private void SetCurrentClickGradeBtnColor(GameLevelGrade grade) { foreach (Image item in m_gameLevelGradeImageList) { item.color = m_oldeGradeColor; } switch (grade) { case GameLevelGrade.Normal: m_gameLevelGradeImageList[0].color = m_currentSelectGradeColor; break; case GameLevelGrade.Hard: m_gameLevelGradeImageList[1].color = m_currentSelectGradeColor; break; case GameLevelGrade.Hell: m_gameLevelGradeImageList[2].color = m_currentSelectGradeColor; break; default: break; } }
public void LoadGameLevel(int sceneId, GameLevelGrade grade) { m_CurGameLevelSceneId = sceneId; m_CurGameLevelGrade = grade; CurrentType = SceneType.Gamelevel; SceneManager.LoadScene(SceneType.Loading.ToString()); }
protected override void OnMainUIComplete() { base.OnMainUIComplete(); m_IsFighting = true; PlayerCtrl.Instance.SetMainCityData(); m_GameLevelId = SceneMgr.Instance.CurGameLevelSceneId; m_Grade = SceneMgr.Instance.CurGameLevelGrade; regionEntityList = GameLevelRegionDBModel.Instance.GetRegionListByGameLevelId(m_GameLevelId); m_CurSelectRegionIndex = 0; EnterRegion(m_CurSelectRegionIndex); m_AllMonsterCount = GameLevelMonsterDBModel.Instance.GetLevelMonsterCount(m_GameLevelId, m_Grade); m_AllMonsterID = GameLevelMonsterDBModel.Instance.GetLevelAllMonsterId(m_GameLevelId, m_Grade); m_Pool = PoolManager.Pools.Create("Monster"); m_Pool.group.parent = null; m_Pool.group.localPosition = Vector3.zero; for (int i = 0; i < m_AllMonsterID.Length; i++) { Transform t = GameUtil.LoadSprite(m_AllMonsterID[i]).transform; PrefabPool prefabPool = new PrefabPool(t); prefabPool.preloadAmount = 5; prefabPool.cullDespawned = true; prefabPool.cullAbove = 5; prefabPool.cullDelay = 2; prefabPool.cullMaxPerPass = 2; m_Pool.CreatePrefabPool(prefabPool); } Global.Instance.CurPlayer.ToIdle(IdleType.IdleFight); GameLevelCtrl.Instance.CurGameLevelTotalExp = 0; GameLevelCtrl.Instance.CurGameLevelTotalGold = 0; GameLevelCtrl.Instance.CurGameLevelKillMonsterDic.Clear(); GameLevelCtrl.Instance.CurGameLevelGetGoodsList.Clear(); }
public void OnClickGameLevelGradeBtn(GameLevelGrade grade) { Debug.Log(grade); if (m_onClickGameLevelGradeBtnHandler != null) { m_onClickGameLevelGradeBtnHandler(m_gameLevelId, grade); } }
/// <summary> /// 点击关卡详情难度按钮 /// </summary> /// <param name="p"></param> private void OnClickGameLevelDetailsViewGradeButton(object[] p) { if (p.Length < 2) { return; } m_GameLevelSceneId = (int)p[0]; m_Garade = (GameLevelGrade)p[1]; SetGameLevelDetails(m_GameLevelSceneId, m_Garade); }
/// <summary> /// 点击关卡详情页面进入关卡按钮 /// </summary> /// <param name="p"></param> private void OnClickGameLevelDetailsViewEnterLevelButton(object[] p) { m_GameLevelSceneId = (int)p[0]; m_Garade = (GameLevelGrade)p[1]; GameLevel_EnterProto proto = new GameLevel_EnterProto(); proto.GameLevelId = m_GameLevelSceneId; proto.Grade = (byte)m_Garade; NetWorkSocket.Instance.SendMsg(proto.ToArray()); }
/// <summary> /// 获取游戏关卡区域怪实体 /// </summary> /// <param name="gameLevelId"></param> /// <param name="grade"></param> /// <param name="regionId"></param> /// <param name="monsterId"></param> /// <returns></returns> public GameLevelMonsterEntity GetGameLevelMonsterEntity(int gameLevelId, GameLevelGrade grade, int regionId, int monsterId) { for (int i = 0; i < m_List.Count; i++) { if (m_List[i].GameLevelId == gameLevelId && m_List[i].Grade == (int)grade && m_List[i].RegionId == regionId && m_List[i].SpriteId == monsterId) { return(m_List[i]); } } return(null); }
public GameLevelGradeEntity GetEntityByGameLevelIdAndGrade(int gameLevelId, GameLevelGrade grade) { for (int i = 0; i < GetDataList.Count; i++) { if (GetDataList[i].Grade == (int)grade && GetDataList[i].GameLevelId == gameLevelId) { return(GetDataList[i]); } } return(null); }
/// <summary> /// 根据游戏关卡编号和难度等级和区域编号获取所有怪 /// </summary> /// <param name="gameLevelId"></param> /// <param name="grade"></param> /// <param name="regionId"></param> /// <returns></returns> public List <GameLevelMonsterEntity> GetGameLevelMonster(int gameLevelId, GameLevelGrade grade, int regionId) { retLst.Clear(); for (int i = 0; i < m_List.Count; i++) { if (m_List[i].GameLevelId == gameLevelId && m_List[i].Grade == (int)grade && m_List[i].RegionId == regionId) { retLst.Add(m_List[i]); } } return(retLst); }
public void LoadToGameLevel(int gameLevelId, GameLevelGrade grade) { m_CurrWorldMapId = -1; m_CurrGameLevelId = gameLevelId; m_CurrGameLevelGrade = grade; CurrSceneType = SceneType.GameLevel; CurrPlayType = PlayType.PVE; SceneManager.LoadScene("Scene_Loading"); }
/// <summary> /// 根据游戏关卡编号和难度等级和区域编号获取怪的总数量 /// </summary> /// <param name="gameLevelId"></param> /// <param name="grade"></param> /// <param name="regionId"></param> /// <returns></returns> public int GetGameLevelMonsterCount(int gameLevelId, GameLevelGrade grade, int regionId) { int count = 0; for (int i = 0; i < m_List.Count; i++) { if (m_List[i].GameLevelId == gameLevelId && m_List[i].Grade == (int)grade && m_List[i].RegionId == regionId) { count += m_List[i].SpriteCount; } } return(count); }
public GameLevelGradeEntity GetEnityByLevelIdAndGrade(int levelId, GameLevelGrade grade) { if (m_List != null && m_List.Count > 0) { for (int i = 0; i < m_List.Count; i++) { if (m_List[i].GameLevelId == levelId && m_List[i].EnumGrade == grade) { return(m_List[i]); } } } return(null); }
/// <summary> /// 根据游戏关卡编号和难度等级获取怪的种类 /// </summary> /// <param name="gameLevelId"></param> /// <param name="grade"></param> /// <returns></returns> public int[] GetGameLevelMonsterId(int gameLevelId, GameLevelGrade grade) { List <int> lst = new List <int>(); for (int i = 0; i < m_List.Count; i++) { if (m_List[i].GameLevelId == gameLevelId && m_List[i].Grade == (int)grade) { if (!lst.Contains(m_List[i].SpriteId)) { lst.Add(m_List[i].SpriteId); } } } return(lst.ToArray()); }
private void SetGameLevelDetailDes(int gameLevelId, GameLevelGrade grade) { //1.读取游戏关卡表 GameLevelEntity gameLevelEntity = GameLevelDBModel.GetInstance.GetEntityById(gameLevelId); //2.读取游戏关卡难度等级表 GameLevelGradeEntity gameLevelGradeEntity = GameLevelGradeDBModel.GetInstance.GetEntityByGameLevelIdAndGrade(gameLevelId, grade); data = new TransferData(); data.SetValue <string>("GameLevelDesc", gameLevelGradeEntity.Desc); data.SetValue <string>("GameLevelConditionDesc", gameLevelGradeEntity.ConditionDesc); data.SetValue <string>("GameLevelDlgPic", gameLevelEntity.DlgPic); data.SetValue <int>("GameLevelExp", gameLevelGradeEntity.Exp); data.SetValue <int>("GameLevelGold", gameLevelGradeEntity.Gold); data.SetValue <int>("GameLevelCommentFighting", gameLevelGradeEntity.CommendFighting); data.SetValue <string>("GameLevelName", gameLevelEntity.Name); data.SetValue <string>("GameLevelName", gameLevelEntity.Name); data.SetValue <int>("GameLevelId", gameLevelEntity.Id); m_levelDetailView.SetUI(data, SetGameLevelDetailDes); }
private void OnClickGradeButton(GameLevelGrade gradeType) { if (m_Grade == gradeType) { return; } m_Grade = gradeType; if (m_GardeButtonImage.Length == 3) { for (int i = 0; i < m_GardeButtonImage.Length; i++) { m_GardeButtonImage[i].color = Color.white; } m_GardeButtonImage[(int)gradeType].color = m_SelectedColor; } object[] ps1 = new object[2]; ps1[0] = m_GameLevelId; ps1[1] = gradeType; UIDispatcher.Instance.Dispatc(ConstDefine.UIGameLevelDetailsView_Grade, ps1); }
private void BtnGradeCilck(GameLevelGrade grade) { if (m_CurrSelectGrade == grade) { return; } m_CurrSelectGrade = grade; //重置按钮颜色 ResetBtnGradeColor(); if (OnBtnGradeClick != null) { OnBtnGradeClick(m_GameLevelId, grade); } if (btnGrades.Length == 3) { btnGrades[(int)grade].color = selectedGradeColor; } }
/// <summary> /// 设置游戏关卡详情 /// </summary> /// <param name="gameLevelId"></param> /// <param name="grade"></param> private void SetGameLevelDetailData(int gameLevelId, GameLevelGrade grade, UIGameLevelDetailView uIGameLevelDetailView) { SetGameLevelDetailDes(gameLevelId, grade); uIGameLevelDetailView.SetUI(data, SetGameLevelDetailDes); }
private void SetGameLevelDetails(int gameLevelId, GameLevelGrade grade) { m_GameLevelSceneId = gameLevelId; m_Garade = grade; GameLevelEntity levelEnitiy = GameLevelDBModel.Instance.Get(gameLevelId); GameLevelGradeEntity gradeEnitiy = GameLevelGradeDBModel.Instance.GetEnityByLevelIdAndGrade(gameLevelId, grade); if (levelEnitiy == null || gradeEnitiy == null) { return; } DataTransfer data = new DataTransfer(); data.SetData(ConstDefine.GameLevelId, levelEnitiy.Id); data.SetData(ConstDefine.GameLevelName, levelEnitiy.Name); data.SetData(ConstDefine.GameLevelSceneName, levelEnitiy.SceneName); data.SetData(ConstDefine.GameLevelDlgPic, levelEnitiy.DlgPic); //装备 List <DataTransfer> equipDatas = new List <DataTransfer>(); List <GoodsEntity> equipEnitys = gradeEnitiy.RewardEquipList; if (equipEnitys != null && equipEnitys.Count > 0) { equipEnitys.Sort((GoodsEntity entity1, GoodsEntity entity2) => { if (entity1.GoodsProbability > entity2.GoodsProbability) { return(1); } else if (entity1.GoodsProbability == entity2.GoodsProbability) { return(0); } else { return(-1); } }); for (int i = 0; i < equipEnitys.Count; i++) { DataTransfer equipData = new DataTransfer(); equipData.SetData(ConstDefine.GameLevelGoodsId, equipEnitys[i].GoodsId); equipData.SetData(ConstDefine.GameLevelGoodsName, equipEnitys[i].GoodsName); equipData.SetData(ConstDefine.GameLevelGoodsProbability, equipEnitys[i].GoodsProbability); equipData.SetData(ConstDefine.GameLevelGoodsCount, equipEnitys[i].GoodsCount); equipDatas.Add(equipData); } } //道具 List <DataTransfer> itemDatas = new List <DataTransfer>(); List <GoodsEntity> itemEnitys = gradeEnitiy.RewardItemList; if (itemEnitys != null && itemEnitys.Count > 0) { itemEnitys.Sort((GoodsEntity entity1, GoodsEntity entity2) => { if (entity1.GoodsProbability > entity2.GoodsProbability) { return(-1); } else if (entity1.GoodsProbability == entity2.GoodsProbability) { return(0); } else { return(1); } }); for (int i = 0; i < itemEnitys.Count; i++) { DataTransfer itemData = new DataTransfer(); itemData.SetData(ConstDefine.GameLevelGoodsId, itemEnitys[i].GoodsId); itemData.SetData(ConstDefine.GameLevelGoodsName, itemEnitys[i].GoodsName); itemData.SetData(ConstDefine.GameLevelGoodsProbability, itemEnitys[i].GoodsProbability); itemData.SetData(ConstDefine.GameLevelGoodsCount, itemEnitys[i].GoodsCount); itemDatas.Add(itemData); } } //材料 List <DataTransfer> materiaDatas = new List <DataTransfer>(); List <GoodsEntity> materiaEnitys = gradeEnitiy.RewardMateriaList; if (materiaEnitys != null && materiaEnitys.Count > 0) { materiaEnitys.Sort((GoodsEntity entity1, GoodsEntity entity2) => { if (entity1.GoodsProbability > entity2.GoodsProbability) { return(-1); } else if (entity1.GoodsProbability == entity2.GoodsProbability) { return(0); } else { return(1); } }); for (int i = 0; i < materiaEnitys.Count; i++) { DataTransfer materiaData = new DataTransfer(); materiaData.SetData(ConstDefine.GameLevelGoodsId, materiaEnitys[i].GoodsId); materiaData.SetData(ConstDefine.GameLevelGoodsName, materiaEnitys[i].GoodsName); materiaData.SetData(ConstDefine.GameLevelGoodsProbability, materiaEnitys[i].GoodsProbability); materiaData.SetData(ConstDefine.GameLevelGoodsCount, materiaEnitys[i].GoodsCount); materiaDatas.Add(materiaData); } } data.SetData(ConstDefine.GameLevelRewardEquip, equipDatas); data.SetData(ConstDefine.GameLevelRewardItem, itemDatas); data.SetData(ConstDefine.GameLevelRewardMaterial, materiaDatas); data.SetData(ConstDefine.GameLevelRewardGold, gradeEnitiy.Gold); data.SetData(ConstDefine.GameLevelRewardExp, gradeEnitiy.Exp); data.SetData(ConstDefine.GameLevelDesc, gradeEnitiy.Desc); data.SetData(ConstDefine.GameLevelConditionDesc, gradeEnitiy.ConditionDesc); data.SetData(ConstDefine.GameLevelCommendFighting, gradeEnitiy.CommendFighting); m_GameLevelDetailsView.SetUI(data); }