public void SetRewardItem(int buildtype, int num) { m_iItemID = buildtype; sdata.s_itemtypeInfo Info = ItemM.GetItemInfo(m_iItemID); if (Info == null) { Debug.Log("不存在该物品:" + buildtype); } else { int quality = ConfigM.GetBigQuality(Info.quality); SetHead(Info.gtype, Info.icon, Info.gid); if (MyHead.SprQuality != null) { MyHead.SprQuality.spriteName = quality.ToString(); } if (MyHead.NumLabel != null) { if (num > 0) { MyHead.NumLabel.text = num.ToString(); } else { MyHead.NumLabel.text = ""; } } } }
void ClickDown(Vector3 pos) { sdata.s_itemtypeInfo Info = ItemM.GetItemInfo(m_iItemID); if (Info != null) { string Name = Info.name; int Level = Info.level; string Description = Info.title.Replace("\\n", System.Environment.NewLine); int Money = Info.money; int HaveCount = ItemDC.GetItemCount(m_iItemID); m_wnd = WndManager.GetDialog <StageTipWnd>(); if (Info.gtype == 0) { m_wnd.SetTipData(pos, StageClickType.Item, Info.icon, Info.quality, Name, Level, Description, HaveCount, Money, Info.gtype); } else if (Info.gtype == 1) { m_wnd.SetTipData(pos, StageClickType.Item, Info.gid, Info.quality, Name, Level, Description, HaveCount, Money, Info.gtype); } if (Info.gtype == 2) { m_wnd.SetTipData(pos, StageClickType.Item, Info.gid, Info.quality, Name, Level, Description, HaveCount, Money, Info.gtype); } if (Info.gtype == 3) { m_wnd.SetTipData(pos, StageClickType.Item, Info.gid, Info.quality, Name, Level, Description, HaveCount, Money, Info.gtype); } } }
void BtnGetSoulStone_OnClickEventHandler(UIButton sender) { sdata.s_itemtypeInfo itemInfo = ItemM.GetItemInfo(m_Info.fragmentTypeID);//当前灵魂石 ItemComeFromWnd wnd = WndManager.GetDialog <ItemComeFromWnd>(); wnd.SetData(itemInfo, null, m_Info, 4); }
private void SetUI() { GameObject go = NDLoad.LoadWndItem("TrapViewItem", MyHead.trap); if (go != null) { TrapViewItem item = go.GetComponent <TrapViewItem>(); if (item != null) { item.SetBuildInfo(m_build, null, TrapState.Exit, 2); } } sdata.s_itemtypeInfo info = ItemM.GetItemInfo(m_build.fragmentTypeID); if (info != null) { NGUIUtil.Set2DSprite(MyHead.Spr2DItem, "Textures/item/" + info.icon); } else { NGUIUtil.DebugLog("m_build.fragmentTypeID =" + m_build.fragmentTypeID + "not found!"); } NGUIUtil.SetLableText(MyHead.LblItemNum, m_FragmentNum); NGUIUtil.SetLableText(MyHead.LblWoodNum, m_wood); NGUIUtil.SetLableText(MyHead.LblGoldNum, m_coin); }
void BtnClick_OnClickHander(UIButton sender) { // ItemComeFromWnd wnd = WndManager.GetDialog<ItemComeFromWnd>(); sdata.s_itemtypeInfo itemInfo = ItemM.GetItemInfo(m_itemType); //当前灵魂石 ItemComeFromWnd wnd = WndManager.GetDialog <ItemComeFromWnd>(); wnd.SetData(itemInfo, null, null, 1); }
void BtnSure_OnClickEventHandler(UIButton sender) { switch (m_wndType) { case 1: //确定 BtnWndBg_OnClickEventHandler(null); break; case 2: //合成公式 TweenLeft(); EquipComposeWnd wnd = WndManager.GetDialog <EquipComposeWnd>(); if (wnd) { EnableBtn(false); wnd.SetData(m_iItemTypeID); } break; case 3: //穿装备 PdbycWnd wnd1 = WndManager.FindDialog <PdbycWnd>(); if (wnd1) { wnd1.SetEquipDataNoReady(); } MyHead.BtnSure.isEnabled = false; SoldierDC.Send_SoldierEquipRequest(m_soldierInfo.ID, m_posIndex); WndManager.DestoryDialog <EquipmentInfoWnd>(); break; case 4: //购买 //堆叠数量上限判定 bool overLimit = ItemDC.CheckItemOverLimit(m_iItemTypeID, m_iBuyCount); if (overLimit) { NGUIUtil.ShowTipWndByKey(30000030); break; } //持有代币是否足够 bool currencyEnough = UserDC.CheckCurrencyEnough(m_iBuyCurrency, m_iBuyPrice); if (currencyEnough) { } else { string currencyName = NGUIUtil.GetStringByKey(99700000 + m_iBuyCurrency); string tipText = string.Format(NGUIUtil.GetStringByKey(30000029), currencyName); //NGUIUtil.ShowTipWnd(tipText); NGUIUtil.ShowFreeSizeTipWnd(tipText); } break; case 5: //获得途径 ItemComeFromWnd Formwnd = WndManager.GetDialog <ItemComeFromWnd>(); s_itemtypeInfo info = ItemM.GetItemInfo(m_iItemTypeID); Formwnd.SetData(info, m_soldierInfo, null); break; } }
void SetUI(ref List <int> listUsedItem) { s_itemtypeInfo info = ItemM.GetItemInfo(m_itemTypeID); if (info != null) { NGUIUtil.Set2DSprite(Spr2dEquipIcon, "Textures/item/", info.icon.ToString()); int quality = ConfigM.GetBigQuality(info.quality); NGUIUtil.SetSprite(SprEquipQuality, quality.ToString()); } else { NGUIUtil.DebugLog(" ItemM.GetItemInfo " + m_itemTypeID.ToString() + " not found!"); return; } //设置装备总数量和合成所需的数量 int totalCount = ItemDC.GetItemCount(m_itemTypeID); int countUsed = listUsedItem.Count; if (totalCount > 0) { int nCountTemp = totalCount; int nCnt = 0; for (nCnt = 0; nCnt < countUsed; nCnt++) { if (listUsedItem[nCnt] == m_itemTypeID) { nCountTemp--; if (nCountTemp == 0) { break; } } } for (nCnt = 0; nCnt < m_iNeedNum; nCnt++) { listUsedItem.Add(m_itemTypeID); } if (nCountTemp < m_iNeedNum) { totalCount = nCountTemp; } } string numText = ""; if (totalCount >= m_iNeedNum) { numText = string.Format("[FFFFFF]{0}/{1}[-]", totalCount, m_iNeedNum); } else { numText = string.Format("[FF0000]{0}/{1}[-]", totalCount, m_iNeedNum); } NGUIUtil.SetLableText <string>(LblNum, numText); }
/// <summary> /// /// </summary> /// <param name="dItemID"></param> /// <param name="posIndex">装备索引 0~5</param> /// <param name="solderierInfo"></param> public void SetData(int dItemID, int posIndex, SoldierInfo solderierInfo) { m_iItemID = dItemID; m_soldierInfo = solderierInfo; m_iPosIndex = posIndex; m_itemTypeID = SoldierM.GetSoldierEquip(solderierInfo.SoldierTypeID, solderierInfo.Quality, posIndex); if (m_itemTypeID == 0) { NGUIUtil.DebugLog(string.Format(" SoldierTypeID={0},Quality={1},EquipIndex={2} 装备静态数据未配置", solderierInfo.SoldierTypeID, solderierInfo.Quality, posIndex)); return; } if (m_iItemID == 0)//当未穿装备时 { ItemTypeInfo info = ItemDC.SearchItem(m_itemTypeID); if (info != null) { m_iItemID = info.ID; m_itemTypeID = info.itemType; m_icon = info.m_Icon; } else { s_itemtypeInfo sInfo = ItemM.GetItemInfo(m_itemTypeID); if (sInfo != null) { m_icon = sInfo.icon; } else { NGUIUtil.DebugLog("itemTypeID =" + m_itemTypeID + " 未配置"); } } } else//已装备 { ItemTypeInfo info1 = ItemDC.GetItem(m_iItemID); if (info1 == null || info1.Positon == 0) { NGUIUtil.DebugLog("获取已装备的信息失败 itemID =" + m_iItemID); return; } m_icon = info1.m_Icon; if (info1 != null) { m_iEquipQuality = info1.m_Quality; } } int itemTypeid = 0; m_equipmentPutType = SoldierM.CheckCanPutEquip(solderierInfo, dItemID, posIndex, ref itemTypeid); SetUI(); }
/// <summary> /// 显示获取灵魂石窗口 /// </summary> void BtnGetSoulStone_OnClickEventHandler(UIButton sender) { s_itemtypeInfo info = ItemM.GetItemInfo(m_soldierInfo.fragmentTypeID); if (info != null) { ItemComeFromWnd wnd = WndManager.GetDialog <ItemComeFromWnd>(); if (wnd != null) { wnd.SetData(info, m_soldierInfo, null, 2); } } }
/// <summary> /// 检测装备是否存在且符合穿的条件 /// </summary> /// <returns></returns> public bool CheckEquipExist() { m_wndType = 3; SetWndType(); s_itemtypeInfo info = ItemM.GetItemInfo(m_iItemTypeID); if (ItemDC.GetItemCount(m_iItemTypeID) > 0 && m_soldierInfo.Level >= info.level) { MyHead.BtnSure.isEnabled = true; return(true); } MyHead.BtnSure.isEnabled = false; return(false); }
private void CreateItem(s_itemtypeInfo info, int num) { GameObject go = NDLoad.LoadWndItem("BeiBaoItem", MyHead.TabItem.transform); if (go) { BeiBaoItem item = go.GetComponent <BeiBaoItem>(); if (item != null) { item.SetData(ItemM.GetItemInfo(info), num, null); } } MyHead.TabItem.Reposition(); }
private void SetItemReward(stage.StageResource Res) { if (Res == null) { return; } if (Res.rewards == null || Res.rewards.Count == 0) { return; } if (MyHead.Rewardtable == null) { return; } Dictionary <int, int> l = new Dictionary <int, int>(); for (int i = 0; i < Res.rewards.Count; i++) { sdata.s_itemtypeInfo Info = ItemM.GetItemInfo(Res.rewards[i].itemtypeid); if (Info == null) { continue; } if (l.ContainsKey(Res.rewards[i].itemtypeid) == false) { l.Add(Res.rewards[i].itemtypeid, Res.rewards[i].superpose); } else { l[Res.rewards[i].itemtypeid] = l[Res.rewards[i].itemtypeid] + Res.rewards[i].superpose; } } // foreach (int key in l.Keys) { GameObject go = NDLoad.LoadWndItem("RewardItem", MyHead.Rewardtable.transform); if (go != null) { RewardItem item = go.GetComponent <RewardItem>(); if (item != null) { item.SetRewardItem(key, l[key]); } } } MyHead.Rewardtable.enabled = true; MyHead.Rewardtable.Reposition(); }
public void SetInfo(int itemID) { m_stageClickType = StageClickType.Item; sdata.s_itemtypeInfo Info = ItemM.GetItemInfo(itemID); if (Info != null) { TipID = itemID; Name = Info.name; Level = Info.level; Description = Info.title; Money = Info.money; HaveCount = ItemDC.GetItemCount(itemID); Quality = Info.quality; } }
public void SetRewardItem(int itemType, int id, int num) { if (itemType == 1) //英雄整卡 { s_soldier_typeInfo info = SoldierM.GetSoldierType(id); if (info == null) { NGUIUtil.DebugLog("s_soldiertype id = " + id + " 静态表数据未配置!"); return; } else { SetHead(itemType, 0, info.modeltype); MyHead.SprQuality.spriteName = "1"; MyHead.SprQuality.gameObject.SetActive(true); } } else if (itemType == 2) //道具/碎片 { s_itemtypeInfo info = ItemM.GetItemInfo(id); if (info == null) { NGUIUtil.DebugLog("s_itemtype id = " + id + " 静态表数据未配置!"); return; } else { SetHead(info.gtype, info.icon, info.gid); int quality = ConfigM.GetBigQuality(info.quality); MyHead.SprQuality.spriteName = quality.ToString(); } } else if (itemType == 3) //陷阱 { s_building_typeInfo buildinfo = buildingM.GetBuildType(id); MyHead.Roomhead.gameObject.SetActive(true); NGUIUtil.Set2DSprite(MyHead.Roomhead, "Textures/room/", buildinfo.modeltype.ToString()); MyHead.SprQuality.spriteName = "1"; } else if (itemType == 4) //黑科技 { string icon = "Textures/role/" + id; MyHead.SprQuality.gameObject.SetActive(true); MyHead.CaptainHead.gameObject.SetActive(true); NGUIUtil.Set2DSprite(MyHead.CaptainHead, icon); MyHead.SprQuality.spriteName = "1"; } }
/// <summary> /// 802 /// </summary> private static void Recv_ItemGetResponse(object Info) { if (Info == null) { return; } item.ItemInfoResponse response = Info as item.ItemInfoResponse; foreach (item.ItemInfo itemInfo in response.item_infos) { int action = itemInfo.action; int id = itemInfo.id; //添加 if (action == 0) //新增 { if (m_lItem.ContainsKey(id) == true) { ItemTypeInfo I = m_lItem[id]; ItemM.UpdateItemInfo(itemInfo, ref I); } else { ItemTypeInfo I = ItemM.GetItemInfo(itemInfo); if (I != null) { m_lItem.Add(id, I); } } } //update else if (action == 1) { if (m_lItem.ContainsKey(id) == true) { ItemTypeInfo I = m_lItem[id]; ItemM.UpdateItemInfo(itemInfo, ref I); } } else //删除 { if (m_lItem.ContainsKey(id) == true) { m_lItem.Remove(id); } } } }
public void BtnSelect_OnClickEventHandler(UIButton sender) { if (m_canExist == true) //可召唤但未召唤的炮弹兵 { SummonHeroWnd wnd = WndManager.GetDialog <SummonHeroWnd>(); if (wnd != null) { wnd.SetData(Info, null, 1); } } else //不可召唤的炮弹兵 目前不做处理 { sdata.s_itemtypeInfo itemInfo = ItemM.GetItemInfo(Info.fragmentTypeID); //当前灵魂石 ItemComeFromWnd wnd = WndManager.GetDialog <ItemComeFromWnd>(); wnd.SetData(itemInfo, Info, null, 3); } }
private void SetUI() { //设置要合成装备的名称和所需的金币 s_itemtypeInfo info = ItemM.GetItemInfo(m_itemTypeID); if (info != null) { NGUIUtil.SetLableText <string>(MyHead.LblName, info.name); string coinText = ""; if (m_coin > UserDC.GetCoin()) //金币不够时红色 { coinText = string.Format("{0}{1}", "[B05659]", m_coin); } else { coinText = m_coin.ToString(); } NGUIUtil.SetLableText <string>(MyHead.LblCoin, coinText); NGUIUtil.Set2DSprite(MyHead.m_ComposeMid.Spr2dEquipIcon, "Textures/item/", info.icon.ToString()); int quality = ConfigM.GetBigQuality(info.quality); NGUIUtil.SetSprite(MyHead.m_ComposeMid.SprEquipQuality, quality.ToString()); NGUIUtil.Set2DSprite(MyHead.m_ComposeEquip.Spr2dEquipIcon, "Textures/item/", info.icon.ToString()); NGUIUtil.Set2DSprite(MyHead.m_ComposeMid.Spr2dEquipIcon, "Textures/item/", info.icon.ToString()); NGUIUtil.SetSprite(MyHead.m_ComposeEquip.SprEquipQuality, quality.ToString()); NGUIUtil.SetSprite(MyHead.m_ComposeMid.SprEquipQuality, quality.ToString()); } else { NGUIUtil.DebugLog(" ItemM.GetItemInfo " + m_itemTypeID.ToString() + " not found!"); } m_lCurEquipItems.Clear(); //创建子装备 List <int> listUsedItem = new List <int>(); foreach (var item in m_composeEquipList) { CreateEquipComposeItem(item.key, item.value, ref listUsedItem); } listUsedItem.Clear(); NGUIUtil.RepositionTablePivot(MyHead.EquipMidTable.gameObject); ShowSprLines(m_composeEquipList.Count - 1); }
public void GetTrophies(List <ItemInfo> rewards) { if (rewards != null) { for (int i = 0; i < rewards.Count; i++) { sdata.s_itemtypeInfo Info = ItemM.GetItemInfo(rewards[i].mItemtypeid); if (Info == null) { continue; } if (Info.gtype == 1 || Info.gtype == 2 || Info.gtype == 3) { m_lRewardInfo.Add(Info); } } } }
public void GetTrophies(stage.StageResource Res) { if (Res != null && Res.rewards != null) { for (int i = 0; i < Res.rewards.Count; i++) { sdata.s_itemtypeInfo Info = ItemM.GetItemInfo(Res.rewards[i].itemtypeid); if (Info == null) { continue; } if (Info.gtype == 1 || Info.gtype == 2 || Info.gtype == 3) { m_lRewardInfo.Add(Info); } } } }
/// <summary> /// 获取章节星级奖励 /// </summary> public static Dictionary <s_itemtypeInfo, int> GetChapterRewardItem(int ChapterRewardID, ref int Coin, ref int Diamond) { Dictionary <s_itemtypeInfo, int> l = new Dictionary <s_itemtypeInfo, int>(); foreach (s_stage_rewardInfo Info in m_lchapterreward) { if (Info.id == ChapterRewardID) { Coin = Info.reward_coin; Diamond = Info.reward_diamond; if (Info.num1 > 0 && Info.item1id > 0) { s_itemtypeInfo I = new s_itemtypeInfo(); I = ItemM.GetItemInfo(Info.item1id); l.Add(I, Info.num1); } if (Info.num2 > 0 && Info.item2id > 0) { s_itemtypeInfo I = new s_itemtypeInfo(); I = ItemM.GetItemInfo(Info.item2id); l.Add(I, Info.num2); } if (Info.num3 > 0 && Info.item3id > 0) { s_itemtypeInfo I = new s_itemtypeInfo(); I = ItemM.GetItemInfo(Info.item3id); l.Add(I, Info.num3); } if (Info.num4 > 0 && Info.item4id > 0) { s_itemtypeInfo I = new s_itemtypeInfo(); I = ItemM.GetItemInfo(Info.item4id); l.Add(I, Info.num4); } if (Info.num5 > 0 && Info.item5id > 0) { s_itemtypeInfo I = new s_itemtypeInfo(); I = ItemM.GetItemInfo(Info.item5id); l.Add(I, Info.num5); } } } return(l); }
/// <summary> /// 获取炮弹兵适合穿的装备数据 /// </summary> private static void AddEquipAttr(ref SoldierInfo Info) { if (Info == null || Info.m_AddAttr == null) { return; } Info.m_AddAttr.Clear(AddAttrType.Equip); List <int> lEquipType = GetAllEquipType(Info); foreach (int ItemID in lEquipType) { s_itemtypeInfo I = ItemM.GetItemInfo(ItemID); if (I != null) { Info.m_AddAttr.SetAddAttrInfo(I); } } }
public void BtnSelect_OnClickEventHandler(UIButton sender) { if (myParent != null && m_ItemType == 1 && m_TrapState == TrapState.Exit) { TrapShowWnd wnd = WndManager.GetDialog <TrapShowWnd>(); wnd.SetBuildInfo(m_Info, myParent.m_Build); } else if (m_TrapState == TrapState.CanSum) { SummonHeroWnd wnd = WndManager.GetDialog <SummonHeroWnd>(); if (wnd != null) { wnd.SetData(null, m_Info, 2); } } else if (m_TrapState == TrapState.CanNotSum) { sdata.s_itemtypeInfo itemInfo = ItemM.GetItemInfo(m_Info.fragmentTypeID); //当前灵魂石 ItemComeFromWnd wnd = WndManager.GetDialog <ItemComeFromWnd>(); wnd.SetData(itemInfo, null, m_Info, 5); } }
/// <summary> /// 计算炮弹兵战斗力 /// </summary> private static void CalcSoldierPower(ref SoldierInfo Info) { if (Info == null) { return; } int k1 = 0; int k2 = 0; int k3 = 0; int k4 = 0; int k5 = 0; int LimitLevel = 0; int equipID1 = 0; int equipID2 = 0; int equipID3 = 0; int equipID4 = 0; int equipID5 = 0; int equipID6 = 0; // ConfigM.GetSoldierPower(ref k1, ref k2, ref k3, ref k4, ref k5); int totalSkillLevel = Info.m_Skill.GetTotalSkillLevel(); int Power = totalSkillLevel * k1; Power = Power + (k2 + ConfigM.GetQualityIndex(Info.Quality) * k3 + Info.StarLevel * k4) * Info.Level; List <int> lQuality = ConfigM.GetPrevQuality(Info.Quality); List <int> lEquipType = new List <int>(); foreach (int quality in lQuality) { GetUpQualityNeed(Info.SoldierTypeID, quality, ref LimitLevel, ref equipID1, ref equipID2, ref equipID3, ref equipID4, ref equipID5, ref equipID6); lEquipType.Add(equipID1); lEquipType.Add(equipID2); lEquipType.Add(equipID3); lEquipType.Add(equipID4); lEquipType.Add(equipID5); lEquipType.Add(equipID6); } //当前阶装备类型 GetUpQualityNeed(Info.SoldierTypeID, Info.Quality, ref LimitLevel, ref equipID1, ref equipID2, ref equipID3, ref equipID4, ref equipID5, ref equipID6); // if (Info.Equipment0 > 0) { lEquipType.Add(equipID1); } if (Info.Equipment1 > 0) { lEquipType.Add(equipID2); } if (Info.Equipment2 > 0) { lEquipType.Add(equipID3); } if (Info.Equipment3 > 0) { lEquipType.Add(equipID4); } if (Info.Equipment4 > 0) { lEquipType.Add(equipID5); } if (Info.Equipment5 > 0) { lEquipType.Add(equipID6); } int EquipTotalLevel = 0; foreach (int EquipType in lEquipType) { s_itemtypeInfo item = ItemM.GetItemInfo(EquipType); if (item != null) { EquipTotalLevel += item.level; } } //添加装备部分产生的战斗力 Power = Power + EquipTotalLevel * k5; Info.m_combat_power = Power; }
/// <summary> /// 炮弹兵装备格的状态 /// </summary> /// <returns>The can put equip.</returns> /// <param name="info">Info.</param> /// <param name="EquipID">Equip I.</param> /// <param name="index">Index.</param> /// <param name="itemTypeID">Item type I.</param> public static EquipmentPutType CheckCanPutEquip(SoldierInfo info, int EquipID, int index, ref int itemTypeID) { itemTypeID = SoldierM.GetSoldierEquip(info.SoldierTypeID, info.Quality, index); if (EquipID == 0) { ItemTypeInfo ItemInfo = ItemDC.SearchItem(itemTypeID); if (ItemInfo != null) { if (info.Level >= ItemInfo.m_level) { return(EquipmentPutType.CanPut); } else { return(EquipmentPutType.HaveCannot); } } else { s_itemtypeInfo sInfo = ItemM.GetItemInfo(itemTypeID); List <KeyValue> needSubEquip = new List <KeyValue>(); int needCoin = 0; bool canCombine = ItemM.GetCombineEquipNeed(itemTypeID, ref needSubEquip, ref needCoin); if (canCombine) { if (ItemDC.CheckItemsEnough(needSubEquip)) { if (needCoin < UserDC.GetCoin()) { if (info.Level >= sInfo.level) { return(EquipmentPutType.CanCombinePut); } else { return(EquipmentPutType.CanCombine); } } else { return(EquipmentPutType.CanCombine); } } else if (!ItemDC.CheckItemsEnough(needSubEquip)) { return(EquipmentPutType.ReadyCombine); } else { return(EquipmentPutType.None); } } else { return(EquipmentPutType.NoCanCombine); } } } else { return(EquipmentPutType.HavePut); } }
// isSoul是为了兼容闪亮登场界面的信息。 public static ItemIconInfo GetIconInfo(IconType iconType, int id, bool isSoul, bool isBook) { ItemIconInfo iconInfo = new ItemIconInfo(); if (iconType == IconType.IconType_Fragment) { if (isSoul) { int soldierTypeId = SoldierM.GetSoldierStarID(id); s_soldier_typeInfo info = SoldierM.GetSoldierType(soldierTypeId); if (info == null) { NGUIUtil.DebugLog("s_soldiertype id = " + id + " 静态表数据未配置!"); return(null); } else { iconType = IconType.IconType_Soldier; id = info.modeltype; } } else if (isBook) { iconType = IconType.IconType_Captain; int godSkillType = GodSkillM.GetGodSkillType(id); id = GodSkillM.GetCaptainID(godSkillType); } } if (iconType == IconType.IconType_Soldier) //英雄整卡 { s_soldier_typeInfo info = SoldierM.GetSoldierType(id); if (info == null) { NGUIUtil.DebugLog("s_soldiertype id = " + id + " 静态表数据未配置!"); return(null); } else { iconInfo.mType = iconType; iconInfo.mName = info.name; iconInfo.mID = info.modeltype; } } else if (iconType == IconType.IconType_Fragment) //道具/碎片 { s_itemtypeInfo info = ItemM.GetItemInfo(id); if (info == null) { NGUIUtil.DebugLog("s_itemtype id = " + id + " 静态表数据未配置!"); return(null); } else { iconInfo.mType = iconType; iconInfo.mName = info.name; int soldierTypeId = SoldierM.GetSoldierStarID(id); iconInfo.mID = info.gid; } } else if (iconType == IconType.IconType_Bulding) //陷阱 { s_building_typeInfo buildinfo = buildingM.GetBuildType(id); iconInfo.mType = iconType; iconInfo.mName = buildinfo.name; iconInfo.mID = buildinfo.modeltype; } else if (iconType == IconType.IconType_Captain) //黑科技 { iconInfo.mType = iconType; CaptionInfo captionInfo = new CaptionInfo(); GodSkillM.GetCaption(id, ref captionInfo); GodSkillInfo godSkillInfo = new GodSkillInfo(); GodSkillM.GetGodSkill(captionInfo.m_godskilltype1, 1, ref godSkillInfo); iconInfo.mName = godSkillInfo.m_name; iconInfo.mID = id; } iconInfo.mIsSoul = isSoul; iconInfo.mIsBook = isBook; return(iconInfo); }
public void SetData(int itemTypeID, int itemID, SoldierInfo soldeierInfo, int posIndex, int wndType) { m_vInitPos = MyHead.WndTweenParent.transform.localPosition; m_iItemTypeID = itemTypeID; m_soldierInfo = soldeierInfo; m_posIndex = posIndex; m_iItemID = itemID; m_wndType = wndType; //ItemTypeInfo info = ItemDC.FindEquipByItemTypeID(m_iItemTypeID, 0); s_itemtypeInfo info = ItemM.GetItemInfo(m_iItemTypeID); if (info == null) { NGUIUtil.DebugLog("s_itemtypinfo 静态表获取数据失败:" + m_iItemTypeID); return; } m_EquipAttrInfo.SetAddAttrInfo(info); // MyHead.LblFuMo.gameObject.SetActive(false); NGUIUtil.Set2DSprite(MyHead.SprEquip, "Textures/item/", info.icon.ToString()); NGUIUtil.SetLableText <string>(MyHead.LblName, info.name); string desc = info.message.Replace("\\n", System.Environment.NewLine); NGUIUtil.SetLableText <string>(MyHead.LblDescription, desc); string title = info.title.Replace("\\n", System.Environment.NewLine); NGUIUtil.SetLableText <string>(MyHead.LblTitle, title); SetWndType(); if (soldeierInfo != null) { if (soldeierInfo.Level < info.level) { NGUIUtil.SetLableText <string>(MyHead.LblRequireLevel, NGUIUtil.GetStringByKey("30000014") + info.level.ToString()); NGUIUtil.SetActive(MyHead.LblRequireLevel.gameObject, true); if (wndType == 3) //装备 窗口状态下设定 { MyHead.BtnSure.isEnabled = false; } } } SetEquipCountUI(); if (wndType == 4) //商品购买 //设定购买件数 { NGUIUtil.SetActive(MyHead.LblBuyCount.gameObject, true); string buyCountText = string.Format(NGUIUtil.GetStringByKey(70000020), m_iBuyCount); NGUIUtil.SetLableText <string>(MyHead.LblBuyCount, buyCountText); //设定价格 NGUIUtil.SetActive(MyHead.LblTotalPrice.gameObject.transform.parent.gameObject, true); bool currencyEnough = UserDC.CheckCurrencyEnough(m_iBuyCurrency, m_iBuyPrice); if (currencyEnough) { NGUIUtil.SetLableText <int>(MyHead.LblTotalPrice, m_iBuyPrice); } else { string priceText = string.Format("[FA3B3B]{0}[-]", m_iBuyPrice); NGUIUtil.SetLableText <string>(MyHead.LblTotalPrice, priceText); } //设定代币类型 NGUIUtil.Set2DSprite(MyHead.Spr2dCurrency, "Textures/currency/", m_iBuyCurrency.ToString()); } }
private string GetName(s_signinInfo info) { string result = ""; int id = info.item_type; SignInRewardType type = (SignInRewardType)info.reward_type; switch (type) { case SignInRewardType.BlackScience: CaptionInfo cInfo = new CaptionInfo(); GodSkillM.GetCaption(id, ref cInfo); GodSkillInfo gInfo = new GodSkillInfo(); GodSkillM.GetGodSkill(cInfo.m_godskilltype1, 1, ref gInfo); result = gInfo.m_name; break; case SignInRewardType.HeroSoulFragment: case SignInRewardType.ItemAndEquip: case SignInRewardType.TrapFragment: case SignInRewardType.BlackScienceFragment: s_itemtypeInfo info1 = ItemM.GetItemInfo(id); if (info1 != null) { result = info1.name; } break; case SignInRewardType.Hero: SoldierInfo info2 = SoldierM.GetSoldierInfo(id); if (info2 != null) { result = info2.m_name; } break; case SignInRewardType.Trap: BuildInfo info3 = buildingM.GetStartBuildInfo(id); if (info3 != null) { result = info3.m_name; } break; case SignInRewardType.GoldCoin: result = NGUIUtil.GetStringByKey(88800061); break; case SignInRewardType.Diamond: result = NGUIUtil.GetStringByKey(99700001); break; case SignInRewardType.Crystal: result = NGUIUtil.GetStringByKey(10000177); break; case SignInRewardType.Wood: result = NGUIUtil.GetStringByKey(10000178); break; } return(result); }