private void ResetStrengthConsume(INotifyArgs args) { if (!m_itemFielInfo.IsFullLev()) { int upNeedLev; int skillManaValue = m_itemFielInfo.UpgradeConsume(out m_enough, out m_reachUpLev, out upNeedLev); //铜币是否足够 if (m_enough) { UpgradeConsume.text = "[fffa6f]" + skillManaValue.ToString() + "[-]"; } else { UpgradeConsume.text = "[fe768b]" + skillManaValue.ToString() + "[-]"; } } }
/// <summary> /// 根据传入数据实体,初始化技能 /// </summary> /// <param name="itemFielInfo">Item fiel info.</param> public void InitItemData(SingleSkillInfo itemFielInfo) { var hasInfo = itemFielInfo != null; Normal.SetActive(hasInfo); Empty.SetActive(!hasInfo); UnLock.SetActive(hasInfo); ItemFielInfo = itemFielInfo; if (SkillIconPoint.childCount > 0) { SkillIconPoint.ClearChild(); } if (hasInfo) { if (itemFielInfo.IsUnlock()) { Normal.SetActive(true); UnLock.SetActive(false); BreakLev.text = (itemFielInfo.localSkillData.m_breakLevel - 1).ToString(); int skillLev = itemFielInfo.SkillLevel; int maxLev = itemFielInfo.localSkillData.m_maxLv; bool isFullLev = itemFielInfo.IsFullLev(); FullLev.SetActive(isFullLev); NotFullLev.SetActive(!isFullLev); if (!isFullLev) { SkillLev.text = skillLev.ToString(); } EquipChange(); } else { Normal.SetActive(false); UnLock.SetActive(true); UnLockLev.text = itemFielInfo.localSkillData.m_unlockLevel.ToString(); } var skillIcon = NGUITools.AddChild(SkillIconPoint.gameObject, ItemFielInfo.localSkillData.m_icon); skillIcon.transform.localScale = new Vector3(90, 90, 1); } }
public void InitViewInfo(SingleSkillInfo itemFielInfo) { m_itemFielInfo = itemFielInfo; bool isNull = itemFielInfo == null; string skillName = isNull?"":LanguageTextManager.GetString(itemFielInfo.localSkillData.m_name); string breakLev = isNull?"":ConvertBreakLev(itemFielInfo.localSkillData.m_breakLevel); string skillLev = isNull?"":itemFielInfo.SkillLevel.ToString(); string skillDesc = isNull?"":LanguageTextManager.GetString(itemFielInfo.localSkillData.m_descSimple); string skillPower = isNull?"":SkillValue.GetSkillValue(itemFielInfo.SkillLevel, itemFielInfo.localSkillData.m_mightParams).ToString(); string skillHitNum = isNull?"":itemFielInfo.localSkillData.m_skillAttacktimes.ToString(); string skillCDTime = isNull?"":itemFielInfo.localSkillData.m_coolDown.ToString(); //float[] skillHurts=itemFielInfo.localSkillData.m_skillDamage; if (!isNull) { //向下取整((向下取整((参数1×(技能等级)^2+参数2×技能等级+参数3)/参数4)×参数4) /1000)*100% //int skillHurt = Mathf.FloorToInt((Mathf.FloorToInt((skillHurts[0] * Mathf.Pow(itemFielInfo.SkillLevel, 2) + skillHurts[1] * itemFielInfo.SkillLevel + skillHurts[2]) / skillHurts[3]) * skillHurts[3]) / 1000) * 100; //2014-8-27策划修改 //向下取整((向下取整((参数1×(技能等级)^2+参数2×技能等级+参数3)/参数4)×参数4) /10) // int skillHurt = Mathf.FloorToInt((Mathf.FloorToInt((skillHurts[0] * Mathf.Pow(itemFielInfo.SkillLevel, 2) + skillHurts[1] * itemFielInfo.SkillLevel + skillHurts[2]) / skillHurts[3]) * skillHurts[3]) / 10); // SkillHurt.text=skillHurt.ToString(); } else { SkillHurt.text = string.Empty; } SkillName.text = skillName; BreakLev.text = breakLev; SkillLev.text = skillLev; SkillDesc.text = skillDesc; SkillPower.text = skillPower; SkillHitNum.text = skillHitNum; SkillCDTime.text = skillCDTime; SkillUpgradeBtn.gameObject.SetActive(!isNull); EffPoint.transform.ClearChild(); //是否满级处理 if (itemFielInfo.IsFullLev()) { SkillUpgradeBtn.gameObject.SetActive(false); NotReachUpLev.gameObject.SetActive(false); NGUITools.AddChild(EffPoint, FullLevEff); UpgradeConsume.text = "0"; } else { int upNeedLev; int skillManaValue = itemFielInfo.UpgradeConsume(out m_enough, out m_reachUpLev, out upNeedLev); SkillUpgradeBtn.gameObject.SetActive(true); //铜币是否足够 if (m_enough) { SkillUpgradeBtn.Enable = true; UpgradeConsume.text = "[fffa6f]" + skillManaValue.ToString() + "[-]"; if (m_reachUpLev) { NGUITools.AddChild(EffPoint, UpgradeBtnEff); } } else { //SkillUpgradeBtn.Enable=false; UpgradeConsume.text = "[fe768b]" + skillManaValue.ToString() + "[-]"; } NotReachUpLev.text = m_reachUpLev?"":string.Format(LanguageTextManager.GetString("IDS_I7_14"), upNeedLev); NotReachUpLev.gameObject.SetActive(!m_reachUpLev); SkillUpgradeBtn.gameObject.SetActive(m_reachUpLev); } //选中特效 }