void OnSkillLevelUp() { if (LevelUp.Singleton.m_skillList.Count == 0) { return; } SkillLevelUpInfo info = LevelUp.Singleton.m_skillList[0]; int skillId = info.m_skillId; SkillInfo skiillInfo = GameTable.SkillTableAsset.Lookup(skillId); if (null == skiillInfo) { Debug.LogWarning("OnSkillLevelUp skiillInfo == null skillId:" + skillId); return; } IconInfomation iconInfo = GameTable.IconInfoTableAsset.Lookup(skiillInfo.Icon); m_icon.GetComponent <UITexture>().mainTexture = PoolManager.Singleton.LoadIcon <Texture>(iconInfo.dirName); string str = string.Format(Localization.Get("SkillLevelUp"), skiillInfo.Name, info.m_skillLevel); m_info.GetComponent <UILabel>().text = str; }
// 显示技能升级界面 void SkillLevelUp() { CSItem card = CardBag.Singleton.GetCardByGuid(m_curLevelGuid); if (null == card) { return; } LevelUp.Singleton.m_curState = LevelUp.LevelState.enCardUpdate; LevelUp.Singleton.ClearSkillList(); foreach (var item in card.SkillItemInfoList) { SkillInfo skillInfo = GameTable.SkillTableAsset.Lookup(item.m_skillID); if (skillInfo == null) { continue; } // 如果是解锁技能 if (card.HaveSkill(item.m_skillID)) { // 如果记录中的 等级和 最新等级不一样则 为升级 if (m_skillDataList.ContainsKey(item.m_skillID)) { if (item.m_skillLevel > m_skillDataList[item.m_skillID]) { SkillLevelUpInfo info = new SkillLevelUpInfo(); info.m_skillId = item.m_skillID; info.m_skillLevel = item.m_skillLevel; LevelUp.Singleton.m_skillList.Add(info); UnityEngine.Debug.Log("chief SkillID :" + item.m_skillID + "Level up " + item.m_skillLevel); } } } } LevelUp.Singleton.ShowSkill(); }
// 计算卡牌技能升级情况 void TeamCardSkillLevelUpSummary() { LevelUp.Singleton.ClearSkillList(); LevelUp.Singleton.m_curState = LevelUp.LevelState.enSummary; if (null != Team.Singleton.Chief) { foreach (var item in Team.Singleton.Chief.SkillItemInfoList) { SkillInfo skillInfo = GameTable.SkillTableAsset.Lookup(item.m_skillID); if (skillInfo == null) { continue; } // 如果是解锁技能 if (Team.Singleton.Chief.HaveSkill(item.m_skillID)) { // 如果记录中的 等级和 最新等级不一样则 为升级 if (m_chiefSkillList.ContainsKey(item.m_skillID)) { if (item.m_skillLevel > m_chiefSkillList[item.m_skillID]) { SkillLevelUpInfo info = new SkillLevelUpInfo(); info.m_skillId = item.m_skillID; info.m_skillLevel = item.m_skillLevel; LevelUp.Singleton.m_skillList.Add(info); Debug.Log("chief SkillID :" + item.m_skillID + "Level up " + item.m_skillLevel); } } } } } if (null != Team.Singleton.Deputy) { foreach (var item in Team.Singleton.Deputy.SkillItemInfoList) { SkillInfo skillInfo = GameTable.SkillTableAsset.Lookup(item.m_skillID); if (skillInfo == null) { continue; } // 如果是解锁技能 if (Team.Singleton.Deputy.HaveSkill(item.m_skillID)) { // 如果记录中的 等级和 最新等级不一样则 为升级 if (m_deputySkillList.ContainsKey(item.m_skillID)) { if (item.m_skillLevel > m_deputySkillList[item.m_skillID]) { SkillLevelUpInfo info = new SkillLevelUpInfo(); info.m_skillId = item.m_skillID; info.m_skillLevel = item.m_skillLevel; LevelUp.Singleton.m_skillList.Add(info); Debug.Log("deputy SkillID :" + item.m_skillID + "Level up " + item.m_skillLevel); } } } } } if (null != Team.Singleton.Support) { foreach (var item in Team.Singleton.Support.SkillItemInfoList) { SkillInfo skillInfo = GameTable.SkillTableAsset.Lookup(item.m_skillID); if (skillInfo == null) { continue; } // 如果是解锁技能 if (Team.Singleton.Support.HaveSkill(item.m_skillID)) { // 如果记录中的 等级和 最新等级不一样则 为升级 if (m_supportSkillList.ContainsKey(item.m_skillID)) { if (item.m_skillLevel > m_supportSkillList[item.m_skillID]) { SkillLevelUpInfo info = new SkillLevelUpInfo(); info.m_skillId = item.m_skillID; info.m_skillLevel = item.m_skillLevel; LevelUp.Singleton.m_skillList.Add(info); Debug.Log("support SkillID :" + item.m_skillID + "Level up " + item.m_skillLevel); } } } } } }