private CardPriority ProcessPriority()
        {
            ComboBoxItem selItem  = (ComboBoxItem)PriorInput.SelectedItem;
            CardPriority tagValue = (CardPriority)selItem.Tag;

            return(tagValue);
        }
Пример #2
0
 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;
 }
Пример #3
0
    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));
    }
Пример #4
0
 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);
        }
Пример #6
0
    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);
    }
Пример #7
0
    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);
    }