Exemplo n.º 1
0
        /// <summary>家臣卡收集信息</summary>
        public void InsertCollects(Int64 userId, BaseProp prop)
        {
            if (tg_card_collect.GetByUserIdRoleId(userId, prop.roleId))
            {
                return;
            }

            var newcollect = new tg_card_collect()
            {
                user_id = userId,
                role_id = prop.roleId,
                prop_id = prop.id,
                grade   = prop.grade,
            };

            newcollect.Insert();

            if (!Variable.OnlinePlayer.ContainsKey(userId))
            {
                return;
            }
            var session = Variable.OnlinePlayer[userId] as TGGSession;

            if (session == null)
            {
                return;
            }

            var ext     = session.Player.UserExtend.CloneEntity();
            var percent = Percent(userId, prop.grade);

            ext = UpdateExt(ext, prop.grade, percent);
            session.Player.UserExtend = ext;
        }
Exemplo n.º 2
0
 /// <summary>
 /// 基表数据转换为实体
 /// </summary>
 private tg_bag BaseToEntity(BaseProp baseinfo, Int64 userid, int count)
 {
     return(new tg_bag()
     {
         base_id = baseinfo.id,
         type = baseinfo.type,
         bind = baseinfo.bind,
         user_id = userid,
         count = count,
     });
 }
Exemplo n.º 3
0
 /// <summary> 验证道具基表 </summary>
 /// <param name="baseprop">基表数据</param>
 /// <param name="level">武将等级</param>
 private ResultType IsBaseData(BaseProp baseprop, int level)
 {
     if (baseprop == null)
     {
         return(ResultType.DATABASE_ERROR);
     }
     if (baseprop.useMode != 1)
     {
         return(ResultType.PROP_UNUSED);
     }
     return(baseprop.useLevel > level ? ResultType.BASE_PLAYER_LEVEL_ERROR : ResultType.SUCCESS);
 }
Exemplo n.º 4
0
    private void Awake()
    {
        slowDownProp = new SlowDownProp(slowDownCD, slowDownPrice);
        slowDownBtn.GetComponent <PropButton>().SetProp(slowDownProp);

        remindProp = new RemindProp(remindCD, remindPrice);
        remindBtn.GetComponent <PropButton>().SetProp(remindProp);

        eliminateProp = new EliminateProp(eliminateCD, eliminatePrice);
        eliminateBtn.GetComponent <PropButton>().SetProp(eliminateProp);

        level = GameObject.Find("Level");
    }
Exemplo n.º 5
0
        public static void Init()
        {
            GameInfo.ActivedProps.Clear();
            GameInfo.GainedProps.Clear();

            {
                var prop = new BaseProp();
                prop.Name        = PropName.生锈的铁锤;
                prop.DisplayName = "生锈的铁锤";
                prop.Description = "被人遗弃的铁锤,增加8点物理攻击力";
                prop.Type        = PropType.Normal;
                prop.Price       = 66;
                prop.Gains       = () =>
                {
                    Hero.PhysicalAttack = Hero.PhysicalAttack + 8;
                    PropertyPanelUpdater.Update();
                };
                GameInfo.ActivedProps.Add(prop);
            }

            {
                var prop = new BaseProp();
                prop.Name        = PropName.学徒木杖;
                prop.DisplayName = "学徒木杖";
                prop.Description = "初级魔法师使用的武器,增加8点法术攻击力";
                prop.Type        = PropType.Normal;
                prop.Price       = 66;
                prop.Gains       = () =>
                {
                    Hero.MagicAttack = Hero.MagicAttack + 8;
                    PropertyPanelUpdater.Update();
                };
                GameInfo.ActivedProps.Add(prop);
            }

            {
                var prop = new BaseProp();
                prop.Name        = PropName.新兵盾牌;
                prop.DisplayName = "新兵盾牌";
                prop.Description = "士兵使用的盾牌,增加5点物理防御力";
                prop.Type        = PropType.Normal;
                prop.Price       = 66;
                prop.Gains       = () =>
                {
                    Hero.PhysicalArmor = Hero.PhysicalArmor + 5;
                    PropertyPanelUpdater.Update();
                };
                GameInfo.ActivedProps.Add(prop);
            }

            {
                var prop = new BaseProp();
                prop.Name        = PropName.魔法硬币;
                prop.DisplayName = "魔法硬币";
                prop.Description = "魔法世界的通用货币,增加5点法术防御力";
                prop.Type        = PropType.Normal;
                prop.Price       = 66;
                prop.Gains       = () =>
                {
                    Hero.MagicArmor = Hero.MagicArmor + 5;
                    PropertyPanelUpdater.Update();
                };
                GameInfo.ActivedProps.Add(prop);
            }

            {
                var prop = new BaseProp();
                prop.Name        = PropName.息烈焰;
                prop.DisplayName = "不息烈焰";
                prop.Description = "永不熄灭的火焰,增加1点火焰之力";
                prop.Type        = PropType.Normal;
                prop.Price       = 66;
                prop.Gains       = () =>
                {
                    Hero.FirePower = Hero.FirePower + 1;
                    PropertyPanelUpdater.Update();
                };
                GameInfo.ActivedProps.Add(prop);
            }

            {
                var prop = new BaseProp();
                prop.Name        = PropName.纯净之瓶;
                prop.DisplayName = "纯净之瓶";
                prop.Description = "精灵饮水所需的容器,增加1点纯净之力";
                prop.Type        = PropType.Normal;
                prop.Price       = 66;
                prop.Gains       = () =>
                {
                    Hero.PurePower = Hero.PurePower + 1;
                    PropertyPanelUpdater.Update();
                };
                GameInfo.ActivedProps.Add(prop);
            }

            {
                var prop = new BaseProp();
                prop.Name        = PropName.乌鸦披风;
                prop.DisplayName = "乌鸦披风";
                prop.Description = "乌鸦之神早年间使用的披风,增加1点暗影之力";
                prop.Type        = PropType.Normal;
                prop.Price       = 66;
                prop.Gains       = () =>
                {
                    Hero.ShadowPower = Hero.ShadowPower + 1;
                    PropertyPanelUpdater.Update();
                };
                GameInfo.ActivedProps.Add(prop);
            }


            {
                var prop = new BaseProp();
                prop.Name        = PropName.太阳挂坠;
                prop.DisplayName = "太阳挂坠";
                prop.Description = "带有太阳图标的挂坠,增加1点神圣之力";
                prop.Type        = PropType.Normal;
                prop.Price       = 66;
                prop.Gains       = () =>
                {
                    Hero.HolyPower = Hero.HolyPower + 1;
                    PropertyPanelUpdater.Update();
                };
                GameInfo.ActivedProps.Add(prop);
            }

            //for (int i = 0; i < 50; i++)
            //{
            //    GameInfo.GainProp(PropName.生锈的铁锤);
            //}
        }
Exemplo n.º 6
0
 public void SetProp(BaseProp _prop)
 {
     prop       = _prop;
     price.text = $"${_prop.price}";
 }
Exemplo n.º 7
0
        /// <summary>
        /// 更改战利品界面UI
        /// </summary>
        /// <param name="money">获得金钱</param>
        /// <param name="exp">获得经验</param>
        /// <param name="prop">获得宝物</param>
        /// <param name="skillType">获得的技能类型</param>
        public static void Refresh(int money, int exp, BaseProp prop, SkillRareDegree skillRareDegree)
        {
            var canvas     = GameObject.Find("SubCanvasSpoil").GetComponent <Canvas>();
            var txtExp     = canvas.transform.Find("TxtExp").GetComponent <Text>();
            var txtMoney   = canvas.transform.Find("TxtMoney").GetComponent <Text>();
            var text       = canvas.transform.Find("Text").GetComponent <Text>();
            var btnProp    = canvas.transform.Find("BtnProp").GetComponent <Button>();
            var btnUpgrade = canvas.transform.Find("BtnUpgrade").GetComponent <Button>();

            txtExp.text   = " X" + exp;
            txtMoney.text = " X" + money;
            if (prop == null)
            {
                btnProp.gameObject.SetActive(false);
            }
            else
            {
                btnProp.gameObject.SetActive(true);
                btnProp.image.sprite = SpriteHelper.GetPropSprite(prop.Name);

                EventTrigger trigger = btnProp.gameObject.GetComponent <EventTrigger>();
                if (trigger == null)
                {
                    trigger = btnProp.gameObject.AddComponent <EventTrigger>();
                }
                trigger.triggers.Clear();
                EventTrigger.Entry entry = new EventTrigger.Entry();
                entry.eventID  = EventTriggerType.PointerEnter;
                entry.callback = new EventTrigger.TriggerEvent();
                entry.callback.AddListener((eventdata) =>
                {
                    text.text = prop.Description;
                });
                trigger.triggers.Add(entry);
            }

            if (skillRareDegree == SkillRareDegree.None)
            {
                btnUpgrade.gameObject.SetActive(false);
            }
            else
            {
                btnUpgrade.gameObject.SetActive(true);
                btnUpgrade.image.sprite = SpriteHelper.GetSkillRareDegreeSprite(skillRareDegree);

                EventTrigger trigger = btnUpgrade.gameObject.GetComponent <EventTrigger>();
                if (trigger == null)
                {
                    trigger = btnUpgrade.gameObject.AddComponent <EventTrigger>();
                }
                trigger.triggers.Clear();
                EventTrigger.Entry entry = new EventTrigger.Entry();
                entry.eventID  = EventTriggerType.PointerEnter;
                entry.callback = new EventTrigger.TriggerEvent();
                entry.callback.AddListener((eventdata) =>
                {
                    if (skillRareDegree == SkillRareDegree.Normal)
                    {
                        text.text = "选择并获得一本技能书";
                    }
                    else if (skillRareDegree == SkillRareDegree.Rare)
                    {
                        text.text = "选择并获得一本稀有技能书";
                    }
                });
                trigger.triggers.Add(entry);

                btnUpgrade.onClick.RemoveAllListeners();
                btnUpgrade.onClick.AddListener(() =>
                {
                    BattleCanvasSetter.Scenes.Enqueue(BattleSceneType.GetSkill);
                    BattleCanvasSetter.Scenes.Enqueue(BattleSceneType.Spoil);
                    BattleCanvasSetter.SwitchBattleScene();
                });
            }
        }
Exemplo n.º 8
0
 public bool IsValid(double value, out string errorMessage)
 {
     return(BaseProp.IsValid(value, out errorMessage));
 }
Exemplo n.º 9
0
 public bool TestIsValidState(out string msg)
 {
     return(BaseProp.TestIsValidState(out msg));
 }
Exemplo n.º 10
0
 public void SetValue(double val)
 {
     BaseProp.SetValue(val);
 }
Exemplo n.º 11
0
 public void Clear()
 {
     BaseProp.Clear();
 }
Exemplo n.º 12
0
 public bool TryGetValue(out double val)
 {
     return(BaseProp.TryGetValue(out val));
 }