private void OnGodWeaponLoginPush(short state, GodWeaponLoginPush down = null) { this.WaitUpGradeRes = false; if (state != 0) { StateManager.Instance.StateShow(state, 0); return; } if (down != null) { if (this.mTypeLevelDict == null || this.mTypeLevelDict.get_Count() != down.weaponInfo.get_Count()) { this.mTypeLevelDict = new Dictionary <int, Dictionary <int, SShenBingDengJi> >(); for (int i = 0; i < down.weaponInfo.get_Count(); i++) { this.mTypeLevelDict.Add(down.weaponInfo.get_Item(i).Type, new Dictionary <int, SShenBingDengJi>()); } List <SShenBingDengJi> dataList = DataReader <SShenBingDengJi> .DataList; for (int j = 0; j < dataList.get_Count(); j++) { SShenBingDengJi sShenBingDengJi = dataList.get_Item(j); if (this.mTypeLevelDict.get_Item(sShenBingDengJi.id).ContainsKey(sShenBingDengJi.level)) { this.mTypeLevelDict.get_Item(sShenBingDengJi.id).set_Item(sShenBingDengJi.level, sShenBingDengJi); } else { this.mTypeLevelDict.get_Item(sShenBingDengJi.id).Add(sShenBingDengJi.level, sShenBingDengJi); } } } this.mGodList = down.weaponInfo; EventDispatcher.Broadcast <int>(EventNames.GodSoldierListNty, this.LastUpGradeType); } }
private void RefreshDesc(GodWeaponInfo data, bool isSwitch) { if (GodSoldierManager.Instance.DengjiDict.ContainsKey(data.Type)) { Dictionary <int, SShenBingDengJi> dictionary = GodSoldierManager.Instance.DengjiDict.get_Item(data.Type); SShenBingDengJi sShenBingDengJi = null; SShenBingDengJi sShenBingDengJi2 = null; if (data.isOpen) { sShenBingDengJi = dictionary.get_Item(data.gLevel); } if (data.gLevel < dictionary.get_Count()) { sShenBingDengJi2 = dictionary.get_Item(data.gLevel + 1); } if (sShenBingDengJi == null) { this.mTxExp.set_text(data.gExp + "/" + sShenBingDengJi2.EXP); this.mExpSlider.set_value((float)data.gExp / (float)sShenBingDengJi2.EXP); this.mBtnUpGrade.get_gameObject().SetActive(true); this.mGoMaxLevel.SetActive(false); this.mTxOpenTips.get_gameObject().SetActive(true); this.mTxOpenTips.set_text(this.mLastSelectToggle.Title + "解除封印后获得"); this.mTxAttrTitle.set_text("解除封印"); this.mTxUpGrade.set_text("解除封印"); } else if (sShenBingDengJi2 == null) { this.mTxExp.set_text("MAX"); this.mExpSlider.set_value(1f); this.mBtnUpGrade.get_gameObject().SetActive(false); this.mGoMaxLevel.SetActive(true); this.mTxOpenTips.get_gameObject().SetActive(true); this.mTxOpenTips.set_text("神兵已最大等级"); this.mTxAttrTitle.set_text("最大等级"); } else if (sShenBingDengJi != null && sShenBingDengJi2 != null) { this.mTxExp.set_text(data.gExp + "/" + sShenBingDengJi2.EXP); this.mExpSlider.set_value((float)data.gExp / (float)sShenBingDengJi2.EXP); this.mBtnUpGrade.get_gameObject().SetActive(true); this.mGoMaxLevel.SetActive(false); this.mTxOpenTips.get_gameObject().SetActive(false); this.mTxAttrTitle.set_text("升级属性"); this.mTxUpGrade.set_text("神兵升级"); this.UpGradeEffect(data.gLevel); } this.ClearAttr(); if (sShenBingDengJi != null && sShenBingDengJi2 != null) { Attrs attrs = DataReader <Attrs> .Get(sShenBingDengJi.attrID); Attrs attrs2 = DataReader <Attrs> .Get(sShenBingDengJi2.attrID); if (attrs != null && attrs2 != null) { for (int i = 0; i < attrs.attrs.get_Count(); i++) { this.CreateAttr(attrs.attrs.get_Item(i), attrs.values.get_Item(i), true, attrs2.values.get_Item(i)); } this.RefreshPowerNumber(data.Type, attrs.attrs, attrs.values, isSwitch); } } else { Attrs attrs3 = null; if (sShenBingDengJi != null) { attrs3 = DataReader <Attrs> .Get(sShenBingDengJi.attrID); } else if (sShenBingDengJi2 != null) { attrs3 = DataReader <Attrs> .Get(sShenBingDengJi2.attrID); } if (attrs3 != null) { for (int j = 0; j < attrs3.attrs.get_Count(); j++) { this.CreateAttr(attrs3.attrs.get_Item(j), attrs3.values.get_Item(j), false, 0); } this.RefreshPowerNumber(data.Type, attrs3.attrs, attrs3.values, isSwitch); } } } }