예제 #1
0
    void OpenWndByType()
    {
        FashionWndType _type = GameCenter.fashionMng.CurFashionWndType;

        for (int i = 0; i < toggles.Length; i++)
        {
            if (toggles[i].value)
            {
                _type = (FashionWndType)(i);
                break;
            }
        }
        GameCenter.fashionMng.CurFashionWndType = _type;
        GameCenter.fashionMng.SetCurFashionInfo();
        // RefreshItems(_type);
        switch (_type)
        {
        case FashionWndType.CLOTHES:
            if (fashionObj != null)
            {
                fashionObj.SetActive(true);
            }
            if (titleObj != null)
            {
                titleObj.SetActive(false);
            }
            RefreshFashion();
            break;

        case FashionWndType.WEAPON:
            if (fashionObj != null)
            {
                fashionObj.SetActive(true);
            }
            if (titleObj != null)
            {
                titleObj.SetActive(false);
            }
            RefreshFashion();
            break;

        case FashionWndType.TITLE:
            if (fashionObj != null)
            {
                fashionObj.SetActive(false);
            }
            if (titleObj != null)
            {
                titleObj.SetActive(true);
            }
            RefreshTitle();
            break;
        }
    }
예제 #2
0
 /// <summary>
 /// 重置数据
 /// </summary>
 void ResetData()
 {
     ownFashionList.Clear();
     tempFashionList.Clear();
     clothesFashionDic.Clear();
     weaponFashionDic.Clear();
     fashionDic.Clear();
     cacheFashionDic.Clear();
     AllAttrNum.Clear();
     CurFashionWndType   = FashionWndType.CLOTHES;
     inUseClothesFashion = null;
     inUseWeaponFashion  = null;
     CurTargetFashion    = null;
     isFirstTime         = true;
     fashionLev          = 0;
     fashionExp          = 0;
 }
예제 #3
0
    void RefreshFashionContainer(FashionWndType _type)
    {
        if (_type == FashionWndType.CLOTHES)
        {
            if (fashionContainer != null)
            {
                fashionContainer.transform.DestroyChildren();
                fashionContainer.RefreshItems(GameCenter.fashionMng.clothesFashionList);
            }
        }
        else if (_type == FashionWndType.WEAPON)
        {
            if (fashionContainer != null)
            {
                fashionContainer.transform.DestroyChildren();
                fashionContainer.RefreshItems(GameCenter.fashionMng.weaponFashionList);
            }
        }

        GameCenter.fashionMng.SetCurFashionInfo();
    }
예제 #4
0
    /// <summary>
    /// 获取所有的时装
    /// </summary>
    /// <param name="_pt"></param>
    protected void S2C_GetFashionList(Pt _pt)
    {
        pt_model_clothes_list_d412 pt = _pt as pt_model_clothes_list_d412;

        //Debug.Log("收到时装协议");
        if (pt != null)
        {
            fashionLev = pt.model_lev;
            fashionExp = pt.model_exp;

            if (fashionDic.Count < 1)
            {
                GetAllFashion();
            }
            RefreshTemporaryFashion();
            if (fashionDic != null)
            {
                //GetAllTitle ();
                ownFashionList.Clear();
                tempFashionList.Clear();
                AllAttrNum.Clear();
                InUseClothesFashion = null;
                InUseWeaponFashion  = null;
            }
            for (int i = 0; i < pt.model_list.Count; i++)
            {
                RemainTime time = null;
                if (pt.model_list[i].remain_time > 0)
                {
                    time = new RemainTime(pt.model_list[i].remain_time, Time.time);
                }
                FashionInfo fashion = new FashionInfo(pt.model_list[i].model_id, pt.model_list[i].own_state, pt.model_list[i].put_state, time);
                if (!isFirstTime)
                {
                    if (!cacheFashionDic.ContainsKey(fashion.FashionID))
                    {
                        if (fashion.FashionType == 1)
                        {
                            CurFashionWndType = FashionWndType.WEAPON;
                        }
                        if (fashion.FashionType == 2)
                        {
                            CurFashionWndType = FashionWndType.CLOTHES;
                        }
                        GameCenter.uIMng.SwitchToSubUI(SubGUIType.SUBFASHION);
                    }
                }
                fashionDic[fashion.FashionID] = fashion;
                if (pt.model_list[i].put_state == 1)
                {
                    if (fashion.FashionType == 1)
                    {
                        InUseWeaponFashion = fashion;
                    }
                    if (fashion.FashionType == 2)
                    {
                        InUseClothesFashion = fashion;
                    }
                }
                if (pt.model_list[i].own_state == 1)
                {
                    ownFashionList.Add(fashion);
                }
                if (fashion.FashionType == 1)
                {
                    weaponFashionDic[fashion.FashionID] = fashion;
                    if (fashion.RemainTime != null)
                    {
                        if (fashion.TempID != 0)
                        {
                            if (weaponFashionDic.ContainsKey(fashion.TempID))
                            {
                                weaponFashionDic.Remove(fashion.TempID);
                            }
                        }
                    }
                    else
                    {
                        if (fashion.ForeverTempID != 0)
                        {
                            if (weaponFashionDic.ContainsKey(fashion.ForeverTempID))
                            {
                                weaponFashionDic.Remove(fashion.ForeverTempID);
                            }
                        }
                    }
                }
                if (fashion.FashionType == 2)
                {
                    clothesFashionDic[fashion.FashionID] = fashion;
                    if (fashion.RemainTime != null)
                    {
                        if (fashion.TempID != 0)
                        {
                            if (clothesFashionDic.ContainsKey(fashion.TempID))
                            {
                                clothesFashionDic.Remove(fashion.TempID);
                            }
                        }
                    }
                    else
                    {
                        if (fashion.ForeverTempID != 0)
                        {
                            if (clothesFashionDic.ContainsKey(fashion.ForeverTempID))
                            {
                                clothesFashionDic.Remove(fashion.ForeverTempID);
                            }
                        }
                    }
                }
                if (pt.model_list[i].remain_time > 0)
                {
                    tempFashionList.Add(fashion);
                    // Debug.Log ("时装列表发来的时间为"+pt.model_list [i].remain_time);
                }
                // Debug.Log("时装列表的长度为" + pt.model_list.Count + "时装ID为" + pt.model_list[i].model_id);

                cacheFashionDic[fashion.FashionID] = fashion;
            }

            if (ownFashionList.Count > 0)
            {
                for (int i = 0; i < ownFashionList.Count; i++)
                {
                    for (int j = 0; j < ownFashionList[i].Attribute.Count; j++)
                    {
                        ActorPropertyTag act = (ActorPropertyTag)ownFashionList[i].Attribute[j].eid;
                        AllAttrNum.Add(new AttributePair(act, ownFashionList[i].Attribute[j].count));
                    }
                }
            }
            if (tempFashionList.Count > 0)
            {
                for (int i = 0; i < tempFashionList.Count; i++)
                {
                    for (int j = 0; j < tempFashionList[i].Attribute.Count; j++)
                    {
                        ActorPropertyTag act = (ActorPropertyTag)tempFashionList[i].Attribute[j].eid;
                        AllAttrNum.Add(new AttributePair(act, tempFashionList[i].Attribute[j].count));
                    }
                }
            }
        }

        if (isFirstTime)
        {
            isFirstTime = false;
        }
        SortFashion();
        if (OnUpdateFashionList != null)
        {
            OnUpdateFashionList();
        }
        //Debug.Log("此时的衣服时装ID" + GameCenter.mainPlayerMng.MainPlayerInfo.GetServerData().clothesFashionID + "武器ID" + GameCenter.mainPlayerMng.MainPlayerInfo.GetServerData().weaponFashionID);
    }