public Skill(int id) { this.SkillID = id; this.skillAbort = new SkillAbort(); this.skillAbort.InitAbort(false); this.bDelayAbortSkill = false; this.bProtectAbortSkill = false; this.cfgData = GameDataMgr.skillDatabin.GetDataByKey((long)id); if (this.cfgData != null) { this.ActionName = StringHelper.UTF8BytesToString(ref this.cfgData.szPrefab); DebugHelper.Assert(this.ActionName != null, "Action name is null in skill databin id = {0}", new object[] { id }); this.GuidePrefabName = StringHelper.UTF8BytesToString(ref this.cfgData.szGuidePrefab); this.GuideWarnPrefabName = StringHelper.UTF8BytesToString(ref this.cfgData.szGuideWarnPrefab); this.EffectPrefabName = StringHelper.UTF8BytesToString(ref this.cfgData.szEffectPrefab); this.EffectWarnPrefabName = StringHelper.UTF8BytesToString(ref this.cfgData.szEffectWarnPrefab); this.FixedPrefabName = StringHelper.UTF8BytesToString(ref this.cfgData.szFixedPrefab); this.FixedWarnPrefabName = StringHelper.UTF8BytesToString(ref this.cfgData.szFixedWarnPrefab); this.IconName = StringHelper.UTF8BytesToString(ref this.cfgData.szIconPath); this.SkillCD = 5f; this.AppointType = (SkillRangeAppointType)this.cfgData.bRangeAppointType; this.bAgeImmeExcute = (this.cfgData.bAgeImmeExcute == 1); } this.battleParam = GameDataMgr.battleParam.GetAnyData(); }
public override void OnRelease() { this.overlayCount = 0; Array.Clear(this.CustomParams, 0, this.CustomParams.Length); this.bExtraBuff = false; this.cfgData = null; this.battleParam = null; base.OnRelease(); }
public override void OnUse() { base.OnUse(); this.overlayCount = 0; this.controlTime = 0L; Array.Clear(this.CustomParams, 0, this.CustomParams.Length); this.bExtraBuff = false; this.cfgData = null; this.battleParam = null; this.skillContext = null; this.ulStartTime = 0L; }
public override void OnUse() { base.OnUse(); this.buffLevel = 1; this.overlayCount = 0; this.controlTime = 0L; Array.Clear(this.CustomParams, 0, this.CustomParams.Length); this.bExtraBuff = false; this.cfgData = null; this.battleParam = null; this.ulStartTime = 0L; this.iBuffWorkTimes = 0; this.bFirstEffect = false; }
public override void OnUse() { base.OnUse(); this.buffLevel = 1; this.overlayCount = 0; this.controlTime = 0uL; Array.Clear(this.CustomParams, 0, this.CustomParams.Length); this.bExtraBuff = false; this.cfgData = null; this.battleParam = null; this.ulStartTime = 0uL; this.iBuffWorkTimes = 0; this.bFirstEffect = false; this.nextDestroy = false; this.SlotType = SkillSlotType.SLOT_SKILL_0; }
public void Init(int id) { base.SkillID = id; this.cfgData = GameDataMgr.skillCombineDatabin.GetDataByKey(id); if (this.cfgData != null) { base.ActionName = StringHelper.UTF8BytesToString(ref this.cfgData.szPrefab); } for (int i = 0; i < 6; i++) { this.CustomParams[i] = 0; } this.controlTime = 0L; this.battleParam = GameDataMgr.battleParam.GetAnyData(); this.ulStartTime = Singleton <FrameSynchr> .GetInstance().LogicFrameTick; }
public override void OnUse() { base.OnUse(); this.battleParam = null; }
public override void Init() { base.Init(); this.battleParam = GameDataMgr.battleParam.GetAnyData(); }
private void RefreshHeroPropPanel(GameObject root, ref PoolObjHandle <ActorRoot> actor) { if ((actor.handle != null) && (actor.handle.ValueComponent != null)) { ValueDataInfo[] actorValue = actor.handle.ValueComponent.mActorValue.GetActorValue(); int soulLevel = actor.handle.ValueComponent.mActorValue.SoulLevel; uint configId = (uint)actor.handle.TheActorMeta.ConfigId; int actorMoveSpeed = actor.handle.ValueComponent.actorMoveSpeed; uint energyType = (uint)actor.handle.ValueComponent.mActorValue.EnergyType; Transform transform = root.transform; int totalValue = 0; int percent = 0; Text[] textArray = new Text[PropertyMaxAmount + 1]; Text[] textArray2 = new Text[PropertyMaxAmount + 1]; for (int i = 1; i <= PropertyMaxAmount; i++) { textArray[i] = transform.Find(string.Format("TextL{0}", i)).GetComponent <Text>(); textArray2[i] = transform.Find(string.Format("TextR{0}", i)).GetComponent <Text>(); } ResBattleParam anyData = GameDataMgr.battleParam.GetAnyData(); textArray[1].text = Singleton <CTextManager> .GetInstance().GetText("Hero_Prop_PhyAtkPt"); textArray2[1].text = GetFormStr((float)actorValue[1].basePropertyValue, (float)actorValue[1].extraPropertyValue); textArray[2].text = Singleton <CTextManager> .GetInstance().GetText("Hero_Prop_MgcAtkPt"); textArray2[2].text = GetFormStr((float)actorValue[2].basePropertyValue, (float)actorValue[2].extraPropertyValue); textArray[3].text = Singleton <CTextManager> .GetInstance().GetText("Hero_Prop_MaxHp"); textArray2[3].text = GetFormStr((float)actorValue[5].basePropertyValue, (float)actorValue[5].extraPropertyValue); textArray[4].text = Singleton <CTextManager> .GetInstance().GetText(CUICommonSystem.GetEnergyMaxOrCostText(energyType, EnergyShowType.MaxValue)); textArray2[4].text = GetFormStr((float)actorValue[0x20].basePropertyValue, (float)actorValue[0x20].extraPropertyValue); totalValue = actorValue[3].totalValue; percent = (int)((totalValue * 0x2710) / ((totalValue + (soulLevel * anyData.dwM_PhysicsDefend)) + anyData.dwN_PhysicsDefend)); textArray[5].text = Singleton <CTextManager> .GetInstance().GetText("Hero_Prop_PhyDefPt"); textArray2[5].text = string.Format("{0}|{1}", GetFormStr((float)actorValue[3].basePropertyValue, (float)actorValue[3].extraPropertyValue), GetFormPercentStr(percent, actorValue[3].extraPropertyValue > 0)); totalValue = actorValue[4].totalValue; percent = (int)((totalValue * 0x2710) / ((totalValue + (soulLevel * anyData.dwM_MagicDefend)) + anyData.dwN_MagicDefend)); textArray[6].text = Singleton <CTextManager> .GetInstance().GetText("Hero_Prop_MgcDefPt"); textArray2[6].text = string.Format("{0}|{1}", GetFormStr((float)actorValue[4].basePropertyValue, (float)actorValue[4].extraPropertyValue), GetFormPercentStr(percent, actorValue[4].extraPropertyValue > 0)); totalValue = actorValue[0x1c].totalValue; percent = ((int)((0x2710 * totalValue) / ((totalValue + (soulLevel * anyData.dwM_AttackSpeed)) + anyData.dwN_AttackSpeed))) + actorValue[0x12].totalValue; textArray[7].text = Singleton <CTextManager> .GetInstance().GetText("Hero_Prop_AtkSpdLvl"); textArray2[7].text = GetFormPercentStr(percent, actorValue[0x12].extraPropertyValue > 0); percent = actorValue[20].totalValue; textArray[8].text = Singleton <CTextManager> .GetInstance().GetText("Hero_Prop_CdReduce"); textArray2[8].text = GetFormPercentStr(percent, actorValue[20].extraPropertyValue > 0); totalValue = actorValue[0x18].totalValue; percent = ((int)((0x2710 * totalValue) / ((totalValue + (soulLevel * anyData.dwM_Critical)) + anyData.dwN_Critical))) + actorValue[6].totalValue; textArray[9].text = Singleton <CTextManager> .GetInstance().GetText("Hero_Prop_CritLvl"); textArray2[9].text = GetFormPercentStr(percent, actorValue[6].extraPropertyValue > 0); textArray[10].text = Singleton <CTextManager> .GetInstance().GetText("Hero_Prop_MoveSpd"); textArray2[10].text = GetFormStr((float)(actorValue[15].basePropertyValue / 10), (float)((actorMoveSpeed - actorValue[15].basePropertyValue) / 10)); textArray[11].text = Singleton <CTextManager> .GetInstance().GetText("Hero_Prop_HpRecover"); totalValue = actorValue[0x10].totalValue; string str = string.Format(Singleton <CTextManager> .GetInstance().GetText("Hero_Prop_HpRecover_Desc"), totalValue); textArray2[11].text = GetFormStr((float)actorValue[0x10].basePropertyValue, (float)actorValue[0x10].extraPropertyValue); textArray[12].text = Singleton <CTextManager> .GetInstance().GetText(CUICommonSystem.GetEnergyMaxOrCostText(energyType, EnergyShowType.RecoverValue)); totalValue = actorValue[0x21].totalValue; string str2 = string.Format(Singleton <CTextManager> .GetInstance().GetText("Hero_Prop_EpRecover_Desc"), totalValue); textArray2[12].text = GetFormStr((float)actorValue[0x21].basePropertyValue, (float)actorValue[0x21].extraPropertyValue); textArray[13].text = Singleton <CTextManager> .GetInstance().GetText("Hero_Prop_PhyArmorHurt"); textArray2[13].text = string.Format("{0}|{1}", GetFormStr((float)actorValue[7].baseValue, (float)actorValue[7].extraPropertyValue), GetFormPercentStr(actorValue[0x22].totalValue, actorValue[0x22].extraPropertyValue > 0)); textArray[14].text = Singleton <CTextManager> .GetInstance().GetText("Hero_Prop_MgcArmorHurt"); textArray2[14].text = string.Format("{0}|{1}", GetFormStr((float)actorValue[8].baseValue, (float)actorValue[8].extraPropertyValue), GetFormPercentStr(actorValue[0x23].totalValue, actorValue[0x23].extraPropertyValue > 0)); totalValue = actorValue[0x1a].totalValue; percent = ((int)((0x2710 * totalValue) / ((totalValue + (soulLevel * anyData.dwM_PhysicsHemophagia)) + anyData.dwN_PhysicsHemophagia))) + actorValue[9].totalValue; textArray[15].text = Singleton <CTextManager> .GetInstance().GetText("Hero_Prop_PhyVampLvl"); textArray2[15].text = GetFormPercentStr(percent, actorValue[9].extraPropertyValue > 0); totalValue = actorValue[0x1b].totalValue; percent = ((int)((0x2710 * totalValue) / ((totalValue + (soulLevel * anyData.dwM_MagicHemophagia)) + anyData.dwN_MagicHemophagia))) + actorValue[10].totalValue; textArray[0x10].text = Singleton <CTextManager> .GetInstance().GetText("Hero_Prop_MgcVampLvl"); textArray2[0x10].text = GetFormPercentStr(percent, actorValue[10].extraPropertyValue > 0); ResHeroCfgInfo dataByKey = GameDataMgr.heroDatabin.GetDataByKey(configId); if (dataByKey != null) { textArray[0x11].text = Singleton <CTextManager> .GetInstance().GetText("Hero_Prop_BaseAtkRange"); textArray2[0x11].text = Utility.UTF8Convert(dataByKey.szAttackRangeDesc); } else { textArray[0x11].text = string.Empty; textArray2[0x11].text = string.Empty; } totalValue = actorValue[0x1d].totalValue; percent = ((int)((0x2710 * totalValue) / ((totalValue + (soulLevel * anyData.dwM_Tenacity)) + anyData.dwN_Tenacity))) + actorValue[0x11].totalValue; textArray[0x12].text = Singleton <CTextManager> .GetInstance().GetText("Hero_Prop_CtrlReduceLvl"); textArray2[0x12].text = GetFormPercentStr(percent, actorValue[0x11].extraPropertyValue > 0); } }
private void RefreshHeroPropPanel(GameObject root, ref PoolObjHandle <ActorRoot> actor) { if (actor.get_handle() == null || actor.get_handle().ValueComponent == null) { return; } ValueDataInfo[] actorValue = actor.get_handle().ValueComponent.mActorValue.GetActorValue(); int soulLevel = actor.get_handle().ValueComponent.mActorValue.SoulLevel; uint configId = (uint)actor.get_handle().TheActorMeta.ConfigId; int actorMoveSpeed = actor.get_handle().ValueComponent.actorMoveSpeed; uint energyType = (uint)actor.get_handle().ValueComponent.mActorValue.EnergyType; Transform transform = root.transform; Text[] array = new Text[CBattleHeroInfoPanel.PropertyMaxAmount + 1u]; Text[] array2 = new Text[CBattleHeroInfoPanel.PropertyMaxAmount + 1u]; int num = 1; while ((long)num <= (long)((ulong)CBattleHeroInfoPanel.PropertyMaxAmount)) { array[num] = transform.Find(string.Format("TextL{0}", num)).GetComponent <Text>(); array2[num] = transform.Find(string.Format("TextR{0}", num)).GetComponent <Text>(); num++; } ResBattleParam anyData = GameDataMgr.battleParam.GetAnyData(); array[1].text = Singleton <CTextManager> .GetInstance().GetText("Hero_Prop_PhyAtkPt"); array2[1].text = CBattleHeroInfoPanel.GetFormStr((float)actorValue[1].basePropertyValue, (float)actorValue[1].extraPropertyValue); array[2].text = Singleton <CTextManager> .GetInstance().GetText("Hero_Prop_MgcAtkPt"); array2[2].text = CBattleHeroInfoPanel.GetFormStr((float)actorValue[2].basePropertyValue, (float)actorValue[2].extraPropertyValue); array[3].text = Singleton <CTextManager> .GetInstance().GetText("Hero_Prop_MaxHp"); array2[3].text = CBattleHeroInfoPanel.GetFormStr((float)actorValue[5].basePropertyValue, (float)actorValue[5].extraPropertyValue); array[4].text = Singleton <CTextManager> .GetInstance().GetText(EnergyCommon.GetEnergyShowText(energyType, EnergyShowType.MaxValue)); array2[4].text = CBattleHeroInfoPanel.GetFormStr((float)actorValue[32].basePropertyValue, (float)actorValue[32].extraPropertyValue); int totalValue = actorValue[3].totalValue; int percent = totalValue * 10000 / (totalValue + soulLevel * (int)anyData.dwM_PhysicsDefend + (int)anyData.dwN_PhysicsDefend); array[5].text = Singleton <CTextManager> .GetInstance().GetText("Hero_Prop_PhyDefPt"); array2[5].text = string.Format("{0}|{1}", CBattleHeroInfoPanel.GetFormStr((float)actorValue[3].basePropertyValue, (float)actorValue[3].extraPropertyValue), CBattleHeroInfoPanel.GetFormPercentStr(percent, actorValue[3].extraPropertyValue > 0)); totalValue = actorValue[4].totalValue; percent = totalValue * 10000 / (totalValue + soulLevel * (int)anyData.dwM_MagicDefend + (int)anyData.dwN_MagicDefend); array[6].text = Singleton <CTextManager> .GetInstance().GetText("Hero_Prop_MgcDefPt"); array2[6].text = string.Format("{0}|{1}", CBattleHeroInfoPanel.GetFormStr((float)actorValue[4].basePropertyValue, (float)actorValue[4].extraPropertyValue), CBattleHeroInfoPanel.GetFormPercentStr(percent, actorValue[4].extraPropertyValue > 0)); totalValue = actorValue[28].totalValue; percent = 10000 * totalValue / (totalValue + soulLevel * (int)anyData.dwM_AttackSpeed + (int)anyData.dwN_AttackSpeed) + actorValue[18].totalValue; array[7].text = Singleton <CTextManager> .GetInstance().GetText("Hero_Prop_AtkSpdLvl"); array2[7].text = CBattleHeroInfoPanel.GetFormPercentStr(percent, actorValue[18].extraPropertyValue > 0); percent = actorValue[20].totalValue; array[8].text = Singleton <CTextManager> .GetInstance().GetText("Hero_Prop_CdReduce"); array2[8].text = CBattleHeroInfoPanel.GetFormPercentStr(percent, actorValue[20].extraPropertyValue > 0); totalValue = actorValue[24].totalValue; percent = 10000 * totalValue / (totalValue + soulLevel * (int)anyData.dwM_Critical + (int)anyData.dwN_Critical) + actorValue[6].totalValue; array[9].text = Singleton <CTextManager> .GetInstance().GetText("Hero_Prop_CritLvl"); array2[9].text = CBattleHeroInfoPanel.GetFormPercentStr(percent, actorValue[6].extraPropertyValue > 0); array[10].text = Singleton <CTextManager> .GetInstance().GetText("Hero_Prop_MoveSpd"); array2[10].text = CBattleHeroInfoPanel.GetFormStr((float)(actorValue[15].basePropertyValue / 10), (float)((actorMoveSpeed - actorValue[15].basePropertyValue) / 10)); array[11].text = Singleton <CTextManager> .GetInstance().GetText("Hero_Prop_HpRecover"); totalValue = actorValue[16].totalValue; string text = string.Format(Singleton <CTextManager> .GetInstance().GetText("Hero_Prop_HpRecover_Desc"), totalValue); array2[11].text = CBattleHeroInfoPanel.GetFormStr((float)actorValue[16].basePropertyValue, (float)actorValue[16].extraPropertyValue); array[12].text = Singleton <CTextManager> .GetInstance().GetText(EnergyCommon.GetEnergyShowText(energyType, EnergyShowType.RecoverValue)); totalValue = actorValue[33].totalValue; string text2 = string.Format(Singleton <CTextManager> .GetInstance().GetText("Hero_Prop_EpRecover_Desc"), totalValue); array2[12].text = CBattleHeroInfoPanel.GetFormStr((float)actorValue[33].basePropertyValue, (float)actorValue[33].extraPropertyValue); array[13].text = Singleton <CTextManager> .GetInstance().GetText("Hero_Prop_PhyArmorHurt"); array2[13].text = string.Format("{0}|{1}", CBattleHeroInfoPanel.GetFormStr((float)actorValue[7].baseValue, (float)actorValue[7].extraPropertyValue), CBattleHeroInfoPanel.GetFormPercentStr(actorValue[34].totalValue, actorValue[34].extraPropertyValue > 0)); array[14].text = Singleton <CTextManager> .GetInstance().GetText("Hero_Prop_MgcArmorHurt"); array2[14].text = string.Format("{0}|{1}", CBattleHeroInfoPanel.GetFormStr((float)actorValue[8].baseValue, (float)actorValue[8].extraPropertyValue), CBattleHeroInfoPanel.GetFormPercentStr(actorValue[35].totalValue, actorValue[35].extraPropertyValue > 0)); totalValue = actorValue[26].totalValue; percent = 10000 * totalValue / (totalValue + soulLevel * (int)anyData.dwM_PhysicsHemophagia + (int)anyData.dwN_PhysicsHemophagia) + actorValue[9].totalValue; array[15].text = Singleton <CTextManager> .GetInstance().GetText("Hero_Prop_PhyVampLvl"); array2[15].text = CBattleHeroInfoPanel.GetFormPercentStr(percent, actorValue[9].extraPropertyValue > 0); totalValue = actorValue[27].totalValue; percent = 10000 * totalValue / (totalValue + soulLevel * (int)anyData.dwM_MagicHemophagia + (int)anyData.dwN_MagicHemophagia) + actorValue[10].totalValue; array[16].text = Singleton <CTextManager> .GetInstance().GetText("Hero_Prop_MgcVampLvl"); array2[16].text = CBattleHeroInfoPanel.GetFormPercentStr(percent, actorValue[10].extraPropertyValue > 0); ResHeroCfgInfo dataByKey = GameDataMgr.heroDatabin.GetDataByKey(configId); if (dataByKey != null) { array[17].text = Singleton <CTextManager> .GetInstance().GetText("Hero_Prop_BaseAtkRange"); array2[17].text = Utility.UTF8Convert(dataByKey.szAttackRangeDesc); } else { array[17].text = string.Empty; array2[17].text = string.Empty; } totalValue = actorValue[29].totalValue; percent = 10000 * totalValue / (totalValue + soulLevel * (int)anyData.dwM_Tenacity + (int)anyData.dwN_Tenacity) + actorValue[17].totalValue; array[18].text = Singleton <CTextManager> .GetInstance().GetText("Hero_Prop_CtrlReduceLvl"); array2[18].text = CBattleHeroInfoPanel.GetFormPercentStr(percent, actorValue[17].extraPropertyValue > 0); }
private void RefreshHeroPropPanel(GameObject root, ref ValueDataInfo[] info, int level, uint heroId) { Transform transform = root.transform; Text component = transform.Find("TextL1").GetComponent <Text>(); Text text2 = transform.Find("TextR1").GetComponent <Text>(); Text text3 = transform.Find("TextL2").GetComponent <Text>(); Text text4 = transform.Find("TextR2").GetComponent <Text>(); Text text5 = transform.Find("TextL3").GetComponent <Text>(); Text text6 = transform.Find("TextR3").GetComponent <Text>(); Text text7 = transform.Find("TextL4").GetComponent <Text>(); Text text8 = transform.Find("TextR4").GetComponent <Text>(); Text text9 = transform.Find("TextL5").GetComponent <Text>(); Text text10 = transform.Find("TextR5").GetComponent <Text>(); Text text11 = transform.Find("TextL6").GetComponent <Text>(); Text text12 = transform.Find("TextR6").GetComponent <Text>(); Text text13 = transform.Find("TextL7").GetComponent <Text>(); Text text14 = transform.Find("TextR7").GetComponent <Text>(); Text text15 = transform.Find("TextL8").GetComponent <Text>(); Text text16 = transform.Find("TextR8").GetComponent <Text>(); Text text17 = transform.Find("TextL9").GetComponent <Text>(); Text text18 = transform.Find("TextR9").GetComponent <Text>(); Text text19 = transform.Find("TextL10").GetComponent <Text>(); Text text20 = transform.Find("TextR10").GetComponent <Text>(); Text text21 = transform.Find("TextL11").GetComponent <Text>(); Text text22 = transform.Find("TextR11").GetComponent <Text>(); Text text23 = transform.Find("TextL12").GetComponent <Text>(); Text text24 = transform.Find("TextR12").GetComponent <Text>(); Text text25 = transform.Find("TextL13").GetComponent <Text>(); Text text26 = transform.Find("TextR13").GetComponent <Text>(); Text text27 = transform.Find("TextL14").GetComponent <Text>(); Text text28 = transform.Find("TextR14").GetComponent <Text>(); Text text29 = transform.Find("TextL15").GetComponent <Text>(); Text text30 = transform.Find("TextR15").GetComponent <Text>(); Text text31 = transform.Find("TextL16").GetComponent <Text>(); Text text32 = transform.Find("TextR16").GetComponent <Text>(); Text text33 = transform.Find("TextL17").GetComponent <Text>(); Text text34 = transform.Find("TextR17").GetComponent <Text>(); Text text35 = transform.Find("TextL18").GetComponent <Text>(); Text text36 = transform.Find("TextR18").GetComponent <Text>(); int totalValue = 0; int percent = 0; ResBattleParam anyData = GameDataMgr.battleParam.GetAnyData(); component.text = Singleton <CTextManager> .GetInstance().GetText("Hero_Prop_PhyAtkPt"); text2.text = GetFormStr((float)info[1].basePropertyValue, (float)info[1].extraPropertyValue); text3.text = Singleton <CTextManager> .GetInstance().GetText("Hero_Prop_MgcAtkPt"); text4.text = GetFormStr((float)info[2].basePropertyValue, (float)info[2].extraPropertyValue); text5.text = Singleton <CTextManager> .GetInstance().GetText("Hero_Prop_MaxHp"); text6.text = GetFormStr((float)info[5].basePropertyValue, (float)info[5].extraPropertyValue); text7.text = Singleton <CTextManager> .GetInstance().GetText("Hero_Prop_MaxEp"); text8.text = GetFormStr((float)info[0x20].basePropertyValue, (float)info[0x20].extraPropertyValue); totalValue = info[3].totalValue; percent = (int)((totalValue * 0x2710) / ((totalValue + (level * anyData.dwM_PhysicsDefend)) + anyData.dwN_PhysicsDefend)); text9.text = Singleton <CTextManager> .GetInstance().GetText("Hero_Prop_PhyDefPt"); text10.text = string.Format("{0}|{1}", GetFormStr((float)info[3].basePropertyValue, (float)info[3].extraPropertyValue), GetFormPercentStr(percent, info[3].extraPropertyValue > 0)); totalValue = info[4].totalValue; percent = (int)((totalValue * 0x2710) / ((totalValue + (level * anyData.dwM_MagicDefend)) + anyData.dwN_MagicDefend)); text11.text = Singleton <CTextManager> .GetInstance().GetText("Hero_Prop_MgcDefPt"); text12.text = string.Format("{0}|{1}", GetFormStr((float)info[4].basePropertyValue, (float)info[4].extraPropertyValue), GetFormPercentStr(percent, info[4].extraPropertyValue > 0)); totalValue = info[0x1c].totalValue; percent = ((int)((0x2710 * totalValue) / ((totalValue + (level * anyData.dwM_AttackSpeed)) + anyData.dwN_AttackSpeed))) + info[0x12].totalValue; text13.text = Singleton <CTextManager> .GetInstance().GetText("Hero_Prop_AtkSpdLvl"); text14.text = GetFormPercentStr(percent, info[0x12].extraPropertyValue > 0); percent = info[20].totalValue; text15.text = Singleton <CTextManager> .GetInstance().GetText("Hero_Prop_CdReduce"); text16.text = GetFormPercentStr(percent, info[20].extraPropertyValue > 0); totalValue = info[0x18].totalValue; percent = ((int)((0x2710 * totalValue) / ((totalValue + (level * anyData.dwM_Critical)) + anyData.dwN_Critical))) + info[6].totalValue; text17.text = Singleton <CTextManager> .GetInstance().GetText("Hero_Prop_CritLvl"); text18.text = GetFormPercentStr(percent, info[6].extraPropertyValue > 0); text19.text = Singleton <CTextManager> .GetInstance().GetText("Hero_Prop_MoveSpd"); text20.text = GetFormStr((float)(info[15].basePropertyValue / 10), (float)(info[15].extraPropertyValue / 10)); text21.text = Singleton <CTextManager> .GetInstance().GetText("Hero_Prop_HpRecover"); totalValue = info[0x10].totalValue; string str = string.Format(Singleton <CTextManager> .GetInstance().GetText("Hero_Prop_HpRecover_Desc"), totalValue); text22.text = GetFormStr((float)info[0x10].basePropertyValue, (float)info[0x10].extraPropertyValue); text23.text = Singleton <CTextManager> .GetInstance().GetText("Hero_Prop_EpRecover"); totalValue = info[0x21].totalValue; string str2 = string.Format(Singleton <CTextManager> .GetInstance().GetText("Hero_Prop_EpRecover_Desc"), totalValue); text24.text = GetFormStr((float)info[0x21].basePropertyValue, (float)info[0x21].extraPropertyValue); text25.text = Singleton <CTextManager> .GetInstance().GetText("Hero_Prop_PhyArmorHurt"); text26.text = string.Format("{0}|{1}", GetFormStr((float)info[7].baseValue, (float)info[7].extraPropertyValue), GetFormPercentStr(info[0x22].totalValue, info[0x22].extraPropertyValue > 0)); text27.text = Singleton <CTextManager> .GetInstance().GetText("Hero_Prop_MgcArmorHurt"); text28.text = string.Format("{0}|{1}", GetFormStr((float)info[8].baseValue, (float)info[8].extraPropertyValue), GetFormPercentStr(info[0x23].totalValue, info[0x23].extraPropertyValue > 0)); totalValue = info[0x1a].totalValue; percent = ((int)((0x2710 * totalValue) / ((totalValue + (level * anyData.dwM_PhysicsHemophagia)) + anyData.dwN_PhysicsHemophagia))) + info[9].totalValue; text29.text = Singleton <CTextManager> .GetInstance().GetText("Hero_Prop_PhyVampLvl"); text30.text = GetFormPercentStr(percent, info[9].extraPropertyValue > 0); totalValue = info[0x1b].totalValue; percent = ((int)((0x2710 * totalValue) / ((totalValue + (level * anyData.dwM_MagicHemophagia)) + anyData.dwN_MagicHemophagia))) + info[10].totalValue; text31.text = Singleton <CTextManager> .GetInstance().GetText("Hero_Prop_MgcVampLvl"); text32.text = GetFormPercentStr(percent, info[10].extraPropertyValue > 0); ResHeroCfgInfo dataByKey = GameDataMgr.heroDatabin.GetDataByKey(heroId); if (dataByKey != null) { text33.text = Singleton <CTextManager> .GetInstance().GetText("Hero_Prop_BaseAtkRange"); text34.text = Utility.UTF8Convert(dataByKey.szAttackRangeDesc); } else { text33.text = string.Empty; text34.text = string.Empty; } totalValue = info[0x1d].totalValue; percent = ((int)((0x2710 * totalValue) / ((totalValue + (level * anyData.dwM_Tenacity)) + anyData.dwN_Tenacity))) + info[0x11].totalValue; text35.text = Singleton <CTextManager> .GetInstance().GetText("Hero_Prop_CtrlReduceLvl"); text36.text = GetFormPercentStr(percent, info[0x11].extraPropertyValue > 0); }