/// <summary> /// 炮弹兵是否能增加经验 0:可以增加,1:已经满级不能增加 /// </summary> /// <returns><c>true</c>, if can add exp was checked, <c>false</c> otherwise.</returns> /// <param name="SoldireTypeID">炮弹兵ID.</param> /// <param name="AddExpNum">炮弹兵增加的经验值</param> public static int CheckCanAddExp(int SoldireTypeID, int AddExpNum) { SoldierInfo info = SoldierDC.GetSoldiers(SoldireTypeID); if (info == null) { return(0); } s_soldier_experienceInfo expInfo = GetSoldierExpData(info.Level); if (expInfo.exp == 0) { return(1); } int MaxLvl = UserM.GetUserMaxHeroLevel(info.Level); int MaxExp = GetSoldierTotalExpAtLevel(MaxLvl); if (info.EXP >= MaxExp) { return(1); } else if (info.EXP + AddExpNum < MaxExp) { return(0); } else if (info.EXP + AddExpNum > MaxExp && info.EXP < MaxExp) { return(0); } return(0); }
/// <summary> /// 全部 /// </summary> /// <param name="sender"></param> public void TogAll_OnChangeEventHandler() { if (!MyHead.TogAll.value) { return; } List <SoldierInfo> crewList = new List <SoldierInfo>(); SoldierDC.GetSoldiers(ref crewList, CombatLoactionType.ALL); m_iSoldiersCount = crewList.Count; SoldierM.SortSoldierList(ref crewList); LoadHeadList(crewList, MyHead.SelectSoldierTable, 1); if (!m_InitSoldiers) { List <int> soldiersLastCombat = SoldierDC.GetSoldiersLastCombat(); for (int i = 0; i < soldiersLastCombat.Count; i++) { int soldierID = soldiersLastCombat[i]; if (soldierID != 0) { SelectSoldier(soldierID); } } int captinLastCombat = SoldierDC.GetCaptainLastCombat(); if (captinLastCombat != 0) { SetBlackScienceDataID(captinLastCombat); } m_InitSoldiers = true; } }
void GoCombat() { SoundPlay.PlayBackGroundSound("bgm_battle_loop", true, false); List <int> l = new List <int>(); List <int> lDefense = new List <int>(); List <SoldierInfo> soldierList = new List <SoldierInfo>(); foreach (var i in m_SelectedSoldier) { soldierList.Add(SoldierDC.GetSoldiers(i.Soldier.ID)); l.Add(i.Soldier.ID); lDefense.Add(i.Soldier.SoldierTypeID); } CmCarbon.SetAttackSoldier(soldierList); if (BattleEnvironmentM.GetBattleEnvironmentMode() == BattleEnvironmentMode.CombatPVE) { /*if (StageDC.GetPveMode() == PVEMode.Defense) { * StageDC.SendStageAttackRequest(StageDC.GetCompaignStageID(), lDefense, 0); * } else { * StageDC.SendStageAttackRequest(StageDC.GetCompaignStageID(), l, m_SelectedBlackScienceDataID); * } * DataCenter.RegisterHooks((int)gate.Command.CMD.CMD_702, CanCombat);*/ JoinCombat(); } else { JoinCombat(); } }
/// <summary> /// 刷新UI(穿新装备) /// </summary> public void RefreshUI() { m_soldierInfo = SoldierDC.GetSoldiers(m_soldierInfo.ID); SetData(m_soldierInfo); UpdateSoldierInList(m_soldierInfo.ID); ShowPutEquipEffect(); DoCanJinSheng(); DoCanShengXing(); }
public void SetRoleRewardItem(SoldierSettlement Info, bool UpLine = true) { if (Info == null) { return; } SoldierInfo soldier = SoldierDC.GetSoldiers(Info.mSoldierid); m_info = soldier; if (soldier == null) { return; } SetSoldierQuality(m_info.Quality); if (MyHead.level != null) { MyHead.level.text = "[ffffff]" + soldier.Level + "[-]"; } // if (MyHead.exp != null) { MyHead.exp.text = "[ffffff]+" + Info.mExp + "[-]"; } if (MyHead.m_star != null && MyHead.m_star.Length == 5 && soldier.StarLevel <= 5) { NGUIUtil.SetStarLevelNum(MyHead.m_star, soldier.StarLevel); NGUIUtil.SetStarHidden(MyHead.m_star, soldier.StarLevel); } NGUIUtil.Set2DSprite(MyHead.head, "Textures/role/", soldier.m_modeltype.ToString()); if (MyHead.expline != null) { int Needexp = SoldierM.GetUpLevelNeedExp(soldier.Level); float value = soldier.EXP * 1.0f / Needexp; if (UpLine) { NGUIUtil.UpdateFromValue(MyHead.expline, value); } else { MyHead.expline.fillAmount = System.Convert.ToSingle(value); } } if (MyHead.BtnShowTip) { MyHead.BtnShowTip.OnPressDownEventHandler += BtnShowTip_OnPressDownEventHandler; MyHead.BtnShowTip.OnPressUpEventHandler += BtnShowTip_OnPressUpEventHandler; } }
/// <summary> /// 新增士兵 /// </summary> public static void CreateSoldierFromWarehouse(int soldierId) { SoldierInfo infoSoldier = SoldierDC.GetSoldiers(soldierId); if (infoSoldier == null) { return; } CanvasCore Core = new CanvasCore(ShipBuildType.Soldier, true, ShipPutInfo.GetNewShipPutId(), infoSoldier.ID, Vector2.zero); Int2 BornPos = new Int2(0, 0); bool isCanPut = PutCanvasM.GetBornPos(Core, ref BornPos); if (isCanPut == false) { NGUIUtil.ShowTipWndByKey("88800007", 1.0f); return; } Transform t_start = GetLifeMBornNode(true); Role r = new Role(); r.CreateSkin(t_start, infoSoldier.m_modeltype, infoSoldier.m_name, AnimatorState.Stand, true); //IGameRole i = GameRoleFactory.Create(t_start, infoSoldier.m_modeltype, infoSoldier.m_name, AnimatorState.Stand); GameObject go = r.RoleSkinCom.tRoot.gameObject;; go.name = infoSoldier.m_name; Vector3 posMy = t_start.position; Vector3 screenSpace = Camera.main.WorldToScreenPoint(posMy); Vector3 pos = new Vector3(Screen.width / 2, Screen.height / 1.5f); Vector3 posTempmouse = Camera.main.ScreenToWorldPoint(new Vector3(pos.x, pos.y, screenSpace.z)); posTempmouse = U3DUtil.SetZ(posTempmouse, 0f); go.transform.localPosition = Vector3.zero; Transform tRole = go.transform.GetChild(0); TouchMove touch = tRole.gameObject.AddComponent <TouchMove>(); tRole.gameObject.transform.parent.localPosition = RoomMap.GetShipBuildLocalPos(BornPos, ShipBuildType.Soldier); touch.InitTouchMoveCore(Core, BornPos, null); AddBuildingEditPlugin(touch); if (infoSoldier.SoldierTypeID == 100003) //隐藏蹦蹦 //RolePropertyM rpm = i.GetBodyComponent<RolePropertyM>(); { r.RoleSkinCom.ShowLeftHand(false); } TouchMoveManager.JointShipBuild(touch); TouchMoveManager.SetCurTouchMove(touch); touch.WareHouse2Ship(BornPos); }
/// <summary> /// 获取炮弹兵 /// </summary> /// <author>zhulin</author> public bool GetSoldier(ref SoldierInfo Soldier) { Soldier = SoldierDC.GetSoldiers(objid); if (Soldier != null) { Soldier.CX = cxMapGrid; Soldier.CY = cyMapGrid; Soldier.ID = objid; return(true); } return(false); }
private void SoldierQualityUpResponse(int nErrorCode) { if (nErrorCode == 0) { m_soldierInfo = SoldierDC.GetSoldiers(m_ID); SetData(m_soldierInfo); float duration = ShowQualityAddGrow(m_preSoldierInfo, m_soldierInfo); UpLevelEffect(); //播放炮弹兵动作 和 独白 NGUIUtil.ExcuteWaitAction(gameObject, duration, ShowUpQualityWndCallBack); } }
/// <summary> /// 力量筛选 /// </summary> /// <param name="sender"></param> public void TogTank_OnChangeEventHandler() { if (!MyHead.TogTank.value) { return; } List <SoldierInfo> crewList = new List <SoldierInfo>(); SoldierDC.GetSoldiers(ref crewList, CombatLoactionType.Tank); SoldierM.SortSoldierList(ref crewList); LoadHeadList(crewList, MyHead.SelectSoldierTable, 1); }
private void SoldierStarUpResponse(int nErrorCode) { if (nErrorCode == 0) { m_soldierInfo = SoldierDC.GetSoldiers(m_ID); SetData(m_soldierInfo); ShowStarAddGrow(); UpLevelEffect(); NGUIUtil.ExcuteWaitAction(gameObject, 1.2f, ShowUpStarWndCallBack); } else { NGUIUtil.DebugLog("炮弹兵升星失败 =" + nErrorCode); } }
public override void WndStart() { base.WndStart(); SoldierDC.GetSoldiers(ref m_allExistSoldier, CombatLoactionType.ALL); SoldierM.SortSoldierList(ref m_allExistSoldier); if (MyHead.BtnLeft) { MyHead.BtnLeft.OnClickEventHandler += BtnLeft_OnClickEventHandler; } if (MyHead.BtnRight) { MyHead.BtnRight.OnClickEventHandler += BtnRight_OnClickEventHandler; } CreateItems(); }
/// <summary> /// 填充建造类型数据 /// </summary> public void FillData(ShipBuildType type) { m_shipBuildType = type; switch (type) { case ShipBuildType.BuildRoom: warehouseBuildList = BuildDC.GetBuildingList(AttributeType.ALL); break; case ShipBuildType.Soldier: SoldierDC.GetSoldiers(ref soldierList, CombatLoactionType.ALL); break; default: break; } }
/// <summary> /// 设定总战斗力 /// </summary> /// <param name="force"></param> public void SetCombatForece(int soldierID, bool isAdd) { SoldierInfo info = new SoldierInfo(); info = SoldierDC.GetSoldiers(soldierID); int combatForece = info.m_combat_power; if (!isAdd) { combatForece = -combatForece; } if (MyHead.LblCombatForce) { m_iTotalCombatForce += combatForece; MyHead.LblCombatForce.text = m_iTotalCombatForce.ToString(); } }
private void SetUI() { List <SoldierInfo> lList = new List <SoldierInfo> (); SoldierDC.GetSoldiers(ref lList, CombatLoactionType.ALL); SoldierM.SortSoldierList(ref lList); for (int i = 0; i < lList.Count; i++) { GameObject go = NDLoad.LoadWndItem("AddExpItem", MyHead.Table.transform); if (go != null) { AddExpItem item = go.GetComponent <AddExpItem>(); if (item != null) { item.SetData(lList[i], m_ItemInfo, this); } } } MyHead.Table.Reposition(); }
/// <summary> /// 刷新战斗力(技能升级) /// </summary> public void RefreshCombatPower() { m_soldierInfo = SoldierDC.GetSoldiers(m_soldierInfo.ID); MyHead.LblCombatPower.text = m_soldierInfo.m_combat_power.ToString();//设置战斗力 }
public void RefreshSkillItem() { m_Info = SoldierDC.GetSoldiers(m_Info.ID); SetData(m_Info); }
private void FillSoldierData(CombatLoactionType type) { SoldierDC.GetSoldiers(ref soldierList, type); }