public void RefreshView() { Name.text = npcData.Name; icon.sprite = Statics.GetIconSprite(npcData.IconId); FightFlagImage.gameObject.SetActive(npcData.Type == NpcType.Fight); if (npcData.Id == "05002001") { State.DOKill(); if (DbManager.Instance.HostData.Occupation == OccupationType.None) { State.gameObject.SetActive(true); if (!DbManager.Instance.HasAnyTask((new List <string>() { "task_occupation0", "task_occupation1", "task_occupation2", "task_occupation3", "task_occupation4", "task_occupation5" }).ToArray())) { State.sprite = Statics.GetSprite("TaskState1"); State.DOFade(0.5f, 0.5f).SetLoops(-1, LoopType.Yoyo); } else { State.sprite = Statics.GetSprite("TaskState2"); } } else { State.gameObject.SetActive(false); } } }
public void RefreshView() { Icon.sprite = Statics.GetIconSprite(bookData.IconId); Name.text = string.Format("<color=\"{0}\">{1}</color>", Statics.GetQualityColorString(bookData.Quality), bookData.Name); Image iconImage; for (int i = 0; i < SkillIcons.Length; i++) { iconImage = SkillIcons[i]; if (bookData.Skills.Count > i) { iconImage.gameObject.SetActive(true); iconImage.sprite = Statics.GetIconSprite(bookData.Skills[i].IconId); } else { iconImage.gameObject.SetActive(false); } } DescText.gameObject.SetActive(bookData.Skills.Count == 0); if (bookData.BeUsingByRoleId != "") { UseBtn.gameObject.SetActive(false); UnuseBtn.gameObject.SetActive(true); bg.sprite = Statics.GetSprite("Border12"); } else { UseBtn.gameObject.SetActive(true); UnuseBtn.gameObject.SetActive(false); bg.sprite = Statics.GetSprite("Border11"); } }
public void RefreshTaskView() { State.DOKill(); switch (npcData.CurrentTask.State) { case TaskStateType.Accepted: State.gameObject.SetActive(true); State.sprite = Statics.GetSprite("TaskState2"); break; case TaskStateType.CanAccept: State.gameObject.SetActive(true); State.sprite = Statics.GetSprite("TaskState1"); State.DOFade(0.5f, 0.5f).SetLoops(-1, LoopType.Yoyo); break; case TaskStateType.CanNotAccept: State.gameObject.SetActive(true); State.sprite = Statics.GetSprite("TaskState0"); break; case TaskStateType.Ready: State.gameObject.SetActive(true); State.sprite = Statics.GetSprite("TaskState3"); break; default: State.gameObject.SetActive(false); break; } }
public void RefreshTaskView() { switch (npcData.CurrentTask.State) { case TaskStateType.Accepted: State.gameObject.SetActive(true); State.sprite = Statics.GetSprite("TaskState2"); break; case TaskStateType.CanAccept: State.gameObject.SetActive(true); State.sprite = Statics.GetSprite("TaskState1"); break; case TaskStateType.CanNotAccept: State.gameObject.SetActive(true); State.sprite = Statics.GetSprite("TaskState0"); break; case TaskStateType.Ready: State.gameObject.SetActive(true); State.sprite = Statics.GetSprite("TaskState3"); break; default: State.gameObject.SetActive(false); break; } }
public void RefreshView() { Icon.sprite = Statics.GetIconSprite(roleData.IconId); if (roleData.State == RoleStateType.InTeam) { bg.sprite = Statics.GetSprite("Border12"); } else { bg.sprite = Statics.GetSprite("Border11"); } Desc.text = string.Format("称谓:{0}\n门派:{1}\n地位:{2}\n状态:{3}", roleData.Name, Statics.GetOccupationName(roleData.Occupation), roleData.IsHost ? "当家" : "门客", Statics.GetInjuryName(roleData.Injury)); if (roleData.Weapon != null) { WeaponNameText.text = string.Format("<color=\"{0}\">{1}</color>", Statics.GetQualityColorString(roleData.Weapon.Quality), roleData.Weapon.Name); WeaponWidth.rectTransform.sizeDelta = new Vector2(100f * (roleData.Weapon.Width / 100f) * 0.5f, WeaponWidth.rectTransform.sizeDelta.y); WeaponIcon.gameObject.SetActive(true); WeaponIcon.sprite = Statics.GetIconSprite(roleData.Weapon.IconId); WeaponFlashImage.gameObject.SetActive(((int)roleData.Weapon.Quality) >= ((int)QualityType.FlashGold)); } else { WeaponNameText.text = "赤手空拳"; WeaponIcon.gameObject.SetActive(false); WeaponFlashImage.gameObject.SetActive(false); } for (int i = 0; i < 3; i++) { if (roleData.Books.Count > i) { BookIcons[i].gameObject.SetActive(true); BookIcons[i].sprite = Statics.GetIconSprite(roleData.Books[i].IconId); BookFlashImages[i].gameObject.SetActive(((int)roleData.Books[i].Quality) >= ((int)QualityType.FlashGold)); } else { BookIcons[i].gameObject.SetActive(false); BookFlashImages[i].gameObject.SetActive(false); } } if (roleData.IsHost) { SelectBtn.gameObject.SetActive(false); CancelBtn.gameObject.SetActive(false); } else { SelectBtn.gameObject.SetActive(roleData.State == RoleStateType.OutTeam); CancelBtn.gameObject.SetActive(roleData.State == RoleStateType.InTeam); if (roleData.Injury == InjuryType.Moribund) { MakeButtonEnable(SelectBtn, false); MakeButtonEnable(CancelBtn, false); } } }
public void RefreshView() { Icon.sprite = Statics.GetIconSprite(weaponData.IconId); FlashImage.gameObject.SetActive(((int)weaponData.Quality) >= ((int)QualityType.FlashGold)); Name.text = string.Format("<color=\"{0}\">{1}</color>", Statics.GetQualityColorString(weaponData.Quality), weaponData.Name); // WeaponWidth.rectTransform.sizeDelta = new Vector2(100f * (weaponData.Width / 100f), WeaponWidth.rectTransform.sizeDelta.y); // PowerIndexDesc0.text = string.Format("+100%伤害概率: {0}%", (int)(weaponData.Rates[1] * 100)); // PowerIndexDesc1.text = string.Format("+50%伤害概率: {0}%", (int)(weaponData.Rates[2] * 100)); // PowerIndexDesc2.text = string.Format("+25%伤害概率: {0}%", (int)(weaponData.Rates[3] * 100)); if (weaponData.BeUsingByRoleId != "") { Btn.gameObject.SetActive(false); bg.sprite = Statics.GetSprite("Border12"); // PowerIndexFlag0.gameObject.SetActive(false); // PowerIndexFlag1.gameObject.SetActive(false); // PowerIndexFlag2.gameObject.SetActive(false); State.text = "已装备"; TakeOffBtn.gameObject.SetActive(true); } else { TakeOffBtn.gameObject.SetActive(false); if (weaponData.Occupation == OccupationType.None || weaponData.Occupation == hostRoleData.Occupation) { Btn.gameObject.SetActive(true); State.text = "已装备"; } else { Btn.gameObject.SetActive(false); State.text = string.Format("<color=\"#FF0000\">限{0}</color>", Statics.GetOccupationName(weaponData.Occupation)); } // if (hostWeaponData != null) { // if (weaponData.Rates[1] != hostWeaponData.Rates[1]) { // PowerIndexFlag0.gameObject.SetActive(true); // PowerIndexFlag0.sprite = Statics.GetSprite(weaponData.Rates[1] > hostWeaponData.Rates[1] ? "StateUp" : "StateDown"); // } // else { // PowerIndexFlag0.gameObject.SetActive(false); // } // // if (weaponData.Rates[2] != hostWeaponData.Rates[2]) { // PowerIndexFlag1.gameObject.SetActive(true); // PowerIndexFlag1.sprite = Statics.GetSprite(weaponData.Rates[2] > hostWeaponData.Rates[2] ? "StateUp" : "StateDown"); // } // else { // PowerIndexFlag1.gameObject.SetActive(false); // } // if (weaponData.Rates[3] != hostWeaponData.Rates[3]) { // PowerIndexFlag2.gameObject.SetActive(true); // PowerIndexFlag2.sprite = Statics.GetSprite(weaponData.Rates[3] > hostWeaponData.Rates[3] ? "StateUp" : "StateDown"); // } // else { // PowerIndexFlag2.gameObject.SetActive(false); // } // } // else { // PowerIndexFlag0.gameObject.SetActive(false); // PowerIndexFlag1.gameObject.SetActive(false); // PowerIndexFlag2.gameObject.SetActive(false); // } } OccupationText.text = weaponData.Occupation != OccupationType.None ? string.Format("门派:{0}", Statics.GetOccupationName(weaponData.Occupation)) : ""; string info = ""; if (weaponData.FixedDamagePlus != 0) { info += info == "" ? "" : "\n"; info += string.Format("固定伤害:{0}", (weaponData.FixedDamagePlus > 0 ? "+" : "") + weaponData.FixedDamagePlus.ToString()); } if (weaponData.DamageRatePlus != 0) { info += info == "" ? "" : "\n"; info += string.Format("最终伤害:{0}%", (weaponData.DamageRatePlus > 0 ? "+" : "") + (weaponData.DamageRatePlus * 100).ToString()); } if (weaponData.PhysicsAttackPlus != 0) { info += info == "" ? "" : "\n"; info += string.Format("外功:{0}", (weaponData.PhysicsAttackPlus > 0 ? "+" : "") + weaponData.PhysicsAttackPlus.ToString()); } DescText.text = info; }
public void RefreshView() { Icon.sprite = Statics.GetIconSprite(bookData.IconId); FlashImage.gameObject.SetActive(((int)bookData.Quality) >= ((int)QualityType.FlashGold)); Name.text = string.Format("<color=\"{0}\">{1}</color>", Statics.GetQualityColorString(bookData.Quality), bookData.Name); TitleText.gameObject.SetActive(bookData.IsLostKnowledge); // Image iconImage; // for (int i = 0; i < SkillIcons.Length; i++) { // iconImage = SkillIcons[i]; // if (bookData.Skills.Count > i) { // iconImage.gameObject.SetActive(true); // iconImage.sprite = Statics.GetIconSprite(bookData.Skills[i].IconId); // } // else { // iconImage.gameObject.SetActive(false); // } // } // DescText.gameObject.SetActive(bookData.Skills.Count == 0); string attrsStr = ""; if (bookData.MagicAttackPlus > 0) { attrsStr += string.Format("内功+{0} ", bookData.MagicAttackPlus); } if (bookData.MagicDefensePlus > 0) { attrsStr += string.Format("内防+{0} ", bookData.MagicDefensePlus); } if (bookData.PhysicsDefensePlus > 0) { attrsStr += string.Format("外防+{0} ", bookData.PhysicsDefensePlus); } if (bookData.DodgePlus > 0) { attrsStr += string.Format("轻功+{0} ", bookData.DodgePlus); } if (bookData.HurtCutRatePlus > 0) { attrsStr += string.Format("伤害减免{0}% ", (int)(bookData.HurtCutRatePlus * 100 + 0.5f)); } if (bookData.MaxHPPlus > 0) { attrsStr += string.Format("气血+{0} ", bookData.MaxHPPlus); } if (bookData.CanNotMoveResistance > 0) { attrsStr += string.Format("抗定身+{0} ", bookData.CanNotMoveResistance); } if (bookData.ChaosResistance > 0) { attrsStr += string.Format("抗混乱+{0} ", bookData.ChaosResistance); } if (bookData.DisarmResistance > 0) { attrsStr += string.Format("抗缴械+{0} ", bookData.DisarmResistance); } if (bookData.DrugResistance > 0) { attrsStr += string.Format("抗毒+{0} ", bookData.DrugResistance); } if (bookData.SlowResistance > 0) { attrsStr += string.Format("抗迟缓+{0} ", bookData.SlowResistance); } if (bookData.VertigoResistance > 0) { attrsStr += string.Format("抗眩晕+{0} ", bookData.VertigoResistance); } DescText.text = string.Format("{0}", bookData.GetCurrentSkill() != null ? bookData.GetCurrentSkill().Desc.Replace(" ", "") : "<color=\"#00FFFF\">内功心法</color>\n(可以与秘籍同时装备)"); if (bookData.BeUsingByRoleId != "") { UseBtn.gameObject.SetActive(false); UnuseBtn.gameObject.SetActive(true); bg.sprite = Statics.GetSprite("Border12"); } else { UseBtn.gameObject.SetActive(true); UnuseBtn.gameObject.SetActive(false); bg.sprite = Statics.GetSprite("Border11"); } }
public void RefreshView() { Icon.sprite = Statics.GetIconSprite(weaponData.IconId); Name.text = string.Format("<color=\"{0}\">{1}</color>", Statics.GetQualityColorString(weaponData.Quality), weaponData.Name); WeaponWidth.rectTransform.sizeDelta = new Vector2(100f * (weaponData.Width / 100f), WeaponWidth.rectTransform.sizeDelta.y); PowerIndexDesc0.text = string.Format("+100%伤害概率: {0}%", (int)(weaponData.Rates[1] * 100)); PowerIndexDesc1.text = string.Format("+50%伤害概率: {0}%", (int)(weaponData.Rates[2] * 100)); PowerIndexDesc2.text = string.Format("+25%伤害概率: {0}%", (int)(weaponData.Rates[3] * 100)); if (weaponData.BeUsingByRoleId != "") { Btn.gameObject.SetActive(false); bg.sprite = Statics.GetSprite("Border12"); PowerIndexFlag0.gameObject.SetActive(false); PowerIndexFlag1.gameObject.SetActive(false); PowerIndexFlag2.gameObject.SetActive(false); State.text = "已装备"; TakeOffBtn.gameObject.SetActive(true); } else { TakeOffBtn.gameObject.SetActive(false); if (weaponData.Occupation == OccupationType.None || weaponData.Occupation == hostRoleData.Occupation) { Btn.gameObject.SetActive(true); State.text = "已装备"; } else { Btn.gameObject.SetActive(false); State.text = string.Format("<color=\"#FF0000\">限{0}</color>", Statics.GetOccupationName(weaponData.Occupation)); } if (hostWeaponData != null) { if (weaponData.Rates[1] != hostWeaponData.Rates[1]) { PowerIndexFlag0.gameObject.SetActive(true); PowerIndexFlag0.sprite = Statics.GetSprite(weaponData.Rates[1] > hostWeaponData.Rates[1] ? "StateUp" : "StateDown"); } else { PowerIndexFlag0.gameObject.SetActive(false); } if (weaponData.Rates[2] != hostWeaponData.Rates[2]) { PowerIndexFlag1.gameObject.SetActive(true); PowerIndexFlag1.sprite = Statics.GetSprite(weaponData.Rates[2] > hostWeaponData.Rates[2] ? "StateUp" : "StateDown"); } else { PowerIndexFlag1.gameObject.SetActive(false); } if (weaponData.Rates[3] != hostWeaponData.Rates[3]) { PowerIndexFlag2.gameObject.SetActive(true); PowerIndexFlag2.sprite = Statics.GetSprite(weaponData.Rates[3] > hostWeaponData.Rates[3] ? "StateUp" : "StateDown"); } else { PowerIndexFlag2.gameObject.SetActive(false); } } else { PowerIndexFlag0.gameObject.SetActive(false); PowerIndexFlag1.gameObject.SetActive(false); PowerIndexFlag2.gameObject.SetActive(false); } } }