private void OnPlayerPropertyChanged(SCPropertyChangedNumber scpropertychanged = null) { ownedSoulValue.text = PlayerModelLocator.Instance.Sprit.ToString(CultureInfo.InvariantCulture); CheckButtonEnabled(); }
private void OnHeroPeopertyChanged(SCPropertyChangedNumber scpropertychanged) { curLvl = HeroInfo.Lvl; PropertyUpdater.UpdateProperty(curLvl, HeroTemplate.LvlLimit, HeroInfo.Prop[RoleProperties.ROLE_ATK], HeroInfo.Prop[RoleProperties.ROLE_HP], HeroInfo.Prop[RoleProperties.ROLE_RECOVER], HeroInfo.Prop[RoleProperties.ROLE_MP]); commonWindow.Refresh(); }
private void RefreshSuperChip(SCPropertyChangedNumber scPropertyChanged) { //Refresh fragmentNum info. fragmentNum.text = PlayerModelLocator.Instance.SuperChip.ToString(); if (scLotteryComposeList != null) { scLotteryComposeList.SuperChip = PlayerModelLocator.Instance.SuperChip; } }
/// <summary> /// Update the famous and chips on ui. /// </summary> private void RefreshFamousAndIngot(SCPropertyChangedNumber scpropertychanged) { totalFamous.text = PlayerModelLocator.Instance.Famous.ToString(CultureInfo.InvariantCulture); totalIngot.text = PlayerModelLocator.Instance.Diamond.ToString(CultureInfo.InvariantCulture); }
private void OnHeroPropertyChanged(SCPropertyChangedNumber scpropertychanged) { var heroInfo = commonWindow.HeroInfo; PropertyUpdater.UpdateProperty(heroInfo.Lvl, commonWindow.HeroTemplate.LvlLimit, heroInfo.Prop[RoleProperties.ROLE_ATK], heroInfo.Prop[RoleProperties.ROLE_HP], heroInfo.Prop[RoleProperties.ROLE_RECOVER], heroInfo.Prop[RoleProperties.ROLE_MP]); if(NGUITools.GetActive(commonWindow.Heros.gameObject)) { commonWindow.Refresh(); } }
private void OnPlayerPropertyChanged(SCPropertyChangedNumber scpropertychanged = null) { RefreshData(); }