예제 #1
0
    private void Refresh()
    {
        PlayerData pd = GameRoot.Instance.PlayerData;

        SetText(txtInfo, pd.name + " LV." + pd.lv);
        SetText(txtExp, pd.exp + "/" + PECommon.GetExpUpValByLv(pd.lv));
        imgExpPrg.fillAmount = pd.exp * 1.0f / PECommon.GetExpUpValByLv(pd.lv);
        SetText(txtPower, pd.power + "/" + PECommon.GetPowerLimit(pd.lv));
        imgPowerPrg.fillAmount = pd.power * 1.0f / PECommon.GetPowerLimit(pd.lv);

        SetText(txtJob, " 职业   暗夜刺客");
        SetText(txtFight, " 战力   " + PECommon.GetFightByProps(pd));
        SetText(txtHP, " 血量   " + pd.hp);
        SetText(txtHurt, " 伤害   " + (pd.ad + pd.ap));
        SetText(txtDef, " 防御   " + (pd.addef + pd.apdef));

        //detail TODO
        SetText(dtxhp, pd.hp);
        SetText(dtxad, pd.ad);
        SetText(dtxap, pd.ap);
        SetText(dtxaddef, pd.addef);
        SetText(dtxapdef, pd.apdef);
        SetText(dtxdodge, pd.dodge + "%");
        SetText(dtxpierce, pd.pierce + "%");
        SetText(dtxcritical, pd.critical + "%");
    }
예제 #2
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    private void RefreshUI()
    {
        PlayerData pd = PECommon.PlayerData;

        SetText(txtInfo, pd.Name + " LV." + pd.Lv);
        SetText(txtExp, pd.Exp + "/" + PECommon.GetExpUpValByLv(pd.Lv));
        imgExpPrg.fillAmount = pd.Exp * 1.0F / PECommon.GetExpUpValByLv(pd.Lv);
        SetText(txtPower, pd.Power + "/" + PECommon.GetPowerLimit(pd.Lv));
        imgPowerPrg.fillAmount = pd.Power * 1.0F / PECommon.GetPowerLimit(pd.Lv);

        SetText(txtJob, " 职业   暗夜刺客");
        SetText(txtFight, " 战力   " + PECommon.GetFightByProps(pd));
        SetText(txtHP, " 血量   " + pd.Hp);
        SetText(txtHurt, " 伤害   " + (pd.Ad + pd.Ap));
        SetText(txtDef, " 防御   " + (pd.Addef + pd.Apdef));

        //detail TODO
        SetText(dtxhp, pd.Hp);
        SetText(dtxad, pd.Ad);
        SetText(dtxap, pd.Ap);
        SetText(dtxaddef, pd.Addef);
        SetText(dtxapdef, pd.Apdef);
        SetText(dtxdodge, pd.Dodge + "%");
        SetText(dtxpierce, pd.Pierce + "%");
        SetText(dtxcritical, pd.Critical + "%");
    }
예제 #3
0
    private void RefreshUI()
    {
        PlayerData pd = GameRoot.Instance.PlayerData;

        SetText(txtInfo, pd.name + " LV." + pd.lv);
        SetText(txtExp, pd.exp + "/" + PECommon.GetExpUpValByLv(pd.lv));
        imgExpPrg.fillAmount = pd.exp * 1.0F / PECommon.GetExpUpValByLv(pd.lv);
        SetText(txtPower, pd.power + "/" + PECommon.GetPowerLimit(pd.lv));
        imgPowerPrg.fillAmount = pd.power * 1.0F / PECommon.GetPowerLimit(pd.lv);

        SetText(txtJob, " 暗夜刺客");
        SetText(txtFight, PECommon.GetFightByProps(pd));
        SetText(txtHP, pd.hp);
        SetText(txtHurt, (pd.ad + pd.ap));
        SetText(txtDef, (pd.addef + pd.apdef));

        // 详细信息
        SetText(txtDHp, pd.hp);
        SetText(txtDAd, pd.ad);
        SetText(txtDAp, pd.ap);
        SetText(txtDAdDef, pd.addef);
        SetText(txtDApDef, pd.apdef);
        SetText(txtDDodge, pd.dodge + "%");
        SetText(txtDPierce, pd.pierce + "%");
        SetText(txtDCritical, pd.critical + "%");
    }
예제 #4
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    private void RefreshUI()
    {
        PlayerData pd = GameRoot.Instance.PlayerData;

        SetText(txtInfo, $"{pd.name} LV.{pd.lv}");
        SetText(txtExp, $"{pd.exp}/{PECommon.GetExpUpValByLv(pd.lv)}");
        imgExpPrg.fillAmount = pd.exp * 1.0f / PECommon.GetExpUpValByLv(pd.lv);
        SetText(txtPower, $"{pd.power}/{PECommon.GetPowerLimit(pd.lv)}");
        imgPowerPrg.fillAmount = pd.power * 1.0f / PECommon.GetPowerLimit(pd.lv);

        SetText(txtJob, $" 职业   暗夜刺客");
        SetText(txtFight, $" 战力   {PECommon.GetFightByProps(pd)}");
        SetText(txtHP, $" 血量   {pd.hp}");
        SetText(txtHurt, $" 伤害   {pd.ad + pd.ap}");
        SetText(txtDef, $" 防御   {pd.addef + pd.apdef}");

        // detail TODO
        SetText(dtxhp, pd.hp);
        SetText(dtxad, pd.ad);
        SetText(dtxap, pd.ap);
        SetText(dtxaddef, pd.addef);
        SetText(dtxapdef, pd.apdef);
        SetText(dtxdodge, pd.dodge + "%");
        SetText(dtxpierce, pd.pierce + "%");
        SetText(dtxcritical, pd.critical + "%");
    }
예제 #5
0
    public void RefreshUI(object sender, GameEventArgs e)
    {
        OnRefreshUIFormEventArgs ne = e as OnRefreshUIFormEventArgs;

        if ((System.Object)sender != this && ne.formId != UIFormId.MainCityForm)
        {
            return;
        }
        PlayerData pd = PECommon.PlayerData;

        SetText(txtFight, PECommon.GetFightByProps(pd));
        SetText(txtPower, "体力:" + pd.Power + "/" + PECommon.GetPowerLimit(pd.Lv));
        imgPowerPrg.fillAmount = pd.Power * 1.0f / PECommon.GetPowerLimit(pd.Lv);
        SetText(txtLevel, pd.Lv);
        SetText(txtName, pd.Name);


        #region Expprg
        int expPrgVal = (int)(pd.Exp * 1.0f / PECommon.GetExpUpValByLv(pd.Lv) * 100);
        SetText(txtExpPrg, expPrgVal + "%");
        int index = expPrgVal / 10;

        GridLayoutGroup grid = expPrgTrans.GetComponent <GridLayoutGroup>();

        float globalRate  = 1.0F * Constants.ScreenStandardHeight / Screen.height;
        float screenWidth = Screen.width * globalRate;
        float width       = (screenWidth - 180) / 10;

        grid.cellSize = new Vector2(width, 7);

        for (int i = 0; i < expPrgTrans.childCount; i++)
        {
            Image img = expPrgTrans.GetChild(i).GetComponent <Image>();
            if (i < index)
            {
                img.fillAmount = 1;
            }
            else if (i == index)
            {
                img.fillAmount = expPrgVal % 10 * 1.0f / 10;
            }
            else
            {
                img.fillAmount = 0;
            }
        }
        #endregion

        //设置自动任务图标
        curtTaskData = GameEntry.Res.GetAutoGuideCfg(pd.Guideid);
        if (curtTaskData != null)
        {
            SetGuideBtnIcon(curtTaskData.npcID);
        }
        else
        {
            SetGuideBtnIcon(-1);
        }
    }
예제 #6
0
    public void RefreshUI()
    {
        #region UI显示
        PlayerData playerData = GameRoot.instance.PlayerData;
        SetText(txFight, PECommon.GetFightByProps(playerData));
        SetText(txPower, "体力:" + playerData.power + "/150");
        impPowerPrg.fillAmount = playerData.power * 1.0f / 150;

        SetText(txLevel, playerData.lv);
        SetText(txName, playerData.name);
        #endregion

        //expprg
        #region Expprg自适应
        int expPrgVal = (int)((playerData.exp * 1.0f) / PECommon.GetExpUpVaByLv(playerData.lv) * 100);
        SetText(txExpPrg, expPrgVal + "%");

        int index = expPrgVal / 10;
        for (int i = 0; i < expPrgTrans.childCount; i++)
        {
            Image img = expPrgTrans.GetChild(i).GetComponent <Image>();
            if (i < index)
            {
                img.fillAmount = 1;
            }
            else if (i == index)
            {
                img.fillAmount = expPrgVal % 10 * 1.0f / 10;
            }
            else
            {
                img.fillAmount = 0;
            }
        }

        GridLayoutGroup grid = expPrgTrans.GetComponent <GridLayoutGroup>();

        float gloablRate = 1.0f * Constants.ScreenStandardHeight / Screen.height;

        float real_width = Screen.width * gloablRate;

        float width = (real_width - 180) / 10;

        grid.cellSize = new Vector2(width, 7);
        #endregion

        #region 任务图标
        curtTaskData = ResSvc.instance.GetGuideCfg(playerData.guideid);
        if (curtTaskData != null)
        {
            SetGuideImage(curtTaskData.npcID);
        }
        else
        {
            SetGuideImage(-1);
        }

        #endregion
    }
예제 #7
0
    /// <summary>
    /// 强化的服务器回应
    /// </summary>
    public void RspStrong(GameMsg msg)
    {
        int fightPre = PECommon.GetFightByProps(GameRoot.Instance.PlayerData); // 之前的战力

        GameRoot.Instance.SetPlayerDataByStrong(msg.rspStrong);
        int fightNow = PECommon.GetFightByProps(GameRoot.Instance.PlayerData); // 新的战力,强化后

        GameRoot.AddTips(Constants.Color("战力提升 " + (fightNow - fightPre), TxtColor.Blue));
        strongWnd.UpdateUI();
        mainCityWnd.RefreshUI();
    }
예제 #8
0
    public void RefreshUI()
    {
        PlayerData pd = GameRoot.Instance.PlayerData;

        SetText(txtFight, PECommon.GetFightByProps(pd));
        SetText(txtPower, "体力:" + pd.power + "/" + PECommon.GetPowerLimit(pd.lv));
        imgPowerPrg.fillAmount = pd.power * 1.0f / PECommon.GetPowerLimit(pd.lv);
        SetText(txtLevel, pd.lv);
        SetText(txtName, pd.name);


        #region Expprg
        int expPrgVal = (int)(pd.exp * 1.0f / PECommon.GetExpUpValByLv(pd.lv) * 100);
        SetText(txtExpPrg, expPrgVal + "%");
        int index = expPrgVal / 10;

        GridLayoutGroup grid = expPrgTrans.GetComponent <GridLayoutGroup>();

        float globalRate  = 1.0F * Constants.ScreenStandardHeight / Screen.height;
        float screenWidth = Screen.width * globalRate;
        float width       = (screenWidth - 180) / 10;

        grid.cellSize = new Vector2(width, 7);

        for (int i = 0; i < expPrgTrans.childCount; i++)
        {
            Image img = expPrgTrans.GetChild(i).GetComponent <Image>();
            if (i < index)
            {
                img.fillAmount = 1;
            }
            else if (i == index)
            {
                img.fillAmount = expPrgVal % 10 * 1.0f / 10;
            }
            else
            {
                img.fillAmount = 0;
            }
        }
        #endregion

        //设置自动任务图标
        curtTaskData = resSvc.GetAutoGuideCfg(pd.guideid);
        if (curtTaskData != null)
        {
            SetGuideBtnIcon(curtTaskData.npcID);
        }
        else
        {
            SetGuideBtnIcon(-1);
        }
    }
예제 #9
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    public void RspStrong(GameMsg msg)
    {
        int zhanliPre = PECommon.GetFightByProps(GameRoot.Instance.PlayerData);

        GameRoot.Instance.SetPlayerDataByStrong(msg.rspStrong);
        int zhanliNow = PECommon.GetFightByProps(GameRoot.Instance.PlayerData);

        GameRoot.AddTips(Constants.Color("战力提升 " + (zhanliNow - zhanliPre), TxtColor.Blue));

        strongWnd.UpdateUI();
        maincityWnd.RefreshUI();
    }
예제 #10
0
    private void RefreshUI()
    {
        PlayerData data = GameRoot.instance.PlayerData;

        SetText(txInfo, data.name + "LV." + data.lv);
        SetText(txExp, data.exp + "/" + PECommon.GetExpUpVaByLv(data.lv));
        SetText(txPower, data.power + "/" + 150);

        imgExp.fillAmount   = data.exp * 1.0f / PECommon.GetExpUpVaByLv(data.lv);
        imgPower.fillAmount = data.power * 1.0f / 150;
        SetText(txOccp, "暗夜刺客");
        SetText(txHp, data.hp);
        SetText(txHurt, data.ad);
        SetText(txDefense, data.addef);
        SetText(txBattle, PECommon.GetFightByProps(data));

        //detail
    }
예제 #11
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    private void RefreshUI()
    {
        PlayerData playerData = GameRoot.Instance.PlayerData;

        SetText(txtFight, PECommon.GetFightByProps(playerData));
        int powerLimit = PECommon.GetPowerLimit(playerData.lv);

        SetText(txtPower, "体力:" + playerData.power + "/" + powerLimit);
        imgPowerPrg.fillAmount = playerData.power * 1.0f / powerLimit;
        SetText(txtLevel, playerData.lv);
        SetText(txtName, playerData.name);

        //经验条自适应
        int expPrgVal = (int)(playerData.exp * 1.0f / PECommon.GetExpUpValByLv(playerData.lv) * 100);

        SetText(txtExpPrg, expPrgVal + "%");
        int index = expPrgVal / 10;

        GridLayoutGroup grid        = expPrgTrans.GetComponent <GridLayoutGroup>();
        float           globalRate  = 1.0f * Constants.ScreenStandardHeight / Screen.height;
        float           screenWidth = Screen.width * globalRate;
        float           width       = (screenWidth - 180) / 10;

        grid.cellSize = new Vector2(width, 7);
        for (int i = 0; i < expPrgTrans.childCount; i++)
        {
            Image img = expPrgTrans.GetChild(i).GetComponent <Image>();
            if (i < index)
            {
                img.fillAmount = 1;
            }
            else if (i == index)
            {
                img.fillAmount = expPrgVal % 10 * 1.0f / 10;
            }
            else
            {
                img.fillAmount = 0;
            }
        }
    }
예제 #12
0
    public void RspStrong(GameMsg msg)
    {
        //提升战力
        int preFight = PECommon.GetFightByProps(GameRoot.Instance.PlayerData);

        GameRoot.Instance.SetPlayerDataByRspStrong(msg.rspStrong);
        int nowFight = PECommon.GetFightByProps(GameRoot.Instance.PlayerData);

        GameRoot.AddTipsToQueue("战力提升:" + preFight + " --> " + nowFight, Constant.ColorRed);
        //更新UI
        strongWindow.RefreshItemUI();
        mainCityWindow.RefreshUI();

        if (msg.pshTaskProgs != null)
        {
            GameRoot.Instance.SetPlayerDataByPshTaskProgs(msg.pshTaskProgs);
            if (taskWindow.gameObject.activeInHierarchy)
            {
                taskWindow.RefreshUI();
            }
        }
    }
예제 #13
0
    /// <summary>
    /// 刷新界面 UI
    /// </summary>
    public void RefreshUI()
    {
        PlayerData pd = GameRoot.Instance.PlayerData;

        SetText(txtFight, PECommon.GetFightByProps(pd));
        SetText(txtPower, pd.power + "/" + PECommon.GetPowerLimit(pd.lv));
        imgPowerPrg.fillAmount = pd.power * 1.0f / PECommon.GetPowerLimit(pd.lv);
        SetText(txtLv, pd.lv);
        SetText(txtName, pd.name);
        ExpPrg(pd);

        // 设置自动任务图比
        curtTaskData = resSvc.GetAutoGuideCfg(pd.guideid);
        if (curtTaskData != null)
        {
            SetGuideBtnIcon(curtTaskData.npcID);
        }
        else
        {
            SetGuideBtnIcon(-1);
        }
    }
    private void RspStrong(object sender, GameEventArgs e)
    {
        OnReceiveSCPacketBaseEventArgs ne = e as OnReceiveSCPacketBaseEventArgs;

        if (ne.msgID != CMD.RspStrong)
        {
            return;
        }
        int zhanliPre = PECommon.GetFightByProps(PECommon.PlayerData);

        PECommon.SetPlayerDataByStrong((RspStrong)ne.scPacketBase);
        int zhanliNow = PECommon.GetFightByProps(PECommon.PlayerData);

        GameEntry.UI.AddTips(Constants.Color("战力提升 " + (zhanliNow - zhanliPre), TxtColor.Blue));

        OnRefreshUIFormEventArgs eventArgs = ReferencePool.Acquire <OnRefreshUIFormEventArgs>();

        eventArgs.Fill(UIFormId.StrongForm);
        GameEntry.Event.FireNow(this, eventArgs);
        eventArgs.Fill(UIFormId.MainCityForm);
        GameEntry.Event.FireNow(this, eventArgs);
    }
예제 #15
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
    }
예제 #16
0
    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 + "%");
    }