Exemplo n.º 1
0
    public List <InventoryItem> InitInventoryItemQuery()
    {
        string sql = "select * from ARPG_inventoryItem where _OwnName='" + PlayerInfo._instance._Name + "'";

        StartCoroutine(Client._instance.InitWaitForRequest(sql, delegate(string cb) {
            this.inventoryItemList = InitInventoryItem(Client._instance.SerializationJson(cb));
            PlayerInfo info        = PlayerInfo._instance;
            MakePrototypes.MakePlayerStatus(info, inventoryItemList);
            info._Power = MakePrototypes.GetPlayerPower(info);
        }));
        return(this.inventoryItemList);
    }
Exemplo n.º 2
0
 void PutoffEquip(InventoryItem it)
 {
     this.Energy      -= it.Energy;
     this.Health      -= it.Health;
     this.Attack      -= it.Attack;
     this.Defence     -= it.Defence;
     this.Resistance  -= it.Resistance;
     this.HealthCover -= it.HealthCover;
     this.EnergyCover -= it.EnergyCover;
     //this.BagCount += it.BagCount;
     MakePrototypes.GetPlayerPower(this);
     OnPlayerInfoChanged(InfoType._All);;
 }
    public void SetLevel(Level level)
    {
        this.level = level;
        if (level._Id > PlayerInfo._instance._Transcript)
        {
            completeSign.SetActive(false);
            levelbtn.SetState(UIButtonColor.State.Disabled, true);
            levelbtn.GetComponent <Collider>().enabled = false;
        }
        else if (level._Id == PlayerInfo._instance._Transcript)
        {
            completeSign.SetActive(false);
        }
        else
        {
            completeSign.SetActive(true);
        }
        numberLabel.text = "第  " + level._Floor + "  层";
        powerLabel.text  = "敌人战斗力:" + level._Power.ToString();
        switch (MakePrototypes.GetDifficult(level._Power, MakePrototypes.GetPlayerPower(PlayerInfo._instance)))
        {
        case 0: difficultLabel.text = "error"; break;

        case 1: difficultLabel.text = "难度:太简单了"; difficultLabel.color = Color.grey; numberLabel.color = Color.grey; break;

        case 2: difficultLabel.text = "难度:相当容易"; difficultLabel.color = Color.green; numberLabel.color = Color.green; break;

        case 3: difficultLabel.text = "难度:可以完成"; difficultLabel.color = Color.white; numberLabel.color = Color.white; break;

        case 4: difficultLabel.text = "难度:有点吃力"; difficultLabel.color = Color.yellow; numberLabel.color = Color.yellow; break;

        case 5: difficultLabel.text = "难度:极度危险"; difficultLabel.color = Color.Lerp(Color.yellow, Color.red, 0.5f); numberLabel.color = Color.Lerp(Color.yellow, Color.red, 0.5f); break;

        case 6: difficultLabel.text = "难度:必死无疑"; difficultLabel.color = Color.red; numberLabel.color = Color.red; break;
        }
    }
Exemplo n.º 4
0
    List <InventoryItem> InitInventoryItem(JsonData jd)
    {
        for (int j = 0; j < jd.Count; j++)
        {
            int       id = int.Parse((string)jd[j]["_item"]);
            Inventory i  = null;
            inventoryDic.TryGetValue(id, out i);
            if (i._InventoryType != InventoryType.Equip)
            {
                InventoryItem it = new InventoryItem();
                it._Id    = int.Parse((string)jd[j]["_Id"]);
                it._Item  = MakeNewInventory(i);
                it._Count = int.Parse((string)jd[j]["_count"]);
                inventoryItemList.Add(it);
            }
            else
            {
                InventoryItem it = new InventoryItem();
                it._Id         = int.Parse((string)jd[j]["_Id"]);
                it._Item       = MakeNewInventory(i);
                it._Count      = 1;
                it._Feats      = int.Parse((string)jd[j]["_feats"]);
                it._Exp        = int.Parse((string)jd[j]["_exp"]);
                it._Strengthen = int.Parse((string)jd[j]["_strengthen"]);
                it._IsDressed  = int.Parse((string)jd[j]["_isDressed"]);
                PlayerInfo info = PlayerInfo._instance;
                if (it._IsDressed == 1)
                {
                    switch (it._Item._EquipType)
                    {
                    case EquipType.jianjia:
                        info.jianjiaInventory = it;
                        break;

                    case EquipType.jiezhi:
                        info.jiezhiInventory = it;
                        break;

                    case EquipType.shangyi:
                        info.shangyiInventory = it;
                        break;

                    case EquipType.wuqi:
                        info.wuqiInventory = it;
                        break;

                    case EquipType.xiazhuang:
                        info.xiazhuangInventory = it;
                        break;

                    case EquipType.xie:
                        info.xieInventory = it;
                        break;

                    case EquipType.yaodai:
                        info.yaodaiInventory = it;
                        break;

                    case EquipType.zengfushu:
                        info.zengfushuInventory = it;
                        break;
                    }
                }
                MakePrototypes.MakeEquipProto(it, inventoryDic);
                inventoryItemList.Add(it);
            }
        }
        OnInventoryChange();
        return(inventoryItemList);
    }
    public void Show(InventoryItem it, InventoryItemUI itUI, BagRoleEquip bre, bool isLeft = true)
    {
        gameObject.SetActive(true);
        this.it   = it;
        this.itUI = itUI;
        this.bre  = bre;
        Vector3 pos = transform.localPosition;

        this.isLeft = isLeft;
        if (isLeft)
        {
            transform.localPosition = new Vector3(-Mathf.Abs(pos.x), pos.y, pos.z);
            btnLabel.text           = "装备";
        }
        else
        {
            transform.localPosition = new Vector3(Mathf.Abs(pos.x), pos.y, pos.z);
            btnLabel.text           = "卸下";
        }
        pic_equip.spriteName = it._Item._Headpic.ToString();
        describe.text        = it._Item._Describe.ToString();
        string _level;
        string _levelName = "";

        //float expEx = 1;
        if (0 < it._Exp && it._Exp < 300)
        {
            _level      = "F";
            _levelName  = "损坏的";
            _name.color = Color.gray;
            //expEx += 0.0f;
        }
        else if (300 <= it._Exp && it._Exp < 500)
        {
            _level      = "E";
            _levelName  = "破旧的";
            _name.color = Color.grey;
            //expEx += 0.1f;
        }
        else if (500 <= it._Exp && it._Exp < 700)
        {
            _level      = "D";
            _levelName  = "二手的";
            _name.color = Color.white;
            //expEx += 0.2f;
        }
        else if (700 <= it._Exp && it._Exp < 1000)
        {
            _level      = "C";
            _levelName  = "普通的";
            _name.color = Color.green;
            //expEx += 0.35f;
        }
        else if (1000 <= it._Exp && it._Exp < 1600)
        {
            _level      = "B";
            _levelName  = "崭新的";
            _name.color = Color.cyan;
            //expEx += 0.5f;
        }
        else if (1600 <= it._Exp && it._Exp < 2200)
        {
            _level      = "A";
            _levelName  = "高级的";
            _name.color = Color.blue;
            //expEx += 0.7f;
        }
        else if (2200 <= it._Exp && it._Exp < 3000)
        {
            _level      = "S";
            _levelName  = "极品的";
            _name.color = Color.yellow;
            //expEx += 0.9f;
        }
        else if (3000 <= it._Exp && it._Exp < 4000)
        {
            _level      = "SS";
            _levelName  = "卓越的";
            _name.color = Color.magenta;
            //expEx += 1.2f;
        }
        else if (4000 <= it._Exp && it._Exp < 6000)
        {
            _level      = "SSS";
            _levelName  = "史诗的";
            _name.color = Color.red;
            //expEx += 1.6f;
        }
        else if (6000 <= it._Exp)
        {
            _level      = "Z";
            _levelName  = "泰斗的";
            _name.color = Color.Lerp(Color.yellow, Color.red, 0.5f);
            //expEx += 2.0f;
        }
        else
        {
            _level = "F";
            if (it._Item._InventoryType != InventoryType.Equip)
            {
                _name.color = Color.white;
            }
            else
            {
                _levelName  = "损坏的";
                _name.color = Color.gray;
            }
            //expEx += 0.0f;
        }
        level.text = _level.ToString();
        if (it._Item._InventoryType == InventoryType.Equip)
        {
            _name.text = "+" + it._Strengthen.ToString() + " " + _levelName + " " + it._Item._Name.ToString();
        }
        else
        {
            _name.text = it._Item._Name.ToString();
        }
        MakePrototypes.MakeEquipProto(it, InventoryManager._instance.inventoryDic);
        proto.text = "\n攻击力:" + it.Attack + "\n" + "\n防御力:" + it.Defence + "\n"
                     + "\n生命值:" + it.Health + "\n" + "\n抗性:" + it.Resistance + "\n"
                     + "\n生命恢复:" + it.HealthCover + "\n";
        powerLabel.text = MakePrototypes.GetEquipPower(it).ToString();
        feats.text      = it._Feats.ToString();
    }
Exemplo n.º 6
0
    public void SetTask(TaskItem taskitem)
    {
        this.taskitem = taskitem;
        switch (taskitem._TaskType)
        {
        case TaskType.Main: taskTypeSprite.spriteName = "pic_主线"; break;

        case TaskType.Reward: taskTypeSprite.spriteName = "pic_奖赏"; break;

        case TaskType.Daily: taskTypeSprite.spriteName = "pic_日常"; break;
        }
        if (taskitem._TaskType == TaskType.Main)
        {
            nameLabel.text = taskitem._Task._Name;
            desLabel.text  = taskitem._Task._Des;
            if (taskitem._Task._Coin > 0 && taskitem._Task._Diamond > 0)
            {
                reward1Sprite.spriteName = "金币";
                reward1Label.text        = "×" + taskitem._Task._Coin.ToString();
                reward2Sprite.spriteName = "钻石";
                reward2Label.text        = "×" + taskitem._Task._Diamond.ToString();
            }
            else if (taskitem._Task._Coin > 0 && taskitem._Task._Mine > 0)
            {
                reward1Sprite.spriteName = "金币";
                reward1Label.text        = "×" + taskitem._Task._Coin.ToString();
                reward2Sprite.spriteName = "钻石";
                reward2Label.text        = "×" + taskitem._Task._Mine.ToString();
            }
            else if (taskitem._Task._Coin > 0 && taskitem._Task._Ruby > 0)
            {
                reward1Sprite.spriteName = "金币";
                reward1Label.text        = "×" + taskitem._Task._Coin.ToString();
                reward2Sprite.spriteName = "钻石";
                reward2Label.text        = "×" + taskitem._Task._Ruby.ToString();
            }
            else if (taskitem._Task._Diamond > 0 && taskitem._Task._Mine > 0)
            {
                reward1Sprite.spriteName = "金币";
                reward1Label.text        = "×" + taskitem._Task._Mine.ToString();
                reward2Sprite.spriteName = "钻石";
                reward2Label.text        = "×" + taskitem._Task._Diamond.ToString();
            }
            else if (taskitem._Task._Diamond > 0 && taskitem._Task._Ruby > 0)
            {
                reward1Sprite.spriteName = "金币";
                reward1Label.text        = "×" + taskitem._Task._Ruby.ToString();
                reward2Sprite.spriteName = "钻石";
                reward2Label.text        = "×" + taskitem._Task._Diamond.ToString();
            }
            else if (taskitem._Task._Mine > 0 && taskitem._Task._Ruby > 0)
            {
                reward1Sprite.spriteName = "金币";
                reward1Label.text        = "×" + taskitem._Task._Ruby.ToString();
                reward2Sprite.spriteName = "钻石";
                reward2Label.text        = "×" + taskitem._Task._Mine.ToString();
            }
            else
            {
                reward1Sprite.spriteName = "商城";
                reward1Label.text        = "×" + taskitem._Task._Treasure.ToString();
                reward2Sprite.gameObject.SetActive(false);
                reward2Label.gameObject.SetActive(false);
            }
            if (taskitem._TaskProgress == TaskProgress.Complete)
            {
                EnableBtn();
            }
            else
            {
                DisableBtn();
            }
            feats.text = taskitem._Task._Feats.ToString();
            switch (MakePrototypes.GetDifficult(taskitem._Task._Power, MakePrototypes.GetPlayerPower(PlayerInfo._instance)))
            {
            case 0: difficultLabel.text = "error"; break;

            case 1: difficultLabel.text = "难度:太简单了"; difficultLabel.color = Color.grey; nameLabel.color = Color.grey; break;

            case 2: difficultLabel.text = "难度:相当容易"; difficultLabel.color = Color.green; nameLabel.color = Color.green; break;

            case 3: difficultLabel.text = "难度:可以完成"; difficultLabel.color = Color.white; nameLabel.color = Color.white; break;

            case 4: difficultLabel.text = "难度:有点吃力"; difficultLabel.color = Color.yellow; nameLabel.color = Color.yellow; break;

            case 5: difficultLabel.text = "难度:极度危险"; difficultLabel.color = Color.Lerp(Color.yellow, Color.red, 0.5f); nameLabel.color = Color.Lerp(Color.yellow, Color.red, 0.5f); break;

            case 6: difficultLabel.text = "难度:必死无疑"; difficultLabel.color = Color.red; nameLabel.color = Color.red; break;
            }
            //
        }
        else
        {
            nameLabel.text = taskitem._Name;
            desLabel.text  = taskitem._Des;
            if (taskitem._Coin > 0 && taskitem._Diamond > 0)
            {
                reward1Sprite.spriteName = "金币";
                reward1Label.text        = "×" + taskitem._Coin.ToString();
                reward2Sprite.spriteName = "钻石";
                reward2Label.text        = "×" + taskitem._Diamond.ToString();
            }
            else if (taskitem._Coin > 0 && taskitem._Mine > 0)
            {
                reward1Sprite.spriteName = "金币";
                reward1Label.text        = "×" + taskitem._Coin.ToString();
                reward2Sprite.spriteName = "钻石";
                reward2Label.text        = "×" + taskitem._Mine.ToString();
            }
            else if (taskitem._Coin > 0 && taskitem._Ruby > 0)
            {
                reward1Sprite.spriteName = "金币";
                reward1Label.text        = "×" + taskitem._Coin.ToString();
                reward2Sprite.spriteName = "钻石";
                reward2Label.text        = "×" + taskitem._Ruby.ToString();
            }
            else if (taskitem._Diamond > 0 && taskitem._Mine > 0)
            {
                reward1Sprite.spriteName = "金币";
                reward1Label.text        = "×" + taskitem._Mine.ToString();
                reward2Sprite.spriteName = "钻石";
                reward2Label.text        = "×" + taskitem._Diamond.ToString();
            }
            else if (taskitem._Diamond > 0 && taskitem._Ruby > 0)
            {
                reward1Sprite.spriteName = "金币";
                reward1Label.text        = "×" + taskitem._Ruby.ToString();
                reward2Sprite.spriteName = "钻石";
                reward2Label.text        = "×" + taskitem._Diamond.ToString();
            }
            else if (taskitem._Mine > 0 && taskitem._Ruby > 0)
            {
                reward1Sprite.spriteName = "金币";
                reward1Label.text        = "×" + taskitem._Ruby.ToString();
                reward2Sprite.spriteName = "钻石";
                reward2Label.text        = "×" + taskitem._Mine.ToString();
            }
            else
            {
                reward1Sprite.spriteName = "商城";
                reward1Label.text        = "×" + taskitem._Treasure.ToString();
                reward2Sprite.gameObject.SetActive(false);
                reward2Label.gameObject.SetActive(false);
            }
            if (taskitem._TaskProgress == TaskProgress.Complete)
            {
                EnableBtn();
            }
            else
            {
                DisableBtn();
            }
            feats.text = taskitem._Feats.ToString();
            switch (MakePrototypes.GetDifficult(taskitem._Power, MakePrototypes.GetPlayerPower(PlayerInfo._instance)))
            {
            case 0: difficultLabel.text = "error"; break;

            case 1: difficultLabel.text = "难度:太简单了"; difficultLabel.color = Color.grey; nameLabel.color = Color.grey; break;

            case 2: difficultLabel.text = "难度:相当容易"; difficultLabel.color = Color.green; nameLabel.color = Color.green; break;

            case 3: difficultLabel.text = "难度:可以完成"; difficultLabel.color = Color.white; nameLabel.color = Color.white; break;

            case 4: difficultLabel.text = "难度:有点吃力"; difficultLabel.color = Color.yellow; nameLabel.color = Color.yellow; break;

            case 5: difficultLabel.text = "难度:极度危险"; difficultLabel.color = Color.Lerp(Color.yellow, Color.red, 0.5f); nameLabel.color = Color.Lerp(Color.yellow, Color.red, 0.5f); break;

            case 6: difficultLabel.text = "难度:必死无疑"; difficultLabel.color = Color.red; nameLabel.color = Color.red; break;
            }
        }
    }