예제 #1
0
        public void SettingKeyCodeInfo(EntityView view, bool isForceDefault = false)
        {
            nSpellTypeState = (int)SlotKeyCodeConfig.Instance.CurrentSpellMode;
            if (this.gameObject.activeInHierarchy && nSpellTypeState >= 1)
            {
                spellState.NotifyToggleOn(spellStateToggleGroup[nSpellTypeState - 1]);
            }
            if (EntityFactory.MainHero == null)
            {
                return;
            }
            SkillCtrl skillCtrl = EntityFactory.MainHero.GetComponent <SkillCtrl>();

            foreach (KeyValuePair <int, SlotKeyCodeData> kv in SlotKeyCodeConfig.Instance.CurrentSlotMap)
            {
                foreach (var temp in m_KeyCodeMap)
                {
                    if (kv.Key == temp.keyIndex && temp.keyCodeText != null)
                    {
                        temp.keyCodeText.text = kv.Value.szKeySequence.ToUpper();
                    }
                    if (kv.Key == temp.keyIndex && temp.keyCodeToggleBtn != null && temp.toggleText != null)
                    {
                        int maxSlotIndexForEachType = 1000; //一类slot最多有多少个index,用于将index和type合并编码
                        int nSlotID = kv.Value.nSlotType * maxSlotIndexForEachType + kv.Value.nSlotIndex;

                        SpellMode useType = SpellMode.ST_Normal;

                        List <PlayerSlotItem> slotList = null;
                        bool hasUserConfig             = PlayerSlotSettingConfig.Instance.GetLocalData(EntityFactory.MainHeroView.Property.GetNumProp(ENTITY_PROPERTY.PROPERTY_VOCATION), out slotList);
                        if (hasUserConfig && !isForceDefault) //如果用户配置了就使用用户的配置
                        {
                            for (int i = 0; i < slotList.Count; i++)
                            {
                                if (nSlotID == slotList[i].slotID)
                                {
                                    useType = (SpellMode)Enum.Parse(typeof(SpellMode), slotList[i].useType.ToString());
                                }
                            }
                        }
                        else   //默认施法:使用策划在技能编辑器的配置
                        {
                            if (skillCtrl != null)
                            {
                                OrderData odata = skillCtrl.GetCurOrderData(nSlotID);
                                if (odata == null || odata.nAdvanceUseType == 0)
                                {
                                    useType = SpellMode.ST_Normal;
                                }
                                else
                                {
                                    useType = (SpellMode)Enum.Parse(typeof(SpellMode), (odata.nAdvanceUseType).ToString());
                                }
                            }
                        }
                        temp.useType = (int)useType;
                        switch (useType)
                        {
                        case SpellMode.ST_Normal:          //常规施法
                            temp.toggleText.text = SKILL_USE_TYPE_TEXT[temp.useType];
                            break;

                        case SpellMode.ST_Speed:          //快捷施法
                            temp.toggleText.text = SKILL_USE_TYPE_TEXT[temp.useType];
                            break;

                        case SpellMode.ST_Smart:           //推荐施法
                            temp.toggleText.text = SKILL_USE_TYPE_TEXT[temp.useType];
                            break;

                        default:          //默认施法(不会是这个)
                            temp.toggleText.text = "";
                            break;
                        }
                    }
                }
            }
            bFirstLoad = false;
        }
예제 #2
0
        /// <summary>
        /// 设置槽位信息
        /// </summary>
        public void SetSlotData(bool isForceDefault = false)
        {
            if (!EntityFactory.MainHero)
            {
                return;
            }
            SkillCtrl sc = EntityFactory.MainHero.GetComponent <SkillCtrl>();

            if (!sc)
            {
                return;
            }
            int vocationID = EntityFactory.MainHeroView.Property.GetNumProp(ENTITY_PROPERTY.PROPERTY_VOCATION);

            foreach (KeyValuePair <int, SlotKeyCodeData> kv in CurrentSlotMap)
            {
                switch (kv.Value.nSlotType)
                {
                case (int)SlotType.Equip:
                case (int)SlotType.Skill:
                {
                    sc.SetSlotKeyCode(kv.Value.nSlotType, kv.Value.nSlotIndex, kv.Value.nReleaseCondition, kv.Value.szKeySequence);
                    UIMsgCmdData uiPlayerProgress = new UIMsgCmdData((int)WndMsgID.WND_MSG_WARBUTTOMCENTER_SETSHORTCUT, kv.Value.nSlotType, kv.Value.szKeySequence.ToUpper(), IntPtr.Zero, kv.Value.nSlotIndex);
                    UISystem.Instance.SendWndMessage(WndMsgID.WND_MSG_WARBUTTOMCENTER_SETSHORTCUT, uiPlayerProgress);
                    cmd_entity_set_smart_cast data     = new cmd_entity_set_smart_cast();
                    List <PlayerSlotItem>     slotList = null;
                    int       maxSlotIndexForEachType  = 1000;  //一类slot最多有多少个index,用于将index和type合并编码
                    int       nSlotID       = kv.Value.nSlotType * maxSlotIndexForEachType + kv.Value.nSlotIndex;
                    SpellMode useType       = SpellMode.ST_Normal;
                    bool      hasUserConfig = PlayerSlotSettingConfig.Instance.GetLocalData(EntityFactory.MainHeroView.Property.GetNumProp(ENTITY_PROPERTY.PROPERTY_VOCATION), out slotList);
                    if (hasUserConfig && !isForceDefault)         //如果用户配置了就使用用户的配置
                    {
                        for (int i = 0; i < slotList.Count; i++)
                        {
                            if (nSlotID == slotList[i].slotID)
                            {
                                useType = (SpellMode)Enum.Parse(typeof(SpellMode), slotList[i].useType.ToString());
                            }
                        }
                    }
                    else           //默认施法:使用策划在技能编辑器的配置
                    {
                        if (sc != null)
                        {
                            OrderData odata = sc.GetCurOrderData(nSlotID);
                            if (odata == null)
                            {
                                useType = SpellMode.ST_Normal;
                            }
                            else
                            {
                                useType = (SpellMode)Enum.Parse(typeof(SpellMode), (odata.nAdvanceUseType).ToString());
                            }
                        }
                    }
                    kv.Value.nAutoCasting = (int)useType;
                    data.nSlotIndex       = kv.Value.nSlotIndex;
                    data.nSlotType        = kv.Value.nSlotType;
                    data.nSmartCast       = kv.Value.nAutoCasting;
                    slotSmartDatas[0]     = data;
                    SendSmartDataToLogic();
                    slotSmartDatas.Clear();
                }
                break;

                case (int)SlotType.Function:
                    FuntionShortCutCtrl.GetInstance().SaveKeyCodeToDic(kv.Value.nSlotIndex, kv.Value.szKeySequence);
                    break;

                default:
                    break;
                }
            }
        }