public void Update(LuaTable table) { id = table["id"].ToString().ToInt32(); formationData = FormationData.GetFormationData(id); level = table["level"].ToString().ToInt32(); formationState = (FormationState)table["formationState"].ToString().ToInt32(); }
public void SetState(FormationState state) { _state = state; if (_state == FormationState.InUse) { bgImage.SetSprite(_selectBg); } else { bgImage.SetSprite(_normalBg); } bool isLock = _state == FormationState.Locked; if (panel != null) { UIUtil.SetGray(panel, isLock); } if (levelRoot != null) { levelRoot.SetActive(!isLock); } if (lockGO != null) { lockGO.SetActive(isLock); } }
public FormationInfo(int formationDataID, int level, FormationState formationState = FormationState.Locked) { id = formationDataID; formationData = FormationData.GetFormationData(formationDataID); this.level = level; this.formationState = formationState; }
/// <summary> /// 返回状态按钮文字 /// </summary> /// <param name="state"></param> /// <returns></returns> private string StateBtnStr(FormationState state) { switch (state) { case FormationState.Upstate: return("上 阵"); case FormationState.DownState: return("下 阵"); case FormationState.ChangeState: return("更 换"); case FormationState.MoveState: return("移 动"); default: return(""); } }
//显示是否上阵 void InitIsUpFront() { if (selfTransform.FindChild("Parent/Box_Eff/HeroFrameLight01").gameObject != null) { SelectBox = selfTransform.FindChild("Parent/Box_Eff/HeroFrameLight01").gameObject; } if (selfTransform.FindChild("Parent/DownFrontImg").gameObject != null) { DownFeontImg = selfTransform.FindChild("Parent/DownFrontImg").gameObject; } if (selfTransform.FindChild("Parent/YetUpFrontImg").gameObject != null) { YetUpFrontImg = selfTransform.FindChild("Parent/YetUpFrontImg").gameObject; } Formationstate = FormationState.Null; YetUpFrontImg.SetActive(false); DownFeontImg.SetActive(false); SelectBox.SetActive(false); for (int i = 0; i < GlobalMembers.MAX_TEAM_CELL_COUNT; ++i) { int nGroup = ObjectSelf.GetInstance().Teams.GetDefaultGroup(); if (nGroup < 0 && nGroup >= GlobalMembers.MAX_MATRIX_COUNT) { continue; } X_GUID pMemberGuiD = ObjectSelf.GetInstance().Teams.m_Matrix[nGroup, i]; if (pMemberGuiD.GUID_value == HeroObject.GetGuid().GUID_value) { Formationstate = FormationState.Upstate; YetUpFrontImg.SetActive(true); if (UI_Form.GetInst().GetGuid() != null && UI_Form.GetInst().GetGuid().GUID_value == HeroObject.GetGuid().GUID_value) { Formationstate = FormationState.DownState; YetUpFrontImg.SetActive(false); DownFeontImg.SetActive(true); SelectBox.SetActive(true); } } } }
public void SetInfo(FormationInfo formationInfo, FormationState state) { _formationInfo = formationInfo; _state = state; Refresh(); }
private static void PrintFormationState(StringBuilder sb, string indention, FormationState formationState) { sb.AppendLine(indention + "[FormationState]"); sb.AppendLine(indention + Indention + "[Unk01: " + formationState.Unk01 + "]"); sb.AppendLine(indention + Indention + "[Unk02: " + formationState.Unk02 + "]"); sb.AppendLine(indention + Indention + "[Unk03: " + formationState.Unk03 + "]"); }
public void Update(LineupProtoData data) { this.level = data.lv; this.formationState = FormationState.NotInUse; }
/// <summary> /// 显示StateBtn 文字状态 /// </summary> private void ShowBtnState() { m_State = FormationState.Upstate; int nGroup = ObjectSelf.GetInstance().Teams.GetDefaultGroup(); if (nGroup < 0 && nGroup >= GlobalMembers.MAX_MATRIX_COUNT) { return; } if (UI_SelectHeroMgr.Inst.GetCard() == null) { for (int i = 0; i < GlobalMembers.MAX_TEAM_CELL_COUNT; ++i) { X_GUID pMemberGuiD = ObjectSelf.GetInstance().Teams.m_Matrix[nGroup, i]; //移动状态 if (pMemberGuiD.GUID_value == m_Card.GetGuid().GUID_value) { m_State = FormationState.MoveState; break; } } } else { //下阵状态 if (UI_SelectHeroMgr.Inst.GetCard().GetGuid().GUID_value == m_Card.GetGuid().GUID_value) { m_State = FormationState.DownState; } else { for (int i = 0; i < GlobalMembers.MAX_TEAM_CELL_COUNT; ++i) { X_GUID pMemberGuiD = ObjectSelf.GetInstance().Teams.m_Matrix[nGroup, i]; //移动状态 if (pMemberGuiD.GUID_value == m_Card.GetGuid().GUID_value) { m_State = FormationState.MoveState; break; } else//更换状态 { m_State = FormationState.ChangeState; } } } } m_StateBtnTxt.text = StateBtnStr(m_State); m_StateBtn.interactable = true; m_StateBtn.GetComponent <Image>().color = Color.white; /* m_StateBtn.gameObject.SetActive(true);*/ if (m_State == FormationState.MoveState || m_State == FormationState.DownState) { m_YetUpStateOBJ.SetActive(true); } else { m_YetUpStateOBJ.SetActive(false); } if (UI_SelectHeroMgr.Inst.SelectPos == 0)//选择位置是前排 { if (UI_SelectHeroMgr.Inst.GetCard() != null && UI_SelectHeroMgr.Inst.GetCard().GetHeroRow().getQosition() == 1)//该位置英雄为防御型 { if (m_State == FormationState.MoveState) { int count = UI_FormMgr.Inst.GetBackHeroGuids().Count; for (int i = 0; i < count; i++) { if (UI_FormMgr.Inst.GetBackHeroGuids().Contains(m_Card.GetGuid().GUID_value))//当前英雄站在后排 { /*m_StateBtn.gameObject.SetActive(false);*/ m_StateBtn.interactable = false; m_StateBtn.GetComponent <Image>().color = Color.gray; } } } } } else { if (m_HeroT.getQosition() == 1) { /* m_StateBtn.gameObject.SetActive(false);*/ m_StateBtn.interactable = false; m_StateBtn.GetComponent <Image>().color = Color.gray; } } }