예제 #1
0
    /// <summary>
    /// 卸下功法
    /// </summary>
    public void UnfixGongfa(GongfaData gongfa)
    {
        int              item_id       = gongfa.item_id;
        ItemData         item          = GameData.instance.all_item[item_id];
        ItemStaticData   static_data   = GameData.instance.item_static_data[item.static_id];
        GongfaStaticData static_gongfa = GetGongfaStaticData(gongfa);

        UnfixGongfa(static_data.sub_ype, GetHeartType(static_gongfa.type));
    }
예제 #2
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    /// <summary>
    /// 获取功法静态数据
    /// </summary>
    public GongfaStaticData GetGongfaStaticData(GongfaData gongfa)
    {
        int              item_id          = gongfa.item_id;
        ItemData         item             = GameData.instance.all_item[item_id];
        ItemStaticData   static_data      = GameData.instance.item_static_data[item.static_id];
        int              gongfa_static_id = static_data.param[0]; // 根据物品获取功法静态数据id
        GongfaStaticData static_gongfa    = GameData.instance.gongfa_static_data[gongfa_static_id];

        return(static_gongfa);
    }
예제 #3
0
파일: GongfaUI.cs 프로젝트: MatrixHan/XHSJ
    private void OnItemEndDragItem(object param)
    {
        dragItem.gameObject.SetActive(false);
        GongfaData     gongfa      = (GongfaData)param;
        int            item_id     = gongfa.item_id;
        ItemData       item        = GameData.instance.all_item[item_id];
        ItemStaticData static_data = GameData.instance.item_static_data[item.static_id];

        ShowMask(static_data, false);

        switch (static_data.sub_ype)
        {
        case ItemSubType.Heart:
            for (int i = 0; i < heart_items.Length; i++)
            {
                if (heart_items[i].onItem)
                {
                    RoleData.mainRole.EquipGongfa(gongfa, i);
                    break;
                }
            }
            break;

        case ItemSubType.Attack:
            if (atk_items[0].onItem)
            {
                RoleData.mainRole.EquipGongfa(gongfa);
            }
            break;

        case ItemSubType.Skill:
            if (atk_items[1].onItem)
            {
                RoleData.mainRole.EquipGongfa(gongfa);
            }
            break;

        case ItemSubType.Body:
            if (atk_items[2].onItem)
            {
                RoleData.mainRole.EquipGongfa(gongfa);
            }
            break;

        case ItemSubType.Magic:
            if (atk_items[3].onItem)
            {
                RoleData.mainRole.EquipGongfa(gongfa);
            }
            break;
        }
    }
예제 #4
0
파일: GongfaUI.cs 프로젝트: MatrixHan/XHSJ
    private void OnItemBeginDragItem(object param)
    {
        GongfaData gongfa = (GongfaData)param;

        dragItem.GetComponent <GongfaItem>().SetItem(gongfa);
        dragItem.gameObject.SetActive(true);

        int            item_id     = gongfa.item_id;
        ItemData       item        = GameData.instance.all_item[item_id];
        ItemStaticData static_data = GameData.instance.item_static_data[item.static_id];

        ShowMask(static_data, true);
    }
예제 #5
0
    /// <summary>
    /// 物品是否装备着
    /// </summary>
    /// <returns></returns>
    public bool GonfaIsEquip(GongfaData gongfa)
    {
        bool isWear = false; // 是否穿戴着

        int            item_id     = gongfa.item_id;
        ItemData       item        = GameData.instance.all_item[item_id];
        ItemStaticData static_data = GameData.instance.item_static_data[item.static_id];

        switch (static_data.sub_ype)
        {
        case ItemSubType.Heart:
            for (int i = 0; i < heart_gongfa.Length; i++)
            {
                if (gongfa == heart_gongfa[i])
                {
                    isWear = true;
                }
            }
            break;

        case ItemSubType.Body:
            isWear = body_gongfa == gongfa;
            break;

        case ItemSubType.Attack:
            isWear = attack_gongfa == gongfa;
            break;

        case ItemSubType.Skill:
            isWear = skill_gongfa == gongfa;
            break;

        case ItemSubType.Magic:
            isWear = magic_gongfa == gongfa;
            break;
        }

        return(isWear);
    }
예제 #6
0
    /// <summary>
    /// 卸下功法
    /// </summary>
    public void UnfixGongfa(ItemSubType item_sub_typ, GongfaType gongfa_typ = GongfaType.none)
    {
        switch (item_sub_typ)
        {
        case ItemSubType.Heart:
            for (int i = 0; i < heart_gongfa.Length; i++)
            {
                if (heart_gongfa[i] == null)
                {
                    continue;
                }
                GongfaStaticData equip_gongfa = GetGongfaStaticData(heart_gongfa[i]);
                if (equip_gongfa != null && ((equip_gongfa.type & gongfa_typ) == gongfa_typ))
                {
                    heart_gongfa[i] = null;
                    break;
                }
            }
            break;

        case ItemSubType.Body:
            body_gongfa = null;
            break;

        case ItemSubType.Attack:
            attack_gongfa = null;
            break;

        case ItemSubType.Skill:
            skill_gongfa = null;
            break;

        case ItemSubType.Magic:
            magic_gongfa = null;
            break;
        }
        EventManager.SendEvent(EventTyp.GongfaChange, null);
        UpdateAttr();
    }
예제 #7
0
    public void UseItem(int item_id, int count = 1)
    {
        ItemData       item        = GameData.instance.all_item[item_id];
        ItemStaticData static_data = GameData.instance.item_static_data[item.static_id];

        if (!LevelConfigData.CheckLevel(GetAttr(RoleAttribute.level), static_data.level))
        {
            MessageTips.Message(43, LevelConfigData.GetBigName(static_data.level));
            return;
        }


        switch (static_data.type)
        {
        case ItemType.Remedy:     // 丹药类
            switch (static_data.sub_ype)
            {
            case ItemSubType.recoverRemedy:         // 恢复类丹药
                // 扣除道具
                RemoveItem(item_id, count);
                // 恢复
                for (int i = 0; i < static_data.attributes.Length; i++)
                {
                    ChangeAttrebuteValue(static_data.attributes[i], static_data.attr_values[i] * count);
                }
                break;

            case ItemSubType.aptitudesRemedy:         // 资质丹药
                // 扣除道具
                RemoveItem(item_id, count);
                // 增加属性
                for (int i = 0; i < static_data.attributes.Length; i++)
                {
                    int multiple = (GetAttr(static_data.attributes[i]) >= static_data.param[0]) ? 0 : 1;
                    ChangeAttrebuteMaxValue(static_data.attributes[i], static_data.attr_values[i] * count * multiple);
                    if (multiple < 1)
                    {
                        MessageTips.Message(46);
                    }
                }
                break;

            case ItemSubType.buffRemedy:
                break;

            case ItemSubType.otherRemedy:
                break;
            }
            break;

        case ItemType.Gongfa:     // 功法类
            GongfaStaticData  gongfa    = GameData.GetStaticGongfaFromItem(item_id);
            RoleAttribute[][] need_attr = gongfa.attr_condition;
            var need_value      = gongfa.value_condition;
            int condition_count = need_value.Length;
            for (int i = 0; i < condition_count; i++)
            {
                RoleAttribute[] need  = need_attr[i];
                int             value = need_value[i];
                bool            can   = false;
                foreach (RoleAttribute attr in need)
                {
                    if (GetAttr(attr) >= value)
                    {
                        can = true;
                        break;
                    }
                }
                if (!can)
                {
                    // 修炼资质不足
                    MessageTips.Message(45);
                    return;
                }
            }
            RemoveItem(item_id, count, false);
            GongfaData new_gongfa = new GongfaData()
            {
                item_id = item.id, attr_value = gongfa.attr_value, ex_values = gongfa.ex_values, ex_color = gongfa.ex_color
            };
            all_gongfa.Add(new_gongfa);
            int mood = 10;
            ChangeAttrebuteValue(RoleAttribute.mood, -mood);
            GameData.instance.SetGameData(GlobalAttribute.time, GameData.instance.GetGameData(GlobalAttribute.time) + GameConst.oneDayTicks * 15);
            MessageWindow.Message(49, 50, null, 0, mood.ToString(), gongfa.name);
            break;
        }
    }
예제 #8
0
    /// <summary>
    /// 更新属性 重新计算装备增加的属性
    /// </summary>
    public void UpdateAttr()
    {
        int count = attribute.Length;

        if (definitive_attribute == null || definitive_max_attribute == null)
        {
            definitive_attribute     = new int[count];
            definitive_max_attribute = new int[count];
            for (int i = 0; i < count; i++)
            {
                definitive_attribute[i]     = attribute[i];
                definitive_max_attribute[i] = max_attribute[i];
            }
        }

        int old_ride = GetAttr(RoleAttribute.ride_id);
        int new_ride = -1;

        // 记录更新属性
        int[] max_value = new int[count];
        for (int i = 0; i < count; i++)
        {
            max_value[i] = max_attribute[i];
        }

        // 计算装备增加的属性
        for (int i = 0; i < equip_items.Length; i++)
        {
            int item_id = equip_items[i];
            if (item_id == -1)
            {
                continue;
            }
            ItemData       item        = GameData.instance.all_item[item_id];
            ItemStaticData static_data = GameData.instance.item_static_data[item.static_id];
            for (int j = 0; j < static_data.attributes.Length; j++)
            {
                int attr = (int)static_data.attributes[j];
                max_value[attr] += static_data.attr_values[j];
            }
            if (static_data.sub_ype == ItemSubType.Ride)
            {
                new_ride = static_data.param[0];
            }
        }
        // 计算功法加的属性
        int daodian = 0; // 记录功法使用的道点
        List <GongfaData> gongfas = new List <GongfaData>(heart_gongfa);

        gongfas.Add(attack_gongfa);
        gongfas.Add(skill_gongfa);
        gongfas.Add(body_gongfa);
        gongfas.Add(magic_gongfa);
        for (int i = 0; i < gongfas.Count; i++)
        {
            GongfaData gongfa = gongfas[i];
            if (gongfa != null)
            {
                GongfaStaticData static_gongfa = GetGongfaStaticData(gongfa);
                for (int j = 0; j < static_gongfa.attr_id.Length; j++)
                {
                    GongfaAttrData attr_data = GongfaAttrConfig.GetAttrConfig(static_gongfa.attr_id[j]);
                    if (!attr_data.isSkill)
                    {
                        int value = gongfa.attr_value[j][0];
                        max_value[(int)attr_data.attr] += value;
                    }
                }
                for (int j = 0; j < static_gongfa.ex_id.Length; j++)
                {
                    GongfaAttrData attr_data = GongfaAttrConfig.GetAttrConfig(static_gongfa.ex_id[j]);
                    if (!attr_data.isSkill)
                    {
                        int value = gongfa.ex_values[j][0];
                        max_value[(int)attr_data.attr] += value;
                    }
                }
                if (static_gongfa is HeartGongfaStaticData)
                {
                    daodian += ((HeartGongfaStaticData)static_gongfa).need_daodian;
                }
            }
        }

        RoleAttrConfig[] attribute_config = RoleAttrConfigData.GetAttrConfig();
        for (int i = 0; i < count; i++)
        {
            float rate = definitive_attribute[i] == definitive_attribute[i] ? 1 : definitive_attribute[i] * 1f / definitive_max_attribute[i];
            if (attribute_config[i].type == RoleAttrShowType.FixedMinMax)
            {
                definitive_max_attribute[i] = max_value[i];
                continue;
            }
            else if (attribute_config[i].type != RoleAttrShowType.MinMax)
            {
                rate = 1;
            }
            definitive_max_attribute[i] = max_value[i];
            definitive_attribute[i]     = (int)(max_value[i] * rate);
        }
        definitive_attribute[(int)RoleAttribute.daodian] = daodian; // 修改当前使用的道点

        EventManager.SendEvent(EventTyp.AttrChange, this);          // 通知属性变更

        if (old_ride != new_ride)
        {
            SetAttrebuteValue(RoleAttribute.ride_id, new_ride);
            EventManager.SendEvent(EventTyp.ChangeRide, this); // 通知坐骑变更
        }
    }
예제 #9
0
 public void RemoveGongfa(GongfaData gongfa)
 {
     // TODO:需要删除对应的物品和功法
 }
예제 #10
0
    /// <summary>
    /// 装配功法
    /// </summary>
    public void EquipGongfa(GongfaData gongfa, int idx = -1)
    {
        int            item_id     = gongfa.item_id;
        ItemData       item        = GameData.instance.all_item[item_id];
        ItemStaticData static_data = GameData.instance.item_static_data[item.static_id];

        switch (static_data.sub_ype)
        {
        case ItemSubType.Heart:
            GongfaStaticData static_gongfa = GetGongfaStaticData(gongfa);
            GongfaType       sub_type      = GetHeartType(static_gongfa.type);
            // 先判断是否有装备相同类型的功法
            int same = -1;
            for (int i = 0; i < heart_gongfa.Length; i++)
            {
                if (heart_gongfa[i] == null)
                {
                    if (idx == -1)
                    {
                        idx = i;
                    }
                    continue;
                }
                GongfaStaticData equip_gongfa = GetGongfaStaticData(heart_gongfa[i]);
                if ((equip_gongfa.type & sub_type) == sub_type)
                {
                    same = i;
                    if (idx == -1)
                    {
                        idx = i;
                    }
                }
            }
            if (CheckDaodian(gongfa, same == -1 ? 0 : ((HeartGongfaStaticData)GetGongfaStaticData(gongfa)).need_daodian))
            {
                if (same != -1)
                {
                    heart_gongfa[same] = null;
                }
                heart_gongfa[idx] = gongfa;
            }
            else
            {
                MessageTips.Message(47);
            }
            break;

        case ItemSubType.Body:
            body_gongfa = gongfa;
            break;

        case ItemSubType.Attack:
            attack_gongfa = gongfa;
            break;

        case ItemSubType.Skill:
            skill_gongfa = gongfa;
            break;

        case ItemSubType.Magic:
            magic_gongfa = gongfa;
            break;
        }
        EventManager.SendEvent(EventTyp.GongfaChange, null);
        UpdateAttr();
    }
예제 #11
0
    public bool CheckDaodian(GongfaData gongfa, int daodian = 0)
    {
        HeartGongfaStaticData static_gongfa = (HeartGongfaStaticData)GetGongfaStaticData(gongfa);

        return((GetMaxAttr(RoleAttribute.daodian) - GetAttr(RoleAttribute.daodian) + daodian) >= static_gongfa.need_daodian);
    }
예제 #12
0
    public void SetItem(GongfaData gongfa, RoleData role = null, bool isBag = false, System.Action clickFunc = null)
    {
        roleData       = role;
        this.gongfa    = gongfa;
        this.isBag     = isBag;
        this.clickFunc = clickFunc;
        if (gongfa == null)
        {
            icon.enabled = false;
            color.sprite = UIAssets.instance.gongfaColor[0];;
            if (bg)
            {
                bg.sprite = UIAssets.instance.bgColor[0];
            }
            if (t_name)
            {
                t_name.text = null;
            }
            if (t_type)
            {
                t_type.text = null;
            }
            if (t_level)
            {
                t_level.text = null;
            }
            Tools.SetActive(useing, false);
            return;
        }

        int            item_id     = gongfa.item_id;
        ItemData       item        = GameData.instance.all_item[item_id];
        ItemStaticData static_data = GameData.instance.item_static_data[item.static_id];

        icon.enabled = true;
        icon.sprite  = UIAssets.instance.itemIcon[static_data.icon];
        color.sprite = UIAssets.instance.gongfaColor[static_data.color];
        if (bg)
        {
            bg.sprite = UIAssets.instance.bgColor[static_data.color];
        }
        if (t_name)
        {
            t_name.text = static_data.name;
        }
        if (t_type)
        {
            t_type.text = GameConst.itemSubTypeName[static_data.sub_ype];
        }
        if (t_level)
        {
            t_level.text = LevelConfigData.GetBigName(static_data.level);
        }

        if (roleData == null || !isBag)
        {
            can_drag = false;
            Tools.SetActive(useing, false);
            return;
        }

        bool isWear = roleData.GonfaIsEquip(gongfa); // 是否穿戴着

        Tools.SetActive(useing, isWear);
        can_drag = roleData == RoleData.mainRole && !isWear;
    }