//解析模板数据 public override void parseSample(int sid) { SkillSample sample = new SkillSample(); string dataStr = getSampleDataBySid(sid); sample.parse(sid, dataStr); samples.Add(sid, sample); }
/// <summary> /// 更新技能图标和描述 /// </summary> private void updateSkills() { int[] skillSids = magicWeapon.skillSids; for (int j = 0; j < skillPonts.Length; j++) { skillPonts[j].SetActive(false); } for (int i = 0; i < skillSids.Length; i++) { SkillSample sk = SkillSampleManager.Instance.getSkillSampleBySid(skillSids[i]); if (sk != null) { skillPonts[i].SetActive(true); ResourcesManager.Instance.LoadAssetBundleTexture(ResourcesManager.SKILLIMAGEPATH + sk.iconId, skillTexture[i]); int lv = magicWeapon.getPhaseLv(); if (lv > i) { skillDec[i].text = "[3A9663]" + sk.describe; } else if (lv == i) { skillDec[i].text = "[724C41]" + sk.describe + "[-]" + "[FF0000]" + LanguageConfigManager.Instance.getLanguage("equipNamelv01"); } else { skillDec[i].text = "[724C41]" + sk.describe + "[-]" + "[FF0000]" + LanguageConfigManager.Instance.getLanguage("equipNamelv02"); } } else { BuffSample bs = BuffSampleManager.Instance.getBuffSampleBySid(skillSids[i]); if (bs != null) { skillPonts[i].SetActive(true); ResourcesManager.Instance.LoadAssetBundleTexture(BuffManagerment.Instance.getSkillIconPath(skillSids[i]), skillTexture[i]); int lv = magicWeapon.getPhaseLv(); if (lv > i) { skillDec[i].text = "[3A9663]" + bs.name; } else if (lv == i) { skillDec[i].text = "[724C41]" + bs.name + "[-]" + "[FF0000]" + LanguageConfigManager.Instance.getLanguage("equipNamelv01"); } else { skillDec[i].text = "[724C41]" + bs.name + "[-]" + "[FF0000]" + LanguageConfigManager.Instance.getLanguage("equipNamelv02"); } } } } }
public override void copy(object destObj) { base.copy(destObj); SkillSample dest = destObj as SkillSample; if (this.effects != null) { dest.effects = new AttrChangeSample[this.effects.Length]; for (int i = 0; i < this.effects.Length; i++) { dest.effects [i] = this.effects [i].Clone() as AttrChangeSample; } } }
/// <summary> /// 显示添加传奇特技的信息 /// </summary> public void showTheAddSkillInfo() { skillPoint.transform.localScale = new Vector3(0.1f, 0.1f, 0.1f); if (choosedCard.getQualityId() == QualityType.EPIC) { skillQuality.spriteName = "shishiteji"; addInfo.text = LanguageConfigManager.Instance.getLanguage("bloodSkillInfo", LanguageConfigManager.Instance.getLanguage("s0076")); updateInfo.text = LanguageConfigManager.Instance.getLanguage("bloodSkillInfo1", LanguageConfigManager.Instance.getLanguage("s0076")); } else if (choosedCard.getQualityId() == QualityType.LEGEND) { skillQuality.spriteName = "chuanqiteji"; addInfo.text = LanguageConfigManager.Instance.getLanguage("bloodSkillInfo", LanguageConfigManager.Instance.getLanguage("s0077")); updateInfo.text = LanguageConfigManager.Instance.getLanguage("bloodSkillInfo1", LanguageConfigManager.Instance.getLanguage("s0077")); } else if (choosedCard.getQualityId() == QualityType.MYTH) { skillQuality.spriteName = "icon_mythSkillTitle"; addInfo.text = LanguageConfigManager.Instance.getLanguage("bloodSkillInfo", LanguageConfigManager.Instance.getLanguage("s0077ss")); updateInfo.text = LanguageConfigManager.Instance.getLanguage("bloodSkillInfo1", LanguageConfigManager.Instance.getLanguage("s0077ss")); } skillPoint.SetActive(true); skillChildPoint[0].SetActive(true); skillChildPoint[1].SetActive(false); SkillSample sk = SkillSampleManager.Instance.getSkillSampleBySid(addSkillSid); SkillSample newSk = SkillSampleManager.Instance.getSkillSampleBySid(newSkillSid); if (sk != null && newSk == null) { addSkillNameLabel.text = sk.name; ResourcesManager.Instance.LoadAssetBundleTexture(ResourcesManager.SKILLIMAGEPATH + sk.iconId, addSkillIconTexture); } else if (sk != null && newSk != null) { skillChildPoint[0].SetActive(false); skillChildPoint[1].SetActive(true); updateSkillNameOldLabel.text = sk.name; updateSkillNameNewLabel.text = newSk.name; ResourcesManager.Instance.LoadAssetBundleTexture(ResourcesManager.SKILLIMAGEPATH + sk.iconId, updateSkillIconOldTexture); ResourcesManager.Instance.LoadAssetBundleTexture(ResourcesManager.SKILLIMAGEPATH + newSk.iconId, updateSkillIconNewTexture); } StartCoroutine(Utils.DelayRun(() => { MaskWindow.UnlockUI(); }, 0.2f)); iTween.ScaleTo(skillPoint, iTween.Hash("scale", new Vector3(1f, 1f, 1f), "easetype", "easeInQuad", "time", 0.2f)); }
public string dec; //描述 void prizeChangeSkill(int oldSid, int newSid) { drSkillSid = oldSid; skillSid = newSid; SkillSample oldSk = SkillSampleManager.Instance.getSkillSampleBySid(oldSid); SkillSample newSk = SkillSampleManager.Instance.getSkillSampleBySid(newSid); if (oldSk != null && newSk != null) { dec = LanguageConfigManager.Instance.getLanguage("bloodSkillChange", oldSk.name, "\n", newSk.name); } else { BuffSample oldbf = BuffSampleManager.Instance.getBuffSampleBySid(oldSid); BuffSample newbf = BuffSampleManager.Instance.getBuffSampleBySid(newSid); dec = LanguageConfigManager.Instance.getLanguage("bloodSkillChange", oldbf.name, "\n", newbf.name); } }
public void Initialize(int imageSid, BloodEvolutionWindow fatherWindow) { SkillSample sk = SkillSampleManager.Instance.getSkillSampleBySid(imageSid); if (sk != null) { ResourcesManager.Instance.LoadAssetBundleTexture(ResourcesManager.SKILLIMAGEPATH + sk.iconId, itemImage);//如果实在没有图标就只有显示特效了哇 } // ResourcesManager.Instance.LoadAssetBundleTexture(ResourcesManager.SKILLIMAGEPATH + imageSid, itemImage); this.fatherwindowww = fatherWindow; transform.localScale = Vector3.zero; iTween.MoveTo(gameObject, iTween.Hash("position", transform.localPosition + new Vector3(0, 100f, 0), "easetype", iTween.EaseType.easeInOutCubic, "time", 1f, "islocal", true)); iTween.ScaleTo(gameObject, iTween.Hash("scale", new Vector3(1.2f, 1.2f, 1.2f), "easetype", iTween.EaseType.easeInOutCubic, "time", 1f)); Vector3 pos = new Vector3(fatherWindow.propflyPoint.localPosition.x, fatherWindow.propflyPoint.localPosition.y, fatherWindow.propflyPoint.localPosition.z); iTween.MoveTo(gameObject, iTween.Hash("delay", 1.1f, "position", pos, "easetype", "easeInQuad", "time", 1.5f, "islocal", true)); iTween.ScaleTo(gameObject, iTween.Hash("delay", 1.1f, "scale", new Vector3(0.2f, 0.2f, 0.2f), "easetype", "easeInQuad", "oncomplete", "overrr", "time", 1.5f)); }
/// <summary> /// 更新节点的特效 只有属性节点才有特效 技能节点没有特效 如果又有技能 又提升属性 那么按配置表的第一个效果来 /// </summary> void updateEffect() { bloodEffect bloodEffects = bloodItemSample.effects[0]; //第一个属性 if (bloodEffects.type == 5 || bloodEffects.type == 6) //只有增加新技能才显示技能图标 { skillMask.gameObject.SetActive(false); bloodItemBg.gameObject.SetActive(true); SkillSample newSk = SkillSampleManager.Instance.getSkillSampleBySid(bloodEffects.skillSid); SkillSample oldSk = SkillSampleManager.Instance.getSkillSampleBySid(bloodEffects.drSkillSid); if (bloodEffects.type == 5) { if (newSk != null) { ResourcesManager.Instance.LoadAssetBundleTexture(ResourcesManager.SKILLIMAGEPATH + newSk.iconId, skillIconTexture); } } else { if (oldSk != null) { if (newSk != null) { ResourcesManager.Instance.LoadAssetBundleTexture(ResourcesManager.SKILLIMAGEPATH + newSk.iconId, skillIconTexture); } else { ResourcesManager.Instance.LoadAssetBundleTexture(ResourcesManager.SKILLIMAGEPATH + oldSk.iconId, skillIconTexture); //如果实在没有图标就只有显示特效了哇 } //skillBg.SetActive(true); return; } } if (pointType != 2) { skillMask.gameObject.SetActive(true); } } //skillBg.SetActive(false); bloodItemBg.gameObject.SetActive(false); updateCrlcirEffect(); }
/// <summary> /// 更新技能图标和描述 /// </summary> private void updateSkills() { int[] skillSids = magicWeapon.skillSids; int lv = magicWeapon.getPhaseLv(); SkillSample sk = SkillSampleManager.Instance.getSkillSampleBySid(skillSids[lv >= magicWeapon.getMaxPhaseLv() ? magicWeapon.getMaxPhaseLv() - 1 : lv]); if (sk != null) { skillDec.text = "[724C41]" + sk.describe; ResourcesManager.Instance.LoadAssetBundleTexture(ResourcesManager.SKILLIMAGEPATH + sk.iconId, skillTexture); } if (sk == null) { BuffSample bs = BuffSampleManager.Instance.getBuffSampleBySid(skillSids[lv >= magicWeapon.getMaxPhaseLv() ? magicWeapon.getMaxPhaseLv() - 1 : lv]); if (bs != null) { skillDec.text = "[724C41]" + bs.name; //ResourcesManager.Instance.LoadAssetBundleTexture(ResourcesManager.SKILLIMAGEPATH + bs.iconId, skillTexture); ResourcesManager.Instance.LoadAssetBundleTexture(BuffManagerment.Instance.getSkillIconPath(bs.sid), skillTexture); } } }
/// <summary> /// 计算神器所带的已经激活的主动技能附加的战斗力 /// </summary> /// <param name="card"></param> /// <returns></returns> public int getCardMagicWeaponCombat(Card card) { if (card.magicWeaponUID == null || card.magicWeaponUID == "") { return(0); } MagicWeapon mw = StorageManagerment.Instance.getMagicWeapon(card.magicWeaponUID); if (mw == null) { return(0); } List <int> activationSkill = mw.activationSkill;//技能对战斗力的影响 if (activationSkill == null || activationSkill.Count < 1) { return(0); } int combatNum = 0; for (int i = 0; i < activationSkill.Count; i++) //遍历所有的激活的神器技能 { SkillSample sample = SkillSampleManager.Instance.getSkillSampleBySid(activationSkill[i]); if (sample == null) { return(combatNum); } else { if (sample.showType == 1 || sample.showType == 0) { combatNum += (int)(CommandConfigManager.Instance.combatMagicWeapon()[mw.getMaxPhaseLv()] * Math.Pow(mw.getPhaseLv(), CommandConfigManager.Instance.combatMagicNum())); return(combatNum); } } } return(combatNum); }
//添加前台特殊技能 前台专有 sid唯一 手动添加 private void initSpecialSkillSample() { SkillSample sample = new SkillSample(); sample.name = "buff check"; sample.sid = SID_CHECK_BUFF; sample.activeType = SkillActiveType.None; sample.type = SkillType.BuffCheck; sample.spellEffect = 25; sample.damageEffect = 22; samples.Add(sample.sid, sample); sample = new SkillSample(); sample.name = "combo attack(follow)"; sample.sid = SID_COMBO_ATTACK; sample.damageEffect = 15; sample.activeType = SkillActiveType.SpellEnd; sample.type = SkillType.ComboAttack; sample.spellEffect = 25; samples.Add(sample.sid, sample); sample = new SkillSample(); sample.name = "combo attack(follow)"; sample.sid = SID_COMBO_ATTACKJ; sample.damageEffect = 522; sample.activeType = SkillActiveType.SpellEnd; sample.type = SkillType.ComboAttack; sample.spellEffect = 25; samples.Add(sample.sid, sample); sample = new SkillSample(); sample.name = "(GroupAttack) follow attack"; sample.sid = SID_GROUP_ATTACK; sample.spellEffect = 25; sample.damageEffect = 22; sample.bulletEffect = 9; sample.activeType = SkillActiveType.Grouped; sample.type = SkillType.GroupAttack; samples.Add(sample.sid, sample); sample = new SkillSample(); sample.name = "add card"; sample.sid = SID_ADD_CARD; sample.activeType = SkillActiveType.SkillUse; sample.type = SkillType.AddCard; samples.Add(sample.sid, sample); sample = new SkillSample(); sample.name = "add npc"; sample.sid = SID_ADD_NPC; sample.activeType = SkillActiveType.SkillUse; sample.type = SkillType.AddNPC; samples.Add(sample.sid, sample); sample = new SkillSample(); sample.name = "del npc"; sample.sid = SID_DEL_NPC; sample.activeType = SkillActiveType.SkillUse; sample.type = SkillType.DelNPC; samples.Add(sample.sid, sample); sample = new SkillSample(); sample.name = "plot talk"; sample.sid = SID_TALK; sample.activeType = SkillActiveType.SkillUse; sample.type = SkillType.Talk; samples.Add(sample.sid, sample); sample = new SkillSample(); sample.name = "effect exit"; sample.sid = SID_EFFECT_EXIT; sample.activeType = SkillActiveType.SkillUse; sample.type = SkillType.EffectExit; samples.Add(sample.sid, sample); }
void updateBgEffect() { bloodEffect bloodEffects = bloodItemSample.effects[0]; //第一个属性 if (bloodEffects.type == 5 || bloodEffects.type == 6) //只有增加新技能才显示技能图标 { skillMask.gameObject.SetActive(false); bgPoint.SetActive(false); bloodItemBg.SetActive(false); SkillSample newSk = SkillSampleManager.Instance.getSkillSampleBySid(bloodEffects.skillSid); SkillSample oldSk = SkillSampleManager.Instance.getSkillSampleBySid(bloodEffects.drSkillSid); if (bloodEffects.type == 5) { if (newSk != null) { ResourcesManager.Instance.LoadAssetBundleTexture(ResourcesManager.SKILLIMAGEPATH + newSk.iconId, skillIconTexture); } } else { if (oldSk != null) { if (newSk != null) { ResourcesManager.Instance.LoadAssetBundleTexture(ResourcesManager.SKILLIMAGEPATH + newSk.iconId, skillIconTexture); } else { ResourcesManager.Instance.LoadAssetBundleTexture(ResourcesManager.SKILLIMAGEPATH + oldSk.iconId, skillIconTexture); //如果实在没有图标就只有显示特效了哇 } //skillBg.SetActive(true); } } if (pointType != 2) { skillMask.gameObject.SetActive(true); } } else { //skillBg.SetActive(false); if (pointType == 1) { NGUITools.AddChild(bgPoint, huiEffectCtrls[bloodItemSample.itemType - 1].gameObject); if (bloodItemSample.itemType == 1) { skillBg.SetActive(false); } else if (bloodItemSample.itemType == 3) { skillBg.SetActive(true); } bloodItemBg.gameObject.SetActive(false); } else if (pointType != 2) { NGUITools.AddChild(bloodItemBg, huiEffectnotGuang[bloodItemSample.itemType - 1].gameObject); if (bloodItemSample.itemType == 1) { skillBg.SetActive(false); } else if (bloodItemSample.itemType == 3) { skillBg.SetActive(true); } bloodItemBg.gameObject.SetActive(true); } } }