public void RefreshUID(ArenaHero hero = null) { if (null == hero) { playerName.text = ""; rankL.text = "排名:"; lvlL.text = "等级:"; fcL.text = "战力:"; SetHeroPos(1); for (int i = 0; i < HeroList.Length; i++) { RefreshIcon(HeroList[i], null); } dearBtn.isEnabled = false; dearBtn.SetState(GUISingleButton.State.Disabled); //gameObject.SetActive(false); return; } //gameObject.SetActive(true); this.hero = hero; pid = hero.pid; playerName.text = hero.nm; rankL.text = "排名:" + hero.rk; lvlL.text = "等级:" + hero.lvl; fcL.text = "战力:" + hero.fc; //Globe.InitHeroSort(hero.herolist); SetHeroPos(hero.heroState); RefreshData(hero.heroState, hero.herolist); dearBtn.isEnabled = true; dearBtn.SetState(GUISingleButton.State.Normal); }
public void InitData(ItemNodeState item) { selectMaterial = item; materialEff = transform.Find("UI_HCCG_01"); //materialEff.gameObject.SetActive(false); if (selectMaterial != null) { equipIcon.spriteName = selectMaterial.icon_name; equipFram.spriteName = UISign_in.GetspriteName(selectMaterial.grade); materialCount.text = GoodsDataOperation.GetInstance().GetItemCountById(selectMaterial.props_id).ToString(); int count = selectMaterial.syn_condition.Length / 2; if (count > 0)//有合成材料 { for (int i = 0; i < 4; i++) { if (i == count - 1) { MaterialFram[i].SetActive(true); } else { MaterialFram[i].SetActive(false); } } ItemNodeState ins; for (int m = 0; m < count; m++) { ins = GameLibrary.Instance().ItemStateList[selectMaterial.syn_condition[m, 0]]; MaterialArr[GetIndex(m, count)].InitData(ins, 0); } } useMomey.text = selectMaterial.syn_cost.ToString(); compoundButton.onClick = OncompoundButton; if (!isCompoundcondition(1)) { compoundButton.SetState(GUISingleButton.State.Disabled); } else { compoundButton.SetState(GUISingleButton.State.Normal); } } //获取索引值 }
public void AddRaidsItem(object[] item, object[] other, SceneNode sn) { this.other = null; this.item = new object[null != other ? item.Length + 1 : item.Length]; for (int i = 0; i < item.Length; i++) { this.item[i] = item[i]; } if (null != other) { this.item[this.item.Length - 1] = other; this.other = other; } itemIndex = 0; raidsCount = 0; scrollView.ResetPosition(); ClearItemGrid(); itemPos = new Vector3(-21, 0, 0); InvokeRepeating("ShowItemRaids", 0, 0.5f); sceneNode = sn; if (null == SceneEntry) { SceneEntry = transform.parent.GetComponent <UISceneEntry>(); } raidsBtn.SetState(GUISingleButton.State.Normal); backBtn.isEnabled = false; SetBtnStateCollider(false); if (SceneEntry.type != OpenSourceType.Dungeons) { GameLibrary.eventdList[(sn.bigmap_id - 30000) / 100] -= SceneEntry.CleanoutCount; //SceneEntry.RefreshUI(sn); Control.ShowGUI(UIPanleID.SceneEntry, EnumOpenUIType.DefaultUIOrSecond, false, sn); raidsBtn.isEnabled = GameLibrary.eventdList[(sceneNode.bigmap_id - 30000) / 100] <= 0 ? false : true; } }
public void Flopped(int[] dn) { if (flopNoShow) { return; } if (dn.Length > 1 || currentFlopCount == MAX_FLOP) { for (int j = 0; j < flopCardItems.Length; j++) { if (!flopCardItems[j].flopped) { DoFlop(flopCardItems[j]); } } } else { DoFlop(cardToFlop); } LaMyDiamond.text = "" + playerDiamond; if (currentFlopCount <= MAX_FLOP) { for (int i = 0; i < flopCardItems.Length; i++) { if (!flopCardItems[i].flopped) { flopCardItems[i].RefreshPrice(flopItems[currentFlopCount - 1].cost); } } AllPrice.text = "" + GetAllCost(); } else { BtnFlopAll.SetState(GUISingleButton.State.Disabled); AllPrice.text = "0"; } }
public void InitData(EquipData equidata) { ed = equidata; if (ed == null) { return; } ins = GameLibrary.Instance().ItemStateList[ed.id]; if (ins.next_grade != 0) { nexins = GameLibrary.Instance().ItemStateList [ins.next_grade]; } else { nexins = null; } //currentEquipName.text = ins.name; currentEquipName.text = GoodsDataOperation.GetInstance().JointEquipNameColour(ins.name, (GradeType)ins.grade); currentIcon.spriteName = ins.icon_name; curentFram.spriteName = UISign_in.GetspriteName(ed.grade); if (nexins != null) { nextFram.spriteName = UISign_in.GetspriteName(ed.grade + 1); nextIcon.spriteName = nexins.icon_name; //nextEquipName.text = nexins.name; nextEquipName.text = GoodsDataOperation.GetInstance().JointEquipNameColour(nexins.name, (GradeType)(nexins.grade)); nextFram.gameObject.SetActive(true); } else { nextFram.gameObject.SetActive(false); nextEquipName.text = ""; } nextEquipLv.text = currentEquiplv.text = ed.level + "级"; ItemNodeState needMatal; long matalid; int numbcount = 0; if (nexins != null) { for (long i = 0; i < 3; i++) { if (i < nexins.syn_condition.Length / 2) { matalid = nexins.syn_condition [i, 0]; if (matalid != 0) { matalFram [i].gameObject.SetActive(true); needMatal = GameLibrary.Instance().ItemStateList [matalid]; if (needMatal.types == 1) { matalIcon [i].AtlasName = ResourceManager.Instance().GetUIAtlas("UIEquip"); } else { matalIcon [i].AtlasName = ResourceManager.Instance().GetUIAtlas("Prop"); } matalFram [i].spriteName = UISign_in.GetspriteName(needMatal.grade); matalIcon [i].spriteName = needMatal.icon_name; if (GoodsDataOperation.GetInstance().GetItemCountById(matalid) >= nexins.syn_condition [i, 1]) { needNumb [i].color = Color.white; } else { needNumb [i].color = Color.red; } numbcount = 0; if (playerData.GetInstance().baginfo.ItemDic.ContainsKey(matalid)) { numbcount = playerData.GetInstance().baginfo.ItemDic [matalid].Count; } needNumb [i].text = numbcount + "/" + nexins.syn_condition [i, 1].ToString(); } else { matalFram [i].gameObject.SetActive(false); } } else { matalFram [i].gameObject.SetActive(false); } } } else { for (long i = 0; i < 3; i++) { matalFram [i].gameObject.SetActive(false); } } //当前装备 // ItemNodeState item = GameLibrary.Instance().ItemStateList[ed.id]; //基础装备 // long baseid = ed.id / 100 * 100; ItemNodeState baseItem = GameLibrary.Instance().ItemStateList[ed.baseId]; short[] basepropertys = baseItem.propertylist; short[] propertys = ins.propertylist; short[] nexpropers = null; if (nexins != null) { nexpropers = nexins.propertylist; } if (basepropertys == null) { return; } //int index = 0; string name = ""; string currentattrstr = ""; string nextlvIncreasseAttrstr = ""; for (int i = 0; i < basepropertys.Length; i++) { if (basepropertys[i] > 0) { name += propertyname[i] + "\n"; currentattrstr += (basepropertys[i] + propertys[i] * ed.level).ToString() + "\n"; if (nexpropers != null) { float increaseVal = (nexpropers[i] - propertys[i]) * ed.level; nextlvIncreasseAttrstr += "+ " + increaseVal.ToString() + "\n"; } } } allGoldLab.text = CalculateAllMoney().ToString(); //所有进化的消耗金币 IsItemConditon(); //判断是否满足进化条件 if (IsItemMaterialcondition && nexins != null) //材料满足时亮起 { //redPoint.gameObject.SetActive(true); Intensify.SetState(GUISingleButton.State.Normal); Intensify.onClick = EquipEvolve; } else { //redPoint.gameObject.SetActive(false); Intensify.SetState(GUISingleButton.State.Disabled); Intensify.onClick = null; } //全部进化按钮显示判断 if (IsHaveMaterial()) { allEvolvesBtn.SetState(GUISingleButton.State.Normal); allEvolvesBtn.onClick = AllEvolvesClick; } else { allEvolvesBtn.SetState(GUISingleButton.State.Disabled); allEvolvesBtn.onClick = null; } attrL.text = name; attrM.text = currentattrstr; attrR.text = nextlvIncreasseAttrstr; if (nexins != null) { needMoney.gameObject.SetActive(true); needMoney.text = nexins.syn_cost.ToString(); if (nexins.syn_cost <= playerData.GetInstance().baginfo.gold) { needMoney.color = Color.white; } else { needMoney.color = Color.red; } } else { needMoney.gameObject.SetActive(false); } }
public void InitData(EquipData equipitem) { ed = equipitem; if (ed != null) { selectEquip.InitData(ed); currentLv.text = ed.level.ToString() + "级"; nextLv.text = (ed.level + 1).ToString() + "级"; } //当前装备 ItemNodeState item = GameLibrary.Instance().ItemStateList[ed.id]; if (null != item) { //equipname.text = item.name; equipname.text = GoodsDataOperation.GetInstance().JointEquipNameColour(item.name, (GradeType)ed.grade); } //基础装备 long baseid = ed.id / 100 * 100; ItemNodeState baseItem = GameLibrary.Instance().ItemStateList[baseid]; short[] basepropertys = baseItem.propertylist; short[] propertys = item.propertylist; if (basepropertys == null) { return; } int index = 0; string name = ""; string currentattrstr = ""; string nextlvattrstr = ""; for (int i = 0; i < basepropertys.Length; i++) { if (basepropertys[i] > 0) { name += propertyname[i] + "\n"; currentattrstr += (basepropertys[i] + propertys[i] * ed.level).ToString() + "\n"; nextlvattrstr += "+ " + propertys[i].ToString() + "\n"; } } EquipStrenAttrname.text = name; equipstrenAttrMiddle.text = currentattrstr; EquipStrenAttrRight.text = nextlvattrstr; oneLvconst = GetStrenthOne(ed); EquipOneLvCost.text = oneLvconst.ToString(); toLvConst = StrengeToLvCost(); EquipToLvCost.text = toLvConst.ToString(); allEquopToLvCost.text = AllStrengeToLvCost().ToString(); if (!IsStrengeOneLv(0)) { strengeOnebtn.SetState(GUISingleButton.State.Disabled); strengeToLv.SetState(GUISingleButton.State.Disabled); //oneStrengthRed.gameObject.SetActive(false); //allStrengthRed.gameObject.SetActive(false); } else { strengeOnebtn.SetState(GUISingleButton.State.Normal); strengeToLv.SetState(GUISingleButton.State.Normal); //oneStrengthRed.gameObject.SetActive(true); //allStrengthRed.gameObject.SetActive(true); } //全部按钮显示判断 //if (long.Parse(allEquopToLvCost.text) > 0) //{ // strengAllEquipBtn.SetState(GUISingleButton.State.Normal); //} //else //{ // strengAllEquipBtn.SetState(GUISingleButton.State.Disabled); //} strengeOnebtn.onClick = StrengeOneLv; //强化一次 strengeToLv.onClick = StrengeToLv; //一键强化,强化多次 strengAllEquipBtn.onClick = StrengeAllToLv; }