Exemplo n.º 1
0
    void OnTriggerEnter2D(Collider2D other)
    {
        //Va chạm với Coin
        if (other.gameObject.tag == "Coin")
        {
            gameLogic.EatCoin();
            other.gameObject.GetComponent <CoinLogic>().Eat();
        }
        //Va chạm với Gem
        if (other.gameObject.tag == "gem")
        {
            GemLogic gem = other.gameObject.GetComponent <GemLogic>();
            gem.Eat();
            GemType type = gem.type;
            switch (type)
            {
            //RED: bất tử 5s
            case GemType.RED:
            {
                StopAllCoroutines();
                StartCoroutine(InvincibleTime(5f, 0.2f));
                break;
            }

            //GREEN: thêm mạng
            case GemType.GREEN:
            {
                if (hearts < 3)
                {
                    HeartsIndicator.transform.GetChild(hearts).gameObject.SetActive(true);
                    hearts++;
                }
                else
                {
                    gameLogic.EatGem();
                }
                break;
            }

            //YELLOW: thêm điểm
            case GemType.YELLOW:
            {
                gameLogic.EatGem();
                break;
            }
            }
        }
    }
Exemplo n.º 2
0
    void ChooseTabButton(CONTENT_TYPE eContent)
    {
        if (m_NewPlayerGuide_Step == 0)
        {
            //直接到第二步宝石孔
            NewPlayerGuide(2);
        }
        if (m_NewPlayerGuide_Step == 6)
        {
            if (GemLogic.Instance() != null)
            {
                NewPlayerGuide(5);
            }
        }

//         m_TabButtonList[(int)eContent].normalSprite = "TopPagePush";
//         m_TabButtonList[(int)eContent].hoverSprite = "TopPagePush";
//         m_TabButtonList[(int)eContent].pressedSprite = "TopPagePush";
//         m_TabButtonList[(int)eContent].disabledSprite = "TopPageGrey";
//         m_TabButtonList[(int)eContent].target.spriteName = "TopPagePush";
//         m_TabButtonList[(int)eContent].target.MakePixelPerfect();

//         for (int i = 0; i < m_TabButtonList.Count; i++)
//         {
//             if (i != (int)eContent)
//             {
//                 m_TabButtonList[i].normalSprite = "TopPageNormal";
//                 m_TabButtonList[i].hoverSprite = "TopPageNormal";
//                 m_TabButtonList[i].pressedSprite = "TopPagePush";
//                 m_TabButtonList[i].disabledSprite = "TopPageGrey";
//                 m_TabButtonList[i].target.spriteName = "TopPageNormal";
//                 m_TabButtonList[i].target.MakePixelPerfect();
//             }
//         }

        ClearAllSlotChoose();
        //查看切换到其他非属性界面 如果模型被隐藏了则把预览模型打开
        if (eContent != CONTENT_TYPE.CONTENT_TYPE_ATTR && GameManager.gameManager.ActiveScene.FakeObjRoot.activeInHierarchy == false)
        {
            //打开预览模型
            GameManager.gameManager.ActiveScene.ShowFakeObj();
            //播放站立动作
            if (m_PlayerFakeObj != null)
            {
                m_PlayerFakeObj.PlayAnim(0);
            }
        }
    }
Exemplo n.º 3
0
    private void Awake()
    {
        PoolingObject <Ball> .Init(BallPrefab, MapTransform, GameConstants.BallsPoolSize);

        PoolingObject <Tile> .Init(TilePrefab, MapTransform, GameConstants.TilesPoolSize);

        PoolingObject <Gem> .Init(GemPrefab, MapTransform, GameConstants.GemsPoolSize);

        _tiles  = new List <Tile>();
        _gems   = new List <Gem>();
        _hashes = new HashSet <uint>();

        _gemLogic = new GemLogic();

        NewGame();
    }
        public uint Execute(PacketDistributed ipacket)
        {
            GC_ASK_COMMONFLAG_RET packet = (GC_ASK_COMMONFLAG_RET )ipacket;

            if (null == packet)
            {
                return((uint)PACKET_EXE.PACKET_EXE_ERROR);
            }
            //enter your logic
            GameManager.gameManager.PlayerDataPool.CommonData.HandlePacket(packet);
            if (null != AwardLogic.Instance())
            {
                AwardLogic.Instance().UpdateTip();
            }
            if (null != FunctionButtonLogic.Instance())
            {
                FunctionButtonLogic.Instance().UpdateButtonAwardTips();
            }
            if (null != PlayerFrameLogic.Instance())
            {
                PlayerFrameLogic.Instance().UpdateRemainNum();
            }
            if (null != MenuBarLogic.Instance())
            {
                MenuBarLogic.Instance().UpdateSystemCountTip();
                MenuBarLogic.Instance().UpdateRoleCountTip();
            }
            if (null != SystemAndAutoFightLogic.Instance())
            {
                SystemAndAutoFightLogic.Instance().updateRemindPoint();
            }
            if (null != AutoFightLogic.Instance())
            {
                AutoFightLogic.Instance().updateRemindPoint();
            }
            if (null != RoleViewLogic.Instance())
            {
                RoleViewLogic.Instance().updateGemRemindPoint();
            }
            if (null != GemLogic.Instance())
            {
                GemLogic.Instance().updateGemRemindPoint();
            }
            return((uint)PACKET_EXE.PACKET_EXE_CONTINUE);
        }
        public uint Execute(PacketDistributed ipacket)
        {
            GC_RET_EQUIPBACK_GEM_COMBINE packet = (GC_RET_EQUIPBACK_GEM_COMBINE )ipacket;

            if (null == packet)
            {
                return((uint)PACKET_EXE.PACKET_EXE_ERROR);
            }
            if (GemLogic.Instance() != null)
            {
                GemLogic.Instance().UpdateGemSlot();
            }

            if (EquipStrengthenLogic.Instance() != null)
            {
                EquipStrengthenLogic.Instance().RefreshGemsInEquips();
            }
            //enter your logic
            return((uint)PACKET_EXE.PACKET_EXE_CONTINUE);
        }
Exemplo n.º 6
0
    void OnDisable()
    {
        m_Instance            = null;
        m_NewPlayerGuide_Step = -1;
        //关闭界面时 如果有延迟发包 则直接发包
        if (m_Delay_Time > 0)
        {
            CG_PUT_GEM gemPacket = (CG_PUT_GEM)PacketDistributed.CreatePacket(MessageID.PACKET_CG_PUT_GEM);
            gemPacket.SetEquipslot(m_Delay_CurEquipSlot);
            gemPacket.SetIndex(m_Delay_CurGemSlot);
            gemPacket.SetItemguid(m_Delay_GemGuid);
            gemPacket.SendPacket();

            m_Delay_CurEquipSlot = 0;
            m_Delay_CurGemSlot   = 0;
            m_Delay_GemGuid      = 0;
        }

        //关闭界面时 如果有UI特效播放 则关闭特效
        if (BackCamerControll.Instance())
        {
            BackCamerControll.Instance().StopSceneEffect(133, true);
        }

        CancelInvoke("SlowUpdate");
        if (m_RuneAbsorb != null)
        {
            m_RuneAbsorb.SetActive(false);
        }
        if (EquipStrengthenLogic.Instance() != null)
        {
            EquipStrengthenLogic.Instance().ClearGemsInEquips();
        }
        if (EquipStrengthenLogic.Instance() != null)
        {
            EquipStrengthenLogic.Instance().ReSelectEquip();
        }
    }
Exemplo n.º 7
0
 void OnAfterStartGemView()
 {
     if (RoleViewLogic.Instance() != null)
     {
         //RoleViewLogic.Instance().GemBtClick();
         RoleViewLogic.Instance().OnClick_Equip(m_EquipSlotIndex);
         if (GemLogic.Instance() != null)
         {
             if (m_GemClickSlot == "GemSlot1")
             {
                 GemLogic.Instance().OnClickGemSlot1();
             }
             else if (m_GemClickSlot == "GemSlot2")
             {
                 GemLogic.Instance().OnClickGemSlot2();
             }
             else if (m_GemClickSlot == "GemSlot3")
             {
                 GemLogic.Instance().OnClickGemSlot3();
             }
         }
     }
 }
Exemplo n.º 8
0
    void OnEnable()
    {
        m_Instance = this;

        /*deleOnClickGems[0] = OnClickGemItem1;
        *  deleOnClickGems[1] = OnClickGemItem2;
        *  deleOnClickGems[2] = OnClickGemItem3;
        *  deleOnClickGems[3] = OnClickGemItem4;
        *  deleOnClickGems[4] = OnClickGemItem5;
        *  deleOnClickGems[5] = OnClickGemItem6;
        *  deleOnClickGems[6] = OnClickGemItem7;
        *  deleOnClickGems[7] = OnClickGemItem8;*/
        InvokeRepeating("SlowUpdate", 0f, 0.3f);
        InitEmpty();
        updateGemRemindPoint();
        if (EquipStrengthenLogic.Instance() != null)
        {
            if (EquipStrengthenLogic.Instance().NewPlayerGuideFlag_Step == 15)
            {
                NewPlayerGuide(0);
                EquipStrengthenLogic.Instance().NewPlayerGuideFlag_Step = -1;
            }
        }
    }
Exemplo n.º 9
0
        public uint Execute(PacketDistributed ipacket)
        {
            GC_SYN_ATTR packet = (GC_SYN_ATTR)ipacket;

            if (null == packet)
            {
                return((uint)PACKET_EXE.PACKET_EXE_ERROR);
            }
            //enter your logic
            //判断是MainPlayer还是其他Obj
            Obj_MainPlayer _mainPlayer = Singleton <ObjManager> .GetInstance().MainPlayer;

            PlayerData playerDataPool = GameManager.gameManager.PlayerDataPool;

            //血量
            bool isHpChange = false;

            if (packet.HasCurHp)
            {
                playerDataPool.MainPlayerBaseAttr.HP = packet.CurHp;
                isHpChange = true;
            }
            if (packet.HasMaxHP)
            {
                playerDataPool.MainPlayerBaseAttr.MaxHP = packet.MaxHP;
#if UNITY_ANDROID
                // 台湾安卓渠道特有,提交血量排行榜数据
                if (PlatformHelper.IsChannelTW())
                {
                    PlatformHelper.SubmitRankScore(Games.GlobeDefine.GameDefine_Globe.GOOGLEPLAY_RANK_TYPE.HP, playerDataPool.MainPlayerBaseAttr.MaxHP);
                }
#endif
                isHpChange = true;
            }
            if (isHpChange && _mainPlayer != null)
            {
                _mainPlayer.OptHPChange();
            }
            //法力
            bool isMpChange = false;
            if (packet.HasCurMp)
            {
                playerDataPool.MainPlayerBaseAttr.MP = packet.CurMp;
                isMpChange = true;
            }
            if (packet.HasMaxMP)
            {
                playerDataPool.MainPlayerBaseAttr.MaxMP = packet.MaxMP;
                isMpChange = true;
            }
            if (isMpChange && _mainPlayer != null)
            {
                _mainPlayer.OptMPChange();
            }

            //怒气
            bool isXpChange = false;
            if (packet.HasCurXp)
            {
                playerDataPool.MainPlayerBaseAttr.XP = packet.CurXp;
                isXpChange = true;
            }
            if (packet.HasMaxXP)
            {
                playerDataPool.MainPlayerBaseAttr.MaxXP = packet.MaxXP;
                isXpChange = true;
            }
            if (isXpChange && _mainPlayer != null)
            {
                _mainPlayer.OptXPChange();
            }

            //等级
            if (packet.HasCurLev)
            {
                // 更新配置文件

                playerDataPool.MainPlayerBaseAttr.Level = packet.CurLev;
                if (_mainPlayer)
                {
                    for (int i = 0; i < LoginData.loginRoleList.Count; i++)
                    {
                        if (LoginData.loginRoleList[i].guid == _mainPlayer.GUID)
                        {
                            LoginData.loginRoleList[i].level = packet.CurLev;
                            UserConfigData.AddRoleInfo();
                            break;
                        }
                    }

                    _mainPlayer.OptLevelChange();

                    if (LivingSkillLogic.Instance() != null)
                    {
                        LivingSkillLogic.Instance().UpdatePlayerStamina();
                    }
                    _mainPlayer.UpdateSelectDrug();
                }
            }
            // 经验
            if (packet.HasCurExp)
            {
                playerDataPool.MainPlayerBaseAttr.Exp = packet.CurExp;
                if (_mainPlayer)
                {
                    _mainPlayer.OnExpChange();
                }
                //神器强化界面
                if (EquipShenQiStrength.Instance() != null)
                {
                    EquipShenQiStrength.Instance().UpdateExpShow();
                }
            }
            if (packet.HasOffLineExp)
            {
                playerDataPool.MainPlayerBaseAttr.OffLineExp = packet.OffLineExp;
                if (null != _mainPlayer)
                {
                    _mainPlayer.OnOffLineExpChange();
                }
            }
            //体能
            if (packet.HasCurStamina)
            {
                playerDataPool.MainPlayerBaseAttr.CurStamina = packet.CurStamina;

                if (LivingSkillLogic.Instance() != null)
                {
                    LivingSkillLogic.Instance().UpdatePlayerStamina();
                }
            }
            //金钱
            if (packet.HasCurMoney)
            {
                playerDataPool.Money.SetMoney(MONEYTYPE.MONEYTYPE_COIN, packet.CurMoney);
#if UNITY_ANDROID
                // 台湾安卓渠道特有,提交金币排行榜数据
                if (PlatformHelper.IsChannelTW())
                {
                    PlatformHelper.SubmitRankScore(Games.GlobeDefine.GameDefine_Globe.GOOGLEPLAY_RANK_TYPE.GOLD_COINS, packet.CurMoney);
                }
#endif
                if (BackPackLogic.Instance())
                {
                    BackPackLogic.Instance().UpdateMoneyInfo();
                }

                if (FlyWingRoot.Instance())
                {
                    FlyWingRoot.Instance().UpdateMoneyInfo();
                }
//                if (SwordsManController.Instance() != null)
//                {
//                    SwordsManController.Instance().UpdateCoin();
//                }
                if (CangKuLogic.Instance())
                {
                    CangKuLogic.Instance().UpdateBackPack_Money();
                }
                //神器强化界面
                if (EquipShenQiStrength.Instance() != null)
                {
                    EquipShenQiStrength.Instance().UpdateMoneyShow();
                }
                if (GemLogic.Instance() != null)
                {
                    GemLogic.Instance().UpdateMoneyInfo();
                }
                if (null != GUIData.delMoneyChanged)
                {
                    GUIData.delMoneyChanged();
                }

                if (RestaurantController.Instance() != null)
                {
                    RestaurantController.Instance().UpdateMoneyInfo();
                }

                if (EquipStrengthenLogic.Instance() != null)
                {
                    EquipStrengthenLogic.Instance().UpdateMoneyInfo();
                }

                if (SkillLevelUpRoot.Instance() != null)
                {
                    SkillLevelUpRoot.Instance().UpdateSkillInfo();
                }
            }

            //元宝
            if (packet.HasCurYuanBao)
            {
                playerDataPool.Money.SetMoney(MONEYTYPE.MONEYTYPE_YUANBAO, packet.CurYuanBao);
                if (BackPackLogic.Instance())
                {
                    BackPackLogic.Instance().UpdateMoneyInfo();
                }
                if (YuanBaoShopLogic.Instance())
                {
                    YuanBaoShopLogic.Instance().UpdateYuanBaoInfo();
                }
                if (DailyLuckyDrawLogic.Instance())
                {
                    DailyLuckyDrawLogic.Instance().UpdateMoney();
                }
                if (CangKuLogic.Instance())
                {
                    CangKuLogic.Instance().UpdateBackPack_Money();
                }
                //神器强化界面
                if (EquipShenQiStrength.Instance() != null)
                {
                    EquipShenQiStrength.Instance().UpdateMoneyShow();
                }
                if (null != GUIData.delMoneyChanged)
                {
                    GUIData.delMoneyChanged();
                }
            }

            //绑定元宝
            if (packet.HasCurBDYuanBao)
            {
                playerDataPool.Money.SetMoney(MONEYTYPE.MONEYTYPE_YUANBAO_BIND, packet.CurBDYuanBao);
                if (FashionLogic.Instance() != null)
                {
                    FashionLogic.Instance().UpdateRuby();
                }
                if (BackPackLogic.Instance())
                {
                    BackPackLogic.Instance().UpdateMoneyInfo();
                }
                if (YuanBaoShopLogic.Instance())
                {
                    YuanBaoShopLogic.Instance().UpdateYuanBaoInfo();
                }
                if (DailyLuckyDrawLogic.Instance())
                {
                    DailyLuckyDrawLogic.Instance().UpdateMoney();
                }
                if (CangKuLogic.Instance())
                {
                    CangKuLogic.Instance().UpdateBackPack_Money();
                }
                if (RestaurantController.Instance() != null)
                {
                    RestaurantController.Instance().UpdateMoneyInfo();
                }
                if (null != GUIData.delMoneyChanged)
                {
                    GUIData.delMoneyChanged();
                }
            }
//            if (packet.HasSwordsManScore)
//            {
//                playerDataPool.SwordsManScore = packet.SwordsManScore;
//                if (SwordsManController.Instance() != null)
//                {
//                    SwordsManController.Instance().UpdateSwordsManScore();
//                }
//            }

            if (packet.HasReputation)
            {
                playerDataPool.Reputation = packet.Reputation;
            }

            //是否在战斗状态
            if (packet.HasIsInCombat && _mainPlayer != null)
            {
                bool oldCombat = _mainPlayer.InCombat;
                _mainPlayer.InCombat = (packet.IsInCombat == 1 ? true:false);
                if (!_mainPlayer.InCombat && oldCombat)
                {
                    _mainPlayer.LastLeaveCombatTime = Time.time;
                }
                else if (_mainPlayer.InCombat && !oldCombat)
                {
                    _mainPlayer.LastLeaveCombatTime = 0.0f;
                }
            }
            //经验 血 蓝 变化时 更新主角属性界面
            if (packet.HasCurHp || packet.HasCurMp || packet.HasCurExp)
            {
                if (RoleViewLogic.Instance() != null)
                {
                    RoleViewLogic.Instance().UpdateCurAttr();
                }
            }

            if (packet.HasGuildDKP)
            {
                playerDataPool.GuildDKP = packet.GuildDKP;
                if (GuildShopLogic.Instance() != null)
                {
                    GuildShopLogic.Instance().UpdateGuildDKP();
                }
            }
            return((uint)PACKET_EXE.PACKET_EXE_CONTINUE);
        }
Exemplo n.º 10
0
        public uint Execute(PacketDistributed ipacket)
        {
            GC_UPDATEITEM packet = (GC_UPDATEITEM)ipacket;

            if (null == packet)
            {
                return((uint)PACKET_EXE.PACKET_EXE_ERROR);
            }
            int packtype  = packet.Packtype;
            int packindex = packet.Packindex;

            GameItemContainer.Type containertype = (GameItemContainer.Type)packtype;
            //取得物品容器
            GameItemContainer Container = GameManager.gameManager.PlayerDataPool.GetItemContainer(containertype);

            if (Container != null)
            {
                //取得物品
                GameItem item = Container.GetItem(packindex);
                if (item != null)
                {
                    int    nRawId    = item.DataID;
                    UInt64 RawGuidID = item.Guid;
                    //ID
                    item.DataID = packet.Dataid;
                    //GUID
                    item.Guid = packet.Guid;
                    //绑定
                    if (packet.HasBindflag)
                    {
                        if (packet.Bindflag == 1)
                        {
                            item.BindFlag = true;
                        }
                        else
                        {
                            item.BindFlag = false;
                        }
                    }
                    else
                    {
                        item.BindFlag = false;
                    }
                    //叠加数量
                    if (packet.HasStackcount)
                    {
                        item.StackCount = packet.Stackcount;
                    }
                    else
                    {
                        item.StackCount = 1;
                    }
                    //创建时间
                    item.CreateTime = packet.Createtime;
                    //强化等级
                    if (packet.HasEnchancelevel)
                    {
                        item.EnchanceLevel = packet.Enchancelevel;
                    }
                    else
                    {
                        item.EnchanceLevel = 0;
                    }
                    //强化经验
                    if (packet.HasEnchanceexp)
                    {
                        item.EnchanceExp = packet.Enchanceexp;
                    }
                    else
                    {
                        item.EnchanceExp = 0;
                    }
                    //强化总经验
                    if (packet.HasEnctotaltexp)
                    {
                        item.EnchanceTotalExp = packet.Enctotaltexp;
                    }
                    else
                    {
                        item.EnchanceTotalExp = 0;
                    }
                    //打星等级
                    if (packet.HasStarlevel)
                    {
                        item.StarLevel = packet.Starlevel;
                    }
                    else
                    {
                        item.StarLevel = 0;
                    }
                    //打星次数
                    if (packet.HasStartimes)
                    {
                        item.StarTimes = packet.Startimes;
                    }
                    else
                    {
                        item.StarTimes = 0;
                    }
                    //动态参数
                    if (packet.HasDynamicdata1)
                    {
                        item.DynamicData[0] = packet.Dynamicdata1;
                    }
                    else
                    {
                        item.DynamicData[0] = 0;
                    }
                    if (packet.HasDynamicdata2)
                    {
                        item.DynamicData[1] = packet.Dynamicdata2;
                    }
                    else
                    {
                        item.DynamicData[1] = 0;
                    }
                    if (packet.HasDynamicdata3)
                    {
                        item.DynamicData[2] = packet.Dynamicdata3;
                    }
                    else
                    {
                        item.DynamicData[2] = 0;
                    }
                    if (packet.HasDynamicdata4)
                    {
                        item.DynamicData[3] = packet.Dynamicdata4;
                    }
                    else
                    {
                        item.DynamicData[3] = 0;
                    }
                    if (packet.HasDynamicdata5)
                    {
                        item.DynamicData[4] = packet.Dynamicdata5;
                    }
                    else
                    {
                        item.DynamicData[4] = 0;
                    }
                    if (packet.HasDynamicdata6)
                    {
                        item.DynamicData[5] = packet.Dynamicdata6;
                    }
                    else
                    {
                        item.DynamicData[5] = 0;
                    }
                    if (packet.HasDynamicdata7)
                    {
                        item.DynamicData[6] = packet.Dynamicdata7;
                    }
                    else
                    {
                        item.DynamicData[6] = 0;
                    }
                    if (packet.HasDynamicdata8)
                    {
                        item.DynamicData[7] = packet.Dynamicdata8;
                    }
                    else
                    {
                        item.DynamicData[7] = 0;
                    }
                    //装备属性浮动参数
                    if (packet.HasAttrfactor)
                    {
                        item.AttrFactor = packet.Attrfactor;
                    }
                    else
                    {
                        item.AttrFactor = GlobeVar.INVALID_ID;
                    }

                    //更新界面
                    switch (containertype)
                    {
                    //物品背包
                    case GameItemContainer.Type.TYPE_BACKPACK:
                    {
                        if (BackPackLogic.Instance() != null)
                        {
                            BackPackLogic.Instance().UpdateBackPack();
                        }

                        //美人提示

                        BelleData.UpdateBelleItemTip(item.DataID, item.StackCount);
                        BelleData.UpdateBelleEvoCountTip(item.DataID, item.StackCount);
                        //宝石界面
                        if (GemLogic.Instance() != null)
                        {
                            GemLogic.Instance().UpdateGemItemList();
                        }
                        //自动选择药
                        if (Singleton <ObjManager> .GetInstance().MainPlayer)
                        {
                            Singleton <ObjManager> .GetInstance().MainPlayer.UpdateSelectDrug();

                            //更新头顶图标信息
                            if (PlayerFrameLogic.Instance())
                            {
                                PlayerFrameLogic.Instance().InitAutoFight();
                            }
                            //自动出售
                            if (item.DataID != -1)
                            {
                                Singleton <ObjManager> .GetInstance().MainPlayer.UpdateSellItem(packindex);
                            }
                        }
                        // 乾坤袋
                        if (QianKunDaiLogic.Instance() != null && QianKunDaiLogic.Instance().gameObject.activeSelf)
                        {
                            QianKunDaiLogic.Instance().HandleUpdateItemPacket();
                        }
                        // 生活技能
                        if (LivingSkillLogic.Instance() != null)
                        {
                            LivingSkillLogic.Instance().HandleUpdateItem();
                        }
                        //仓库界面
                        if (CangKuLogic.Instance() != null)
                        {
                            CangKuLogic.Instance().UpdateBackPack();
                        }
                        //情人节收到的花
//								if (FriendChooseLogic.RoseDataId0 == item.DataID)
//								{
//									if (null != Singleton<ObjManager>.Instance.MainPlayer &&
//							            Singleton<ObjManager>.Instance.MainPlayer.CheckUseItem(item))
//									{
//										Singleton<ObjManager>.Instance.MainPlayer.UseItem(item);
//									}
//
//								}
                        //魅力道具
//                                if (FlowerEggWindow.CHARM_ITEM_ID == item.DataID)
//                                {
//                                    if (null != Singleton<ObjManager>.Instance.MainPlayer &&
//                                        Singleton<ObjManager>.Instance.MainPlayer.CheckUseItem(item))
//                                    {
//                                        Singleton<ObjManager>.Instance.MainPlayer.UseItem(item);
//                                    }
//
//                                }
//                                if (FlowerEggWindow.Instance() != null)
//                                {
//                                    FlowerEggWindow.Instance().UpdateItemNum();
//                                }

                        if (GongZhanTianXiaWindow.Instance() != null &&
                            GlobeVar.ZHANKUANGPAI_DATAID == item.DataID)
                        {
                            GongZhanTianXiaWindow.Instance().UpdateZhanKuangPaiCount();
                        }

                        if (GongJiShopLogic.Instance() != null &&
                            GongJiShopLogic.ConsumItem_DataID == item.DataID)
                        {
                            GongJiShopLogic.Instance().UpDateGongJi();
                        }
                    }
                    break;

                    //装备槽位
                    case GameItemContainer.Type.TYPE_EQUIPPACK:
                    {
                        if (BackPackLogic.Instance() != null)
                        {
                            BackPackLogic.Instance().UpdateEquipPack();
                        }
                        if (RoleViewLogic.Instance() != null)
                        {
                            RoleViewLogic.Instance().UpdateEquipPack();
                        }
                        //自动强化装备选择
                        if (Singleton <ObjManager> .GetInstance().MainPlayer &&
                            VipData.GetVipLv() >= GlobeVar.USE_AUTOFIGHT_VIPLEVEL &&
                            Singleton <ObjManager> .GetInstance().MainPlayer.BaseAttr.Level >= GlobeVar.MAX_AUTOEQUIT_LIVE)
                        {
                            if (RawGuidID == Singleton <ObjManager> .GetInstance().MainPlayer.AutoEquipGuid)
                            {
                                if (item.IsValid())
                                {
                                    Singleton <ObjManager> .GetInstance().MainPlayer.AutoEquipGuid = item.Guid;
                                }
                                else
                                {
                                    Singleton <ObjManager> .GetInstance().MainPlayer.AutoEquipGuid = GlobeVar.INVALID_GUID;

                                    Singleton <ObjManager> .GetInstance().MainPlayer.UpdateSelectEquip();
                                }
                            }
                        }
                        //神器强化界面
                        if (EquipShenQiStrength.Instance() != null)
                        {
                            EquipShenQiStrength.Instance().UpdateShenQiViewInfo();
                        }
                    }
                    break;

                    case GameItemContainer.Type.TYPE_BUYBACKPACK:
                    {
                        SysShopController sysShop = UIControllerBase <SysShopController> .Instance();

                        if (sysShop != null)
                        {
                            sysShop.UpdateBuyBackItems();
                        }
                    }
                    break;
                    }
                    ;
                }
            }
            //enter your logic
            return((uint)PACKET_EXE.PACKET_EXE_CONTINUE);
        }
Exemplo n.º 11
0
        public void SwapGems(GemLogic gem1, GemLogic gem2)
        {
            Debug.Log("Swapping");
            var tmpPos = gem1.GetVectorPos();
            gem1.SetPos(gem2.X, gem2.Y);
            gem2.SetPos((int) tmpPos.x, (int) tmpPos.y);

            _lastMovedGem1 = gem1;
            _lastMovedGem2 = gem2;
            Invoke("CheckReverseTurn", Constants.GemTransitionTime/2);

            _gameManager.SetAnimationState(Constants.GemTransitionTime);
        }
Exemplo n.º 12
0
 /// <summary>
 ///     Пытается подвинуть гем на пустое место. Если клетка занята - вернет false
 /// </summary>
 public bool MoveGem(GemLogic gem, int x, int y)
 {
     var isMoved = false;
     if (GetGem(x, y) == null && IsFreeTile(x, y)){
         gem.SetPos(x, y);
         isMoved = true;
     }
     return isMoved;
 }