public void RefreshUI() { PlayerData playerData = GameRoot.Instance.PlayerData; //血量 //int hpLimit = PECommon.GetHpByLv(playerData.lv); hpSum = playerData.hp; SetSelfHpBar(hpSum); SetText(txtName, playerData.name); //等级 SetText(txtLv, playerData.lv); //能量 imgEnergy.fillAmount = playerData.energy * 1.0f / 100; //进度条 int expLimit = PECommon.GetExpLimitByLv(playerData.lv); SetText(txtExp, Mathf.Round((playerData.exp * 1.0f / expLimit) * 100.0f).ToString() + "%"); SetExpProgressBar(playerData.exp); AdaptProgressBar(); }
/// <summary> /// 设置进度条进度 /// </summary> public void SetExpProgressBar(int exp) { int expLimit = PECommon.GetExpLimitByLv(GameRoot.Instance.PlayerData.lv); int fullItem = exp * 10 / expLimit; for (int i = 0; i < expItemListTrans.childCount; i++) { Image img = expItemListTrans.GetChild(i).GetComponent <Image>(); if (i < fullItem) { img.fillAmount = 1; } else if (i == fullItem) { img.fillAmount = ((exp * 1.0f) - expLimit * fullItem * 1.0f / 10) / 100; } else { img.fillAmount = 0; } } }
/// <summary> /// 更新UI /// </summary> public void RefreshUI() { PlayerData playerData = GameRoot.Instance.PlayerData; //计算战斗力并更新 int fight = PECommon.GetFightByProps(playerData); SetText(txtFight, fight); //更新体力UI int staminaLimit = PECommon.GetStaminaLimitByLv(playerData.lv); SetText(txtStamina, "体力:" + playerData.stamina + "/" + staminaLimit); sliderStamina.fillAmount = playerData.stamina * 1.0f / staminaLimit; //更新等级UI SetText(txtLevel, playerData.lv); //更新名字 SetText(txtName, playerData.name); //更新进度条UI int expLimit = PECommon.GetExpLimitByLv(playerData.lv); SetText(txtExp, Mathf.Round((playerData.exp * 1.0f / expLimit) * 100.0f).ToString() + "%"); SetExpProgressBar(playerData.exp); AdaptProgressBar(); #region TaskIconRefresh curTaskCfg = resSvc.GetTaskCfg(playerData.taskid); if (curTaskCfg != null) { SetAutoTaskIcon(curTaskCfg.npcID); } //如果当前没有任务,显示默认图片 else { SetAutoTaskIcon(-1); } #endregion //TODO }
public void RefreshUI() { PlayerData playerData = GameRoot.Instance.PlayerData; SetText(txtNameLv, playerData.name + " LV" + playerData.lv); int staminaLimit = PECommon.GetStaminaLimitByLv(playerData.lv); SetText(txtStamina, playerData.stamina + "/" + staminaLimit); float percentStamina = playerData.stamina * 1.0f / staminaLimit; staminaFill.fillAmount = percentStamina; int expLimit = PECommon.GetExpLimitByLv(playerData.lv); SetText(txtExp, playerData.exp + "/" + expLimit); float percentExp = playerData.exp * 1.0f / expLimit; expFill.fillAmount = percentExp; SetText(txtProfession, "职业 暗夜刺客"); int fight = PECommon.GetFightByProps(playerData); SetText(txtFight, "战力 " + fight); SetText(txtHp, "生命 " + playerData.hp); SetText(txtHurt, "伤害 " + (playerData.ad + playerData.ap).ToString()); SetText(txtDefence, "防御 " + (playerData.addef + playerData.apdef).ToString()); SetText(txthp, playerData.hp); SetText(txtad, playerData.ad); SetText(txtap, playerData.ap); SetText(txtaddef, playerData.addef); SetText(txtapdef, playerData.apdef); SetText(txtdodge, playerData.dodge + "%"); SetText(txtpierce, playerData.pierce + "%"); SetText(txtcritical, playerData.critical + "%"); }