예제 #1
0
 /// <summary>
 /// 判断是否是双手武器
 /// </summary>
 /// <param name="enumGoodsType"></param>
 /// <returns></returns>
 public static bool IsTwoHandedWeapon(EnumGoodsType enumGoodsType)
 {
     return(GoodsStaticTools.IsChildGoodsNode(enumGoodsType, EnumGoodsType.TwoHandedSword) || //双手剑
            GoodsStaticTools.IsChildGoodsNode(enumGoodsType, EnumGoodsType.Arch) ||           //弓
            GoodsStaticTools.IsChildGoodsNode(enumGoodsType, EnumGoodsType.CrossBow) ||       //弩
            GoodsStaticTools.IsChildGoodsNode(enumGoodsType, EnumGoodsType.LongRod));         //长杖
 }
예제 #2
0
 public SynthesisDataFileEditorForm()
 {
     InitializeComponent();
     synthesisDataAnalysis = new SynthesisDataAnalysis();
     GoodsStaticTools.GetParentGoodsType(EnumGoodsType.Amulet);
 }
 /// <summary>
 /// 设置显示的数组
 /// </summary>
 /// <param name="datas"></param>
 private void SetEnableArray(EquipmentTypeToObj[] datas)
 {
     EnumGoodsType[] goodsTypeArray = playerState.PlayerAllGoods.Where(temp => temp.GoodsLocation == GoodsLocation.Wearing).Select(temp => temp.GoodsInfo.EnumGoodsType).ToArray();
     foreach (EquipmentTypeToObj data in datas)
     {
         if (data.SelfObj)
         {
             if (goodsTypeArray.Contains(data.GoodsType) || goodsTypeArray.Count(temp => GoodsStaticTools.IsChildGoodsNode(temp, data.GoodsType, false)) > 0)
             {
                 data.SelfObj.SetActive(true);
             }
             else
             {
                 data.SelfObj.SetActive(false);
             }
         }
     }
 }
예제 #4
0
 /// <summary>
 /// 判断是否是副手武器
 /// </summary>
 /// <param name="enumGoodsType"></param>
 /// <returns></returns>
 public static bool IsLeftOneHandedWeapon(EnumGoodsType enumGoodsType)
 {
     return(GoodsStaticTools.IsChildGoodsNode(enumGoodsType, EnumGoodsType.Shield) ||     //盾牌
            GoodsStaticTools.IsChildGoodsNode(enumGoodsType, EnumGoodsType.CrystalBall)); //水晶球
 }
예제 #5
0
 /// <summary>
 /// 判断是否是主手武器
 /// </summary>
 /// <param name="enumGoodsType"></param>
 /// <returns></returns>
 public static bool IsRightOneHandedWeapon(EnumGoodsType enumGoodsType)
 {
     return(GoodsStaticTools.IsChildGoodsNode(enumGoodsType, EnumGoodsType.SingleHanedSword) || //单手剑
            GoodsStaticTools.IsChildGoodsNode(enumGoodsType, EnumGoodsType.Dagger) ||           //匕首
            GoodsStaticTools.IsChildGoodsNode(enumGoodsType, EnumGoodsType.ShortRod));          //短杖
 }
예제 #6
0
 /// <summary>
 /// 开始道具的功能
 /// 如果是装备则替换,如果是药水则恢复
 /// </summary>
 private void ItemAction()
 {
     if (focusUIListItem)
     {
         //物品对象
         PlayGoods     playGoods     = (PlayGoods)focusUIListItem.value;
         EnumGoodsType enumGoodsType = playGoods.GoodsInfo.EnumGoodsType;
         int           goodsTypeInt  = (int)enumGoodsType;
         if (GoodsStaticTools.IsChildGoodsNode(enumGoodsType, EnumGoodsType.Equipment))//如果是装备类型则替换装备
         {
             //如果是副手武器
             if (GoodsStaticTools.IsLeftOneHandedWeapon(enumGoodsType))
             {
                 //需要判断当前是否佩戴了双手武器以及副手武器(左手武器),如果佩戴了则需要卸载双手武器
                 PlayGoods[] twoHandedWeapons = playerState.PlayerAllGoods.Where(
                     temp => temp.GoodsLocation == GoodsLocation.Wearing &&
                     (GoodsStaticTools.IsTwoHandedWeapon(temp.GoodsInfo.EnumGoodsType) ||
                      (temp.leftRightArms != null && temp.leftRightArms.Value == false))).ToArray();
                 foreach (PlayGoods _playGoods in twoHandedWeapons)
                 {
                     _playGoods.leftRightArms = null;
                     _playGoods.GoodsLocation = GoodsLocation.Package;
                 }
                 playGoods.leftRightArms = false;
             }
             //如果是双手武器
             else if (GoodsStaticTools.IsTwoHandedWeapon(enumGoodsType))
             {
                 //需要判断当前是否佩戴了副手武器以及主手武器(右手武器),如果佩戴了则需要卸载副手武器
                 PlayGoods[] oneHandedWeapons = playerState.PlayerAllGoods.Where(
                     temp => temp.GoodsLocation == GoodsLocation.Wearing &&
                     (GoodsStaticTools.IsLeftOneHandedWeapon(temp.GoodsInfo.EnumGoodsType) ||
                      (temp.leftRightArms != null && temp.leftRightArms.Value == true))).ToArray();
                 foreach (PlayGoods _playGoods in oneHandedWeapons)
                 {
                     _playGoods.leftRightArms = null;
                     _playGoods.GoodsLocation = GoodsLocation.Package;
                 }
                 playGoods.leftRightArms = true;
             }
             //如果是饰品
             else if (GoodsStaticTools.IsChildGoodsNode(enumGoodsType, EnumGoodsType.Ornaments))
             {
                 EnumGoodsType?ornamentsType = GoodsStaticTools.GetParentGoodsType(playGoods.GoodsInfo.EnumGoodsType); //从基础的饰品类型向上跳到饰品的分类类型(项链 戒指 护身符 勋章)
                 if (ornamentsType != null && GoodsStaticTools.IsChildGoodsNode(ornamentsType.Value, EnumGoodsType.Ornaments))
                 {
                     PlayGoods[] ornaments = playerState.PlayerAllGoods.Where(
                         temp => temp.GoodsLocation == GoodsLocation.Wearing && GoodsStaticTools.IsChildGoodsNode(temp.GoodsInfo.EnumGoodsType, ornamentsType.Value)).ToArray();
                     foreach (PlayGoods _playGoods in ornaments)
                     {
                         _playGoods.GoodsLocation = GoodsLocation.Package;
                     }
                 }
             }
             //如果是武器(这里是单手武器,双手武器以及副手在上面已经判断过了 )
             else if (GoodsStaticTools.IsChildGoodsNode(enumGoodsType, EnumGoodsType.Arms))
             {
                 //需要卸载所有的右手装备
                 PlayGoods[] rightHandedWeapons = playerState.PlayerAllGoods.Where(
                     temp => temp.GoodsLocation == GoodsLocation.Wearing && temp.leftRightArms != null && temp.leftRightArms.Value == true).ToArray();
                 foreach (PlayGoods _playGoods in rightHandedWeapons)
                 {
                     _playGoods.leftRightArms = null;
                     _playGoods.GoodsLocation = GoodsLocation.Package;
                 }
                 playGoods.leftRightArms = true;
             }
             //如果是其他装备(防具等)
             else
             {
                 EnumGoodsType?armorType = GoodsStaticTools.GetParentGoodsType(playGoods.GoodsInfo.EnumGoodsType, 2); //从基础的防具类型向上跳到防具的大类(头盔大类 盔甲类 鞋子类)
                 if (armorType != null && GoodsStaticTools.IsChildGoodsNode(armorType.Value, EnumGoodsType.Equipment))
                 {
                     PlayGoods[] ammors = playerState.PlayerAllGoods.Where(
                         temp => temp.GoodsLocation == GoodsLocation.Wearing && GoodsStaticTools.IsChildGoodsNode(temp.GoodsInfo.EnumGoodsType, armorType.Value)).ToArray();
                     foreach (PlayGoods _playGoods in ammors)
                     {
                         _playGoods.GoodsLocation = GoodsLocation.Package;
                     }
                 }
             }
             playGoods.GoodsLocation          = GoodsLocation.Wearing;
             iPlayerStateRun.EquipmentChanged = true;
         }
         else if (GoodsStaticTools.IsChildGoodsNode(enumGoodsType, EnumGoodsType.Elixir))//如果是炼金药剂类则直接服用
         {
             iPlayerStateRun.EatMedicine(playGoods.ID);
         }
         else if (GoodsStaticTools.IsChildGoodsNode(enumGoodsType, EnumGoodsType.Item)) //如果是道具
         {
             if (enumGoodsType == EnumGoodsType.MagicScroll)                            //此处的魔法卷轴有一个任务的特殊检测
             {
                 INowTaskState iNowTaskState = GameState.Instance.GetEntity <INowTaskState>();
                 iNowTaskState.CheckNowTask(EnumCheckTaskType.Special, (int)TaskMap.Enums.EnumTaskSpecialCheck.SummonsScrollMagic);
             }
             Debug.Log("道具功能暂未实现");
         }
     }
 }