//更新经验值 public void UpdateEx(int level, int exp) { int curent = 0, max = 0; int baseExp = 0; if (level == 1) { baseExp = 0; } else { PlayerLevelupExpConfig expCfg = PlayerConfigProvider.Instance.GetPlayerLevelupExpConfigById(level - 1); if (expCfg != null) { baseExp = expCfg.m_ConsumeExp; } } PlayerLevelupExpConfig expCfgHith = PlayerConfigProvider.Instance.GetPlayerLevelupExpConfigById(level); if (expCfgHith != null) { max = expCfgHith.m_ConsumeExp - baseExp; } curent = exp - baseExp; if (progressupb != null && max != 0) { progressupb.value = curent / (float)max; } if (labelexp != null && max != 0) { labelexp.text = curent.ToString() + "/" + max; } }
private int GetTotleExpByLevel(int level) { if (level == 0) { return(0); } int exp = 0; PlayerLevelupExpConfig expCfg = PlayerConfigProvider.Instance.GetPlayerLevelupExpConfigById(level); if (expCfg != null) { exp = expCfg.m_ConsumeExp; } return(exp); }
private int GetLevelUpExpById(int level) { PlayerLevelupExpConfig expCfgHigh = PlayerConfigProvider.Instance.GetPlayerLevelupExpConfigById(level); if (level == 1 && expCfgHigh != null) { return(expCfgHigh.m_ConsumeExp); } PlayerLevelupExpConfig expCfgLow = PlayerConfigProvider.Instance.GetPlayerLevelupExpConfigById(level - 1); if (expCfgHigh != null && expCfgLow != null) { return(expCfgHigh.m_ConsumeExp - expCfgLow.m_ConsumeExp); } return(0); }
//服务器已经算完了等级,所以要算出升级之前的级数,用于UI表现 private int GetLevelByExp(int curExp, int addedExp) { int lastExp = curExp - addedExp; int level = 1; while (level <= m_MaxLevel) { PlayerLevelupExpConfig expCfg = PlayerConfigProvider.Instance.GetPlayerLevelupExpConfigById(level); if (expCfg != null && expCfg.m_ConsumeExp > lastExp) { return(level); } level++; } return(m_MaxLevel); }