예제 #1
0
    //刷新(更新)UI信息
    private void RefreshUI()
    {
        PlayerData playerData = GameRoot.instance.playerData;

        SetText(txtInfo, playerData.name + "LV." + playerData.lv);
        SetText(txtExp, playerData.exp + "/" + PECommon.GetExpUpValByLv(playerData.lv));
        imgExpPrg.fillAmount = playerData.exp * 1.0f / PECommon.GetExpUpValByLv(playerData.lv);
        SetText(txtPower, playerData.power + "/" + PECommon.GetPowerLimit(playerData.lv));
        imgPowerPrg.fillAmount = playerData.power * 1.0f / PECommon.GetPowerLimit(playerData.lv);
        SetText(txtJob, "职业      暗夜刺客");
        SetText(txtFight, "战力    " + PECommon.GetFightProps(playerData));
        SetText(txtHP, "血量    " + playerData.hp);
        SetText(txtHurt, "伤害    " + playerData.ad + playerData.ap);
        SetText(txtDefense, "防御    " + playerData.addef + playerData.apdef);

        //详细信息面板
        SetText(txtDtHP, playerData.hp);
        SetText(txtDtAd, playerData.ad);
        SetText(txtDtAp, playerData.ap);
        SetText(txtDtAdDef, playerData.addef);
        SetText(txtDtApDef, playerData.apdef);
        SetText(txtDtDodge, playerData.dodge + "%");
        SetText(txtDtPierce, playerData.pierce + "%");
        SetText(txtDtCritical, playerData.critical + "%");
    }
예제 #2
0
    //接收服务器强化响应
    public void RspStrong(GameMsg msg)
    {
        int       fightPre  = PECommon.GetFightProps(GameRoot.instance.playerData);
        RspStrong rspStrong = msg.rspStrong;

        GameRoot.instance.SetPlayerDataByStrong(rspStrong);
        int fightNow = PECommon.GetFightProps(GameRoot.instance.playerData);

        GameRoot.AddTips("战斗力提升+" + (fightNow - fightPre));
        audioSvc.PlayUIAudio(Constants.UIFbitem);
        strongWind.UpdateUI();
    }
예제 #3
0
    //刷新UI信息
    public void RefreshUI()
    {
        if (GetWindowState() == false)
        {
            return;
        }

        PlayerData playerData = GameRoot.instance.playerData;
        int        fight      = PECommon.GetFightProps(playerData);
        int        power      = PECommon.GetPowerLimit(playerData.lv);

        //为UI赋值
        SetText(txtFight, fight);
        SetText(txtPower, new StringBuilder("体力:").Append(playerData.power).Append("/").Append(power).ToString());
        imgPowerPrg.fillAmount = playerData.power * 1.0f / power;
        SetText(txtLevel, playerData.lv);
        SetText(txtName, playerData.name);

        #region ExpPrg

        //经验值条自适应
        GridLayoutGroup grid        = expPrgTrans.GetComponent <GridLayoutGroup>();
        float           globalScale = 1.0f * Constants.ScreenStandardHeight / Screen.height;
        float           screenWidth = Screen.width * globalScale;
        float           width       = (screenWidth - 180) / 10;

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

        //计算经验值百分比
        int expProVal = (int)(playerData.exp * 1.0f / PECommon.GetExpUpValByLv(playerData.lv) * 100);
        SetText(txtExpPrg, expProVal + "%");

        //填充经验值进度条
        int index = expProVal / 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 = expProVal % 10 * 1.0f / 10;
            }
            else
            {
                img.fillAmount = 0;
            }
        }

        #endregion

        m_curTaskData = resSvc.GetGuideCfgData(playerData.guideId);
        if (m_curTaskData != null)
        {
            SetGuideBtnIcon(m_curTaskData.npcID);
        }
        else
        {
            SetGuideBtnIcon(-1);
        }
    }