Пример #1
0
 public void SetSkill(Skill p_skill, CharacterSkillHandler p_skillHandler)
 {
     NGUITools.SetActiveSelf(gameObject, true);
     m_skill          = p_skill;
     m_skillHandler   = p_skillHandler;
     m_labelName.text = LocaManager.GetText(m_skill.Name);
     m_levelUpButton.Init(p_skill, SkillLevelButton.ButtonType.PLUS);
     m_levelDownButton.Init(p_skill, SkillLevelButton.ButtonType.MINUS);
     m_skillDisabledTooltip.Init(p_skill);
     UpdateData();
     UpdateLevelUpButtons();
 }
Пример #2
0
        public void UpdateTabs()
        {
            CharacterSkillHandler skillHandler = m_party.SelectedCharacter.SkillHandler;

            m_spellTabs.Tabs[2].SetEnabled(skillHandler.FindSkill(11) != null);
            m_spellTabs.Tabs[3].SetEnabled(skillHandler.FindSkill(25) != null);
            m_spellTabs.Tabs[4].SetEnabled(skillHandler.FindSkill(19) != null);
            m_spellTabs.Tabs[5].SetEnabled(skillHandler.FindSkill(20) != null);
            m_spellTabs.Tabs[6].SetEnabled(skillHandler.FindSkill(22) != null);
            m_spellTabs.Tabs[7].SetEnabled(skillHandler.FindSkill(21) != null);
            m_spellTabs.Tabs[8].SetEnabled(skillHandler.FindSkill(23) != null);
            m_spellTabs.Tabs[9].SetEnabled(skillHandler.FindSkill(24) != null);
        }
Пример #3
0
        private static Equipment CreateRandomEquipment(ModelProbability[] p_modelLevels, Single p_prefixChance, Single p_suffixChance, EnchantmentProbability[] p_prefixProbabilities, EnchantmentProbability[] p_suffixProbabilities, EEquipmentType[] p_specificationList)
        {
            Equipment item = CreateRandomEquipmentInternal(p_modelLevels, p_prefixChance, p_suffixChance, p_prefixProbabilities, p_suffixProbabilities, p_specificationList);

            if (item == null)
            {
                return(null);
            }

            Int32 retriesNumber = ConfigManager.Instance.Game.GenerateCompatibleEquipmentRetriesNumber;

            if (retriesNumber < 1)
            {
                return(item);
            }

            Equipment firstItem = item;

            Character[] members = LegacyLogic.Instance.WorldManager.Party.Members;

            for (Int32 i = 0; i < retriesNumber; i++)
            {
                foreach (Character member in members)
                {
                    Int32 requiredSkillID = CharacterSkillHandler.GetRequiredSkillID(item);
                    if (requiredSkillID == 0)
                    {
                        return(item);
                    }

                    ETier requiredSkillTier = CharacterSkillHandler.GetRequiredSkillTier(item);
                    Skill skill             = member.SkillHandler.FindSkill(requiredSkillID);
                    if (skill != null && skill.MaxTier >= requiredSkillTier)
                    {
                        return(item);
                    }
                }

                item = CreateRandomEquipmentInternal(p_modelLevels, p_prefixChance, p_suffixChance, p_prefixProbabilities, p_suffixProbabilities, p_specificationList);
                if (item == null)
                {
                    return(null);
                }
            }

            return(firstItem);
        }
Пример #4
0
        public void UpdateContent()
        {
            m_currentViewNr = 0;
            m_skillHandler  = m_party.GetMember(m_party.CurrentCharacter).SkillHandler;
            m_skillCount    = m_skillHandler.AvailableSkills.Count;
            switch (m_skillTabs.CurrentTabIndex)
            {
            case 0:
                FillAllSkills();
                break;

            case 1:
                FillSkillForCategory(ESkillCategory.WEAPON);
                break;

            case 2:
                FillSkillForCategory(ESkillCategory.MISC);
                FillSkillForCategory(ESkillCategory.PARTY);             // Temp
                break;

            case 3:
                FillSkillForCategory(ESkillCategory.MAGIC);
                break;

            case 4:
                FillSkillForCategory(ESkillCategory.PARTY);
                break;
            }
            m_pageCount = (m_currentViewNr - 1) / 11 + 1;
            while (m_currentViewNr < (m_page + 1) * 11)
            {
                Int32 num = m_currentViewNr - m_page * 11;
                if (num >= 0)
                {
                    m_skillViews[num].Hide();
                }
                m_currentViewNr++;
            }
            UpdateSkillPointsText();
        }
Пример #5
0
 public void Hide()
 {
     m_skill        = null;
     m_skillHandler = null;
     NGUITools.SetActiveSelf(gameObject, false);
 }