/// <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; }
/// <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, }); }
/// <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); }
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"); }
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); //} }
public void SetProp(BaseProp _prop) { prop = _prop; price.text = $"${_prop.price}"; }
/// <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(); }); } }
public bool IsValid(double value, out string errorMessage) { return(BaseProp.IsValid(value, out errorMessage)); }
public bool TestIsValidState(out string msg) { return(BaseProp.TestIsValidState(out msg)); }
public void SetValue(double val) { BaseProp.SetValue(val); }
public void Clear() { BaseProp.Clear(); }
public bool TryGetValue(out double val) { return(BaseProp.TryGetValue(out val)); }