private CardPriority ProcessPriority() { ComboBoxItem selItem = (ComboBoxItem)PriorInput.SelectedItem; CardPriority tagValue = (CardPriority)selItem.Tag; return(tagValue); }
public Enemy(int levelPicID, SortedDictionary <string, string> levelNames, int difficultyLevel, BuildInfo buildInfo, EnemyType enemyType, List <BonusGroup> bonusGroups, List <CardCombo> cardComboList, CardPriority cardPriority) : base(LevelTypes.Enemy, levelPicID, levelNames, difficultyLevel) { BuildInfo = buildInfo; EnemyType = enemyType; BonusGroups = bonusGroups; CardComboList = cardComboList; CardPriority = cardPriority; }
private void SetCardPriority(CardPriority cardPriority) { Clear(); Cur_CardPriority = cardPriority; foreach (int id in cardPriority.CardIDListByPriority) { GeneralizeRow(id); } StartCoroutine(ClientUtils.UpdateLayout(UIManager.Instance.GetBaseUIForm <LevelEditorPanel>().RightPanel)); }
public void Initialize(CardPriority cardPriority) { Clear(); Cur_CardPriority = cardPriority; ClearButton.onClick.RemoveAllListeners(); ClearButton.onClick.AddListener(delegate { Clear(); Cur_CardPriority.Clear(); Initialize(Cur_CardPriority); UIManager.Instance.GetBaseUIForm <LevelEditorPanel>().StartCoroutine(ClientUtils.UpdateLayout(UIManager.Instance.GetBaseUIForm <LevelEditorPanel>().RightPanel)); }); SelectThisCardListButton.onClick.RemoveAllListeners(); SelectThisCardListButton.onClick.AddListener(delegate { IsSelected = true; }); SetCardPriority(Cur_CardPriority); }
public object Convert(object value, Type targetType, object parameter, CultureInfo culture) { CardPriority priority = (CardPriority)value; SolidColorBrush color = Brushes.White; switch (priority) { case CardPriority.LOW: color = Brushes.LightGreen; break; case CardPriority.MEDIUM: color = Brushes.YellowGreen; break; case CardPriority.HIGH: color = Brushes.IndianRed; break; } return(color); }
public static Level GetLevelFromXML(XmlNode node_levelInfo, out bool needRefresh) { needRefresh = false; string Name_zh = node_levelInfo.Attributes["name_zh"].Value; string Name_en = node_levelInfo.Attributes["name_en"].Value; SortedDictionary <string, string> names = new SortedDictionary <string, string> { { "zh", Name_zh }, { "en", Name_en } }; int picID = int.Parse(node_levelInfo.Attributes["picID"].Value); LevelTypes levelType = (LevelTypes)Enum.Parse(typeof(LevelTypes), node_levelInfo.Attributes["levelType"].Value); int difficultyLevel = int.Parse(node_levelInfo.Attributes["difficultyLevel"].Value); switch (levelType) { case LevelTypes.Enemy: { XmlNode node_EnemyInfo = node_levelInfo.FirstChild; EnemyType enemyType = (EnemyType)Enum.Parse(typeof(EnemyType), node_EnemyInfo.Attributes["enemyType"].Value); BuildInfo bi = BuildInfo.GetBuildInfoFromXML(node_EnemyInfo.FirstChild, out bool _needRefresh_build, BuildCards.DefaultCardLimitNumTypes.BasedOnCardBaseInfoLimitNum); needRefresh |= _needRefresh_build; XmlNode node_BonusGroupInfos = node_EnemyInfo.ChildNodes.Item(1); List <BonusGroup> BonusGroups = new List <BonusGroup>(); for (int i = 0; i < node_BonusGroupInfos.ChildNodes.Count; i++) { XmlNode bonusGroupInfo = node_BonusGroupInfos.ChildNodes.Item(i); BonusGroup bg = BonusGroup.GenerateBonusGroupFromXML(bonusGroupInfo, out bool _needRefresh_bonus); needRefresh |= _needRefresh_bonus; BonusGroups.Add(bg); } XmlNode node_CardPriorityInfos = node_EnemyInfo.ChildNodes.Item(2); CardPriority CardPriority = CardPriority.GenerateCardPriorityFromXML(node_CardPriorityInfos, out bool _needRefresh_priority); XmlNode node_ComboListInfos = node_EnemyInfo.ChildNodes.Item(3); List <CardCombo> ComboList = new List <CardCombo>(); for (int i = 0; i < node_ComboListInfos.ChildNodes.Count; i++) { XmlNode comboInfo = node_ComboListInfos.ChildNodes.Item(i); CardCombo cc = CardCombo.GenerateCardComboFromXML(comboInfo, out bool _needRefresh_combo); needRefresh |= _needRefresh_combo; ComboList.Add(cc); } Enemy enemy = new Enemy(picID, names, difficultyLevel, bi, enemyType, BonusGroups, ComboList, CardPriority); return(enemy); } case LevelTypes.Shop: { XmlNode node_ShopInfo = node_levelInfo.FirstChild; List <ShopItem> shopItems = new List <ShopItem>(); for (int i = 0; i < node_ShopInfo.ChildNodes.Count; i++) { XmlNode node_ShopItem = node_ShopInfo.ChildNodes.Item(i); ShopItem si = ShopItem.GenerateShopItemFromXML(node_ShopItem, out bool _needRefresh_shop); needRefresh |= _needRefresh_shop; if (si != null) { shopItems.Add(si); } } int shopItemCardCount = int.Parse(node_ShopInfo.Attributes["shopItemCardCount"].Value); int shopItemOthersCount = int.Parse(node_ShopInfo.Attributes["shopItemOthersCount"].Value); Shop shop = new Shop(picID, names, difficultyLevel, shopItems, shopItemCardCount, shopItemOthersCount); return(shop); } } return(null); }
public static Level BaseDeserialize(DataStream reader) { LevelTypes levelType = (LevelTypes)reader.ReadSInt32(); int levelID = reader.ReadSInt32(); int levelPicID = reader.ReadSInt32(); int levelNameCount = reader.ReadSInt32(); SortedDictionary <string, string> LevelNames = new SortedDictionary <string, string>(); for (int i = 0; i < levelNameCount; i++) { string ls = reader.ReadString8(); string value = reader.ReadString8(); LevelNames[ls] = value; } int difficultyLevel = reader.ReadSInt32(); Level res = null; switch (levelType) { case LevelTypes.Enemy: { BuildInfo BuildInfo = BuildInfo.Deserialize(reader); EnemyType EnemyType = (EnemyType)(reader.ReadSInt32()); int bonusCount = reader.ReadSInt32(); List <BonusGroup> BonusGroups = new List <BonusGroup>(); for (int i = 0; i < bonusCount; i++) { BonusGroups.Add(BonusGroup.Deserialize(reader)); } CardPriority cp = CardPriority.Deserialize(reader); int cardComboCount = reader.ReadSInt32(); List <CardCombo> cardComboList = new List <CardCombo>(); for (int i = 0; i < cardComboCount; i++) { cardComboList.Add(CardCombo.Deserialize(reader)); } res = new Enemy(levelPicID, LevelNames, difficultyLevel, BuildInfo, EnemyType, BonusGroups, cardComboList, cp); break; } case LevelTypes.Shop: { int count = reader.ReadSInt32(); List <ShopItem> shopItems = new List <ShopItem>(); for (int i = 0; i < count; i++) { ShopItem si = ShopItem.Deserialize(reader); shopItems.Add(si); } int shopItemCardCount = reader.ReadSInt32(); int shopItemOthersCount = reader.ReadSInt32(); res = new Shop(levelPicID, LevelNames, difficultyLevel, shopItems, shopItemCardCount, shopItemOthersCount); break; } } res.LevelID = levelID; return(res); }