예제 #1
0
 private void OnPlayerPropertyChanged(SCPropertyChangedNumber scpropertychanged = null)
 {
     ownedSoulValue.text = PlayerModelLocator.Instance.Sprit.ToString(CultureInfo.InvariantCulture);
     CheckButtonEnabled();
 }
예제 #2
0
 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();
 }
예제 #3
0
 private void RefreshSuperChip(SCPropertyChangedNumber scPropertyChanged)
 {
     //Refresh fragmentNum info.
     fragmentNum.text = PlayerModelLocator.Instance.SuperChip.ToString();
     if (scLotteryComposeList != null)
     {
         scLotteryComposeList.SuperChip = PlayerModelLocator.Instance.SuperChip;
     }
 }
예제 #4
0
 /// <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);
 }
예제 #5
0
 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();
     }
 }
예제 #6
0
 private void OnPlayerPropertyChanged(SCPropertyChangedNumber scpropertychanged = null)
 {
     RefreshData();
 }