelByLevel(curLevelEquip.level); List <string> l = new List <string>(); for (int i = 1; i < 4; i++) { string s = ""; string sa = ""; switch (i) { case 1: s += "战力"; break; case 2: s += "防御"; break; case 3: s += "暴击"; break; case 4: s += "祈祷"; break; } sa += s; if (d1 != null) { s += d1.attrArr[i] + ">"; sa += d1.additionArr[i]; } if (d2 != null) { s += d2.attrArr[i]; sa += d2.additionArr[i]; } if (!s.Equals("0")) { l.Add(s); } if (!sa.Equals("0")) { l.Add(sa); } } kitPop.SetInfo(l); kitPop.transform.parent = pop.transform.parent; kitPop.transform.localScale = Vector3.one; kitPop.transform.localPosition = Vector3.zero; MainUI.Instance.SetPopState(MainUI.PopType.EquipKit, true); } else { if (kitPop != null) { MainUI.Instance.SetPopState(MainUI.PopType.EquipKit, false); kitPop.gameObject.SetActive(false); Destroy(kitPop); } } }