Пример #1
0
    private void SetUI()
    {
        MyHead.SprBearBg.gameObject.SetActive(false);
        MyHead.SprDestroy.gameObject.SetActive(false);

        if (m_ShipBuildType == ShipBuildType.BuildRoom)
        {
            if (m_WareHouse.Count == 0)
            {
                return;
            }
            BuildInfo roomBuild = m_WareHouse[0];
            if (roomBuild != null)
            {
                NGUIUtil.Set2DSprite(MyHead.SprItem, "Textures/room/", roomBuild.BuildType.ToString());
                NGUIUtil.SetLableText <int>(MyHead.LblNumber, m_WareHouse.Count);
                NGUIUtil.SetLableText <int>(MyHead.LblLevel, level);
                //白绿蓝紫橙
                NGUIUtil.SetSprite(MyHead.SprQuality, ConfigM.GetBigQuality(quality));
                SetSmallQuality(MyHead.LblSmallQuality, quality);
                NGUIUtil.Set2DSprite(MyHead.Shape, "Textures/shape/", "shape" + roomBuild.m_Shape.shape.ToString());
                NGUIUtil.SetStarLevelNum(MyHead.SprsStar, roomBuild.StarLevel);

                MyHead.LblBearPts.text = roomBuild.m_bear.ToString();
                if (m_bIsBattle)
                {
                    NGUIUtil.SetStarHidden(MyHead.SprsStar, roomBuild.StarLevel);
                }
            }
        }
        else
        {
            if (m_iItemType == 2)
            {
                //设定血条
                //MyHead.SprHP.fillAmount =
                NGUIUtil.SetActive(MyHead.SprHP.gameObject, true);
            }

            HiddenTrapNumLabel();
            if (Soldier == null)
            {
                return;
            }
            MyHead.Shape.gameObject.SetActive(false);
            NGUIUtil.Set2DSprite(MyHead.SprItem, "Textures/role/", Soldier.SoldierTypeID.ToString());
            NGUIUtil.SetLableText <int>(MyHead.LblLevel, Soldier.Level);
            NGUIUtil.SetSprite(MyHead.SprQuality, ConfigM.GetBigQuality(Soldier.Quality));
            NGUIUtil.SetSprite(MyHead.SprQualityBg, ConfigM.GetBigQuality(Soldier.Quality));
            SetSmallQuality(MyHead.LblSmallQuality, Soldier.Quality);
            NGUIUtil.SetStarLevelNum(MyHead.SprsStar, Soldier.StarLevel);
            MyHead.LblDestroyPts.text = Soldier.m_concussion.ToString();


            if (m_bIsBattle)
            {
                NGUIUtil.SetStarHidden(MyHead.SprsStar, Soldier.StarLevel);
            }
        }
    }
Пример #2
0
    public void SetNewSkill(SoldierInfo curInfo, SoldierInfo preInfo)
    {
        int CurSmallQuality = ConfigM.GetSmallQuality(curInfo.Quality);
        int CurBigQuality   = ConfigM.GetBigQuality(curInfo.Quality);

        int PreSmallQuality = ConfigM.GetSmallQuality(preInfo.Quality);
        int PreBigQuality   = ConfigM.GetBigQuality(preInfo.Quality);

        if (CurSmallQuality == 0 && CurBigQuality > PreBigQuality)
        {
            MyHead.GoShowNewSkill.SetActive(true);
            int          skillIndex = ConfigM.GetEnableSkill(curInfo.Quality);
            SoldierSkill info       = curInfo.m_Skill.GetSkill(skillIndex);
            if (info != null)
            {
                MyHead.GoShowNewSkill.SetActive(true);
                NGUIUtil.Set2DSprite(MyHead.Spr2DSkillIcon, "Textures/skill/", info.m_type.ToString());
                MyHead.LblSkillDes.text = info.m_description1;
            }
            else
            {
                MyHead.GoShowNewSkill.SetActive(false);
            }
        }
        else
        {
            MyHead.GoShowNewSkill.SetActive(false);
        }
    }
Пример #3
0
    private void SetUI(bool isFirstLoad = false)
    {
        //设置角色的类型(力量0、敏捷1、智力2)
        MyHead.SprType.spriteName = string.Format("icon00{0}", m_soldierInfo.m_main_proerty + 1);

        MyHead.LblSmallQuality.text = NGUIUtil.GetSmallQualityStr(m_soldierInfo.Quality);
        MyHead.LblSoldierName.text  = NGUIUtil.GetBigQualityName(m_soldierInfo.m_name, m_soldierInfo.Quality); //设置角色名称

        NGUIUtil.SetLableTextByKey <string>(MyHead.LblLocation, (10000146 + m_soldierInfo.m_loaction - 1).ToString());

        NGUIUtil.SetStarLevelNum(MyHead.SprStars, m_soldierInfo.StarLevel);

        NGUIUtil.SetSprite(MyHead.SprHeadQuality, ConfigM.GetBigQuality(m_soldierInfo.Quality).ToString());

        Create3DSoldier();
        GetEquimments();
        MyHead.LblLevel.text = m_soldierInfo.Level.ToString();                //设置角色等级
        SetExp();
        MyHead.LblCombatPower.text = m_soldierInfo.m_combat_power.ToString(); //设置战斗力
        SetSoulPercentage();
        if (!isFirstLoad)
        {
            LoadCurrentToggle1();
        }
    }
Пример #4
0
    private void SetUI()
    {
        if (MyHead.Spr2dIcon != null)
        {
            NGUIUtil.Set2DSprite(MyHead.Spr2dIcon, "Textures/item/", m_ItemInfo.m_Icon.ToString());
        }
        //设置物品品阶
        if (MyHead.SprQuality != null)
        {
            NGUIUtil.SetSprite(MyHead.SprQuality, ConfigM.GetBigQuality(m_ItemInfo.m_Quality).ToString());
        }

        if (m_ItemInfo.m_type == ItemType.LingHunShi)
        {
            AddGetWay();
        }
        else if (m_ItemInfo.m_type == ItemType.JuanZhou)
        {
            AddCouldEquip();
            AddGetWay();
        }
        else if (m_ItemInfo.m_type == ItemType.Lingjian)
        {
            AddGetWay();
        }
        else
        {
            AddCouldEquip();
            AddCouldEquipHero();
            AddGetWay();
        }
        StartCoroutine(RepositionFinish(2));
    }
Пример #5
0
 public void SetRewardItem(int buildtype, int num)
 {
     m_iItemID = buildtype;
     sdata.s_itemtypeInfo Info = ItemM.GetItemInfo(m_iItemID);
     if (Info == null)
     {
         Debug.Log("不存在该物品:" + buildtype);
     }
     else
     {
         int quality = ConfigM.GetBigQuality(Info.quality);
         SetHead(Info.gtype, Info.icon, Info.gid);
         if (MyHead.SprQuality != null)
         {
             MyHead.SprQuality.spriteName = quality.ToString();
         }
         if (MyHead.NumLabel != null)
         {
             if (num > 0)
             {
                 MyHead.NumLabel.text = num.ToString();
             }
             else
             {
                 MyHead.NumLabel.text = "";
             }
         }
     }
 }
Пример #6
0
    /// <summary>
    /// 设置 角色名称 + 彩色品质等级
    /// </summary>
    /// <param name="name">角色名称 s_soldierType</param>
    /// <param name="quality">角色品质 d_soldier</param>
    public void SetNameLevel(string name, int quality)
    {
        int bigLevel = ConfigM.GetBigQuality(quality);

        NGUIUtil.SetLableText <string>(MyHead.LblNameLevel, NGUIUtil.GetBigQualityName(name, quality));
        NGUIUtil.SetSpriteGray(MyHead.SprQualityBg, bigLevel.ToString());
    }
Пример #7
0
    public void SetName(string name, int quality)
    {
        int bigLevel = ConfigM.GetBigQuality(quality);

        MyHead.LblTrapQuality.text = NGUIUtil.GetSmallQualityStr(quality);
        NGUIUtil.SetLableText <string>(MyHead.LblTrapName, NGUIUtil.GetBigQualityName(name, quality));
        NGUIUtil.SetSprite(MyHead.SprQuality, bigLevel.ToString());
    }
Пример #8
0
    public static string GetBigQualityName(string strName, int Quality)
    {
        int bigLevel = ConfigM.GetBigQuality(Quality);

        string color = NGUIUtil.GetBigQualityColor(bigLevel);

        return(color + strName + "[-]");
    }
Пример #9
0
    void SetSoldierQuality(int quality)
    {
        int bigLevel = ConfigM.GetBigQuality(quality);

        MyHead.LblSmallQuality.text = NGUIUtil.GetSmallQualityStr(quality);

        NGUIUtil.SetSprite(MyHead.SpriBigQuality, bigLevel.ToString());
        NGUIUtil.SetSprite(MyHead.SprRolePhotoBg, bigLevel.ToString());
    }
Пример #10
0
    private void SetUI()
    {
        NGUIUtil.Set2DSprite(MyHead.Spr2DItemIcon, "Textures/item/", m_itemInfo.icon.ToString());
        NGUIUtil.SetLableText <string>(MyHead.LblItemName, m_itemInfo.name);
        NGUIUtil.SetSprite(MyHead.SprItemQuality, ConfigM.GetBigQuality(m_itemInfo.quality).ToString());

        ShowLblItemCount();
        AddItemComeFrom();
    }
Пример #11
0
    /// <summary>
    /// 设置 角色名称 + 彩色品质等级 + 设置角色品质框(背景) + 战斗力
    /// </summary>
    /// <param name="name">角色名称 s_soldierType</param>
    /// <param name="quality">角色品质 d_soldier</param>
    public void SetNameLevel(string name, int quality)
    {
        int bigLevel = ConfigM.GetBigQuality(quality);

        NGUIUtil.SetLableText <string>(MyHead.LblSamllQuality, NGUIUtil.GetSmallQualityStr(quality));
        NGUIUtil.SetLableText <string>(MyHead.LblNameLevel, NGUIUtil.GetBigQualityName(name, quality));
        NGUIUtil.SetSprite(MyHead.SprQuality, bigLevel.ToString());
        NGUIUtil.SetSprite(MyHead.SprQualityBg, bigLevel.ToString());
        NGUIUtil.SetSprite(MyHead.SprTrapPhotoBg, bigLevel.ToString());
    }
Пример #12
0
    void SetUI(ref List <int> listUsedItem)
    {
        s_itemtypeInfo info = ItemM.GetItemInfo(m_itemTypeID);

        if (info != null)
        {
            NGUIUtil.Set2DSprite(Spr2dEquipIcon, "Textures/item/", info.icon.ToString());
            int quality = ConfigM.GetBigQuality(info.quality);
            NGUIUtil.SetSprite(SprEquipQuality, quality.ToString());
        }
        else
        {
            NGUIUtil.DebugLog(" ItemM.GetItemInfo " + m_itemTypeID.ToString() + " not found!");
            return;
        }
        //设置装备总数量和合成所需的数量
        int totalCount = ItemDC.GetItemCount(m_itemTypeID);
        int countUsed  = listUsedItem.Count;

        if (totalCount > 0)
        {
            int nCountTemp = totalCount;
            int nCnt       = 0;
            for (nCnt = 0; nCnt < countUsed; nCnt++)
            {
                if (listUsedItem[nCnt] == m_itemTypeID)
                {
                    nCountTemp--;
                    if (nCountTemp == 0)
                    {
                        break;
                    }
                }
            }
            for (nCnt = 0; nCnt < m_iNeedNum; nCnt++)
            {
                listUsedItem.Add(m_itemTypeID);
            }
            if (nCountTemp < m_iNeedNum)
            {
                totalCount = nCountTemp;
            }
        }
        string numText = "";

        if (totalCount >= m_iNeedNum)
        {
            numText = string.Format("[FFFFFF]{0}/{1}[-]", totalCount, m_iNeedNum);
        }
        else
        {
            numText = string.Format("[FF0000]{0}/{1}[-]", totalCount, m_iNeedNum);
        }
        NGUIUtil.SetLableText <string>(LblNum, numText);
    }
Пример #13
0
    /// <summary>
    /// 设置 角色名称 + 彩色品质等级 + 设置角色品质框(背景) + 战斗力
    /// </summary>
    /// <param name="name">角色名称 s_soldierType</param>
    /// <param name="quality">角色品质 d_soldier</param>
    public void SetNameLevel(string name, int quality)
    {
        int bigLevel = ConfigM.GetBigQuality(quality);

        MyHead.LblBigQuality.text = NGUIUtil.GetSmallQualityStr(quality);

        NGUIUtil.SetLableText <string>(MyHead.LblNameLevel, NGUIUtil.GetBigQualityName(name, quality));
        NGUIUtil.SetSprite(MyHead.SprQuality, bigLevel.ToString());
        NGUIUtil.SetSprite(MyHead.SprHeadBigQualityBg, bigLevel.ToString());
        NGUIUtil.SetSprite(MyHead.SprQualityBg, bigLevel.ToString());
        NGUIUtil.SetLableText <string>(MyHead.LblZhanDouLi, string.Format("{0}", Info.m_combat_power));
    }
Пример #14
0
 public void SetItem(ItemTypeInfo item)
 {
     SprItemQuality.spriteName = ConfigM.GetBigQuality(item.m_Quality).ToString();
     NGUIUtil.Set2DSprite(Spr2DItem, "Textures/item/", item.m_Icon.ToString());
     if (item.m_func == "Item_AddWood")
     {
         LblItemName.text = string.Format(NGUIUtil.GetStringByKey(10000178) + NGUIUtil.GetStringByKey(70000182), item.m_args, item.Num);
     }
     else if (item.m_func == "Item_AddCrystal")
     {
         LblItemName.text = string.Format(NGUIUtil.GetStringByKey(10000177) + NGUIUtil.GetStringByKey(70000182), item.m_args, item.Num);
     }
 }
Пример #15
0
    private void SetUI()
    {
        MyHead.LblItemName.text = m_soldierInfo.m_name;

        int bigLevel = ConfigM.GetBigQuality(m_soldierInfo.Quality);

        MyHead.LblQualityPlus.text = NGUIUtil.GetSmallQualityStr(m_soldierInfo.Quality);

        NGUIUtil.Set2DSprite(MyHead.SprItemIco, "Textures/role/", m_soldierInfo.SoldierTypeID.ToString());

        NGUIUtil.SetSprite(MyHead.SprItemQuality, bigLevel.ToString());
        NGUIUtil.SetSprite(MyHead.SprQualityBg, bigLevel.ToString());
    }
Пример #16
0
    public static string GetSmallQualityStr(int Quality)
    {
        int bigLevel   = ConfigM.GetBigQuality(Quality);
        int smallLevel = ConfigM.GetSmallQuality(Quality);

        string color        = NGUIUtil.GetBigQualityColor(bigLevel);
        string smallQuality = "";

        if (smallLevel > 0)
        {
            smallQuality = color + "+" + smallLevel.ToString() + "[-]";
        }

        return(smallQuality);
    }
Пример #17
0
    /// <summary>
    /// 设置 角色名称 + 彩色品质等级.
    /// </summary>
    /// <param name="name">角色名称 s_soldierType</param>
    /// <param name="quality">角色品质 d_soldier</param>
    public void SetNameLevel(string name, int quality)
    {
        int bigLevel = ConfigM.GetBigQuality(quality);

        NGUIUtil.SetLableText <string>(MyHead.LblNameLevel, NGUIUtil.GetBigQualityName(name, quality));
        MyHead.LblSmallQuality.text = NGUIUtil.GetSmallQualityStr(quality);

        NGUIUtil.SetLableText <string>(MyHead.LblLv, Info.Level.ToString());

        NGUIUtil.SetSprite(MyHead.SprQuality, bigLevel.ToString());
        NGUIUtil.SetSprite(MyHead.SprQualityBg, bigLevel.ToString());
        NGUIUtil.SetSprite(MyHead.SprRolePhotoBg, bigLevel.ToString());

        SetPower(Info.m_combat_power);
    }
Пример #18
0
 public void SetRewardItem(int itemType, int id, int num)
 {
     if (itemType == 1)        //英雄整卡
     {
         s_soldier_typeInfo info = SoldierM.GetSoldierType(id);
         if (info == null)
         {
             NGUIUtil.DebugLog("s_soldiertype id = " + id + " 静态表数据未配置!");
             return;
         }
         else
         {
             SetHead(itemType, 0, info.modeltype);
             MyHead.SprQuality.spriteName = "1";
             MyHead.SprQuality.gameObject.SetActive(true);
         }
     }
     else if (itemType == 2)        //道具/碎片
     {
         s_itemtypeInfo info = ItemM.GetItemInfo(id);
         if (info == null)
         {
             NGUIUtil.DebugLog("s_itemtype id = " + id + " 静态表数据未配置!");
             return;
         }
         else
         {
             SetHead(info.gtype, info.icon, info.gid);
             int quality = ConfigM.GetBigQuality(info.quality);
             MyHead.SprQuality.spriteName = quality.ToString();
         }
     }
     else if (itemType == 3)        //陷阱
     {
         s_building_typeInfo buildinfo = buildingM.GetBuildType(id);
         MyHead.Roomhead.gameObject.SetActive(true);
         NGUIUtil.Set2DSprite(MyHead.Roomhead, "Textures/room/", buildinfo.modeltype.ToString());
         MyHead.SprQuality.spriteName = "1";
     }
     else if (itemType == 4)        //黑科技
     {
         string icon = "Textures/role/" + id;
         MyHead.SprQuality.gameObject.SetActive(true);
         MyHead.CaptainHead.gameObject.SetActive(true);
         NGUIUtil.Set2DSprite(MyHead.CaptainHead, icon);
         MyHead.SprQuality.spriteName = "1";
     }
 }
Пример #19
0
 /// <summary>
 /// 设置2D UI 的弹出窗口
 /// </summary>
 public void SetRoleTipData(Vector3 WorldPos,
                            int Icon,
                            string name,
                            int level,
                            int Quality,
                            string Description)
 {
     NGUIUtil.SetActive(MyHead.SprMonster.gameObject, true);
     NGUIUtil.SetActive(MyHead.LblGold.parent.gameObject, false);
     NGUIUtil.SetActive(MyHead.LblCount.gameObject, false);
     NGUIUtil.Set2DSprite(MyHead.SprMonster, "Textures/role/", Icon.ToString());
     transform.position = WorldPos;
     NGUIUtil.SetSprite(MyHead.SprIconQuality, ConfigM.GetBigQuality(Quality));
     NGUIUtil.SetLableText <string>(MyHead.LblName, name);
     NGUIUtil.SetLableText <string>(MyHead.LblDesc, string.Format("[FFFFFF]" + NGUIUtil.GetStringByKey("88800039") + "{0}", Description));
     NGUIUtil.SetLableText <string>(MyHead.LblLevel, string.Format("[FFEC8B]LV:[-]{0}", level));
 }
Пример #20
0
    public void SetRoleRewardItem(SoldierInfo soldier)
    {
        if (soldier == null)
        {
            return;
        }

        m_info = soldier;

        if (MyHead.level != null)
        {
            MyHead.level.text = "[ffffff]" + soldier.Level + "[-]";
        }

        if (MyHead.m_star != null && MyHead.m_star.Count == 5 && soldier.StarLevel <= 5)
        {
            for (int i = 0; i < soldier.StarLevel; i++)
            {
                MyHead.m_star[i].SetActive(true);
            }
        }
        if (MyHead.head != null)
        {
            //head.spriteName = soldier.m_modeltype.ToString() ;
            NGUIUtil.Set2DSprite(MyHead.head, "Textures/role/", soldier.m_modeltype.ToString());
        }

        if (MyHead.BtnShowTip)
        {
            MyHead.BtnShowTip.OnPressDownEventHandler += BtnShowTip_OnPressDownEventHandler;
            MyHead.BtnShowTip.OnPressUpEventHandler   += BtnShowTip_OnPressUpEventHandler;
        }
        NGUIUtil.SetSprite(MyHead.SprQuality, ConfigM.GetBigQuality(soldier.Quality));
        int smallquality = ConfigM.GetSmallQuality(soldier.Quality);

        if (smallquality > 0)
        {
            NGUIUtil.SetLableText(MyHead.LblQualityPlus, "+" + smallquality);
        }
        else
        {
            NGUIUtil.SetLableText(MyHead.LblQualityPlus, "");
        }
        NGUIUtil.SetLableText(MyHead.level, soldier.Level);
        //NGUIUtil.SetStarLevelNum (MyHead.m_star,soldier.StarLevel);
    }
Пример #21
0
    public void SetUI(SoldierInfo Info)
    {
        if (Info != null)
        {
            m_info = Info;
            NGUIUtil.SetLableText <int>(MyHead.LblLevel, Info.Level);
            SetRoleStarLevel(Info.StarLevel);
            NGUIUtil.Set2DSprite(MyHead.SprRolePhoto, "Textures/role/", Info.SoldierTypeID.ToString());
            int quality = ConfigM.GetBigQuality(Info.Quality);
            NGUIUtil.SetSprite(MyHead.SprQuality, quality.ToString());

            if (MyHead.LblQualityPlus)
            {
                MyHead.LblQualityPlus.text = NGUIUtil.GetSmallQualityStr(Info.Quality);
            }
        }
    }
Пример #22
0
    private void SetUI()
    {
        //设置要合成装备的名称和所需的金币
        s_itemtypeInfo info = ItemM.GetItemInfo(m_itemTypeID);

        if (info != null)
        {
            NGUIUtil.SetLableText <string>(MyHead.LblName, info.name);

            string coinText = "";
            if (m_coin > UserDC.GetCoin())   //金币不够时红色
            {
                coinText = string.Format("{0}{1}", "[B05659]", m_coin);
            }
            else
            {
                coinText = m_coin.ToString();
            }
            NGUIUtil.SetLableText <string>(MyHead.LblCoin, coinText);

            NGUIUtil.Set2DSprite(MyHead.m_ComposeMid.Spr2dEquipIcon, "Textures/item/", info.icon.ToString());
            int quality = ConfigM.GetBigQuality(info.quality);
            NGUIUtil.SetSprite(MyHead.m_ComposeMid.SprEquipQuality, quality.ToString());

            NGUIUtil.Set2DSprite(MyHead.m_ComposeEquip.Spr2dEquipIcon, "Textures/item/", info.icon.ToString());
            NGUIUtil.Set2DSprite(MyHead.m_ComposeMid.Spr2dEquipIcon, "Textures/item/", info.icon.ToString());
            NGUIUtil.SetSprite(MyHead.m_ComposeEquip.SprEquipQuality, quality.ToString());
            NGUIUtil.SetSprite(MyHead.m_ComposeMid.SprEquipQuality, quality.ToString());
        }
        else
        {
            NGUIUtil.DebugLog(" ItemM.GetItemInfo " + m_itemTypeID.ToString() + " not found!");
        }
        m_lCurEquipItems.Clear();
        //创建子装备
        List <int> listUsedItem = new List <int>();

        foreach (var item in m_composeEquipList)
        {
            CreateEquipComposeItem(item.key, item.value, ref listUsedItem);
        }
        listUsedItem.Clear();
        NGUIUtil.RepositionTablePivot(MyHead.EquipMidTable.gameObject);
        ShowSprLines(m_composeEquipList.Count - 1);
    }
Пример #23
0
    void Start()
    {
        for (int i = 0; i < SprStarList.Length; i++)
        {
            if (i < m_Info.StarLevel)
            {
                SprStarList[i].SetActive(true);
            }
            else
            {
                SprStarList[i].SetActive(false);
            }
        }

        NGUIUtil.Set2DSprite(Spr2DHeadIco, "Textures/role/", m_Info.SoldierTypeID.ToString());
        LblLevel.text = m_Info.Level.ToString();
        NGUIUtil.SetSprite(SprQuality, ConfigM.GetBigQuality(m_Info.Quality).ToString());
    }
Пример #24
0
    private void SetUI()
    {
        if (m_ItemInfo == null)
        {
            return;
        }
        //
        if (m_ItemInfo.m_isuser == 1)
        {
            MyHead.LblDetail.text = NGUIUtil.GetStringByKey(70000060);
        }
        else
        {
            MyHead.LblDetail.text = NGUIUtil.GetStringByKey(70000061);
        }

        if (MyHead.Spr2dIcon != null)
        {
            NGUIUtil.Set2DSprite(MyHead.Spr2dIcon, "Textures/item/", m_ItemInfo.m_Icon.ToString());
        }
        //设置物品品阶.
        if (MyHead.SprQuality != null)
        {
            NGUIUtil.SetSprite(MyHead.SprQuality, ConfigM.GetBigQuality(m_ItemInfo.m_Quality).ToString());
        }


        MyHead.LblItemName.text = m_ItemInfo.m_Name;

        MyHead.LblItemNum.text = string.Format("[552d0a]" + NGUIUtil.GetStringByKey("88800040") + "[-] [FFFFFF]{0}[-] [552d0a]" + NGUIUtil.GetStringByKey("88800037") + "[-]", m_ItemInfo.Num);

        MyHead.LblItemSellCoin.text = m_ItemInfo.m_sellemoney.ToString();
        if (m_ItemInfo.m_message != null || m_ItemInfo.m_message.Length > 0)
        {
            MyHead.LblItemEffDes.text = m_ItemInfo.m_message;
        }
        MyHead.LblItemDes.overflowMethod = UILabel.Overflow.ResizeHeight;

        m_ItemInfo.m_title     = m_ItemInfo.m_title.Replace("\\n", System.Environment.NewLine);
        MyHead.LblItemDes.text = string.Format(m_ItemInfo.m_title) + "\n";

        MyHead.Table.Reposition();
    }
Пример #25
0
    public void SetUI()
    {
//		s_shipcanvasInfo info = ShipPlanM.GetShipCanvasInfo(m_shipInfo.ShipCanvasTypeId);
        StaticShipCanvas info = m_s_shipInfo;

        if (info != null)
        {
            int bigLevel = ConfigM.GetBigQuality(info.Quality);
            NGUIUtil.SetStarLevelNum(Star, info.StarLevel);
            LblShipDesignName.text = info.Name;            //NGUIUtil.GetBigQualityName(m_shipInfo.Name,info.quality);
            LblRoomCount.text      = info.Cell.ToString();
            NGUIUtil.SetSprite(SprQualityBg, bigLevel.ToString());
            NGUIUtil.SetSprite(SprQualityWzBg, bigLevel.ToString());
            NGUIUtil.SetSprite(SprQualityIco, bigLevel.ToString());
            SetChosenEnable(false);
            AddShipModel(info);
        }
//
    }
Пример #26
0
    private void SetUI()
    {
        if (Info == null)
        {
            NGUIUtil.DebugLog("BeiBaoItem.cs Info == null!!!");
            return;
        }

        if (MyHead.SprType != null)
        {
            NGUIUtil.Set2DSprite(MyHead.SprType, "Textures/item/", Info.m_Icon.ToString());
        }
        //设置物品品阶
        if (MyHead.SprQuality != null)
        {
            NGUIUtil.SetSprite(MyHead.SprQuality, ConfigM.GetBigQuality(Info.m_Quality).ToString());
        }
        //设置物品数量
        if (MyHead.LblCounts != null)
        {
            NGUIUtil.SetLableText <int>(MyHead.LblCounts, m_num);
        }
    }
Пример #27
0
    public void SetSkill()
    {
        int oldBigQua = ConfigM.GetBigQuality(m_oldBuildInfo.Quality);
        int oldSmall  = ConfigM.GetSmallQuality(m_oldBuildInfo.Quality);

        int bigQua = ConfigM.GetBigQuality(m_buildInfo.Quality);
        int Small  = ConfigM.GetSmallQuality(m_buildInfo.Quality);

        if (bigQua > oldBigQua && Small == 0)
        {
            BuildSkillInfo afterInfo = SkillM.GetBuildSkill(m_buildInfo.BuildType, bigQua);
            if (afterInfo != null)
            {
                MyHead.LblAfterSkill.text = afterInfo.m_desc;
            }

            BuildSkillInfo befInfo = SkillM.GetBuildSkill(m_oldBuildInfo.BuildType, oldBigQua);
            if (befInfo != null)
            {
                MyHead.LblForeSkill.text = befInfo.m_desc;
            }

            if (befInfo != null && afterInfo != null)
            {
                MyHead.GoSkill.SetActive(true);
            }
            else
            {
                MyHead.GoSkill.SetActive(false);
            }
        }
        else
        {
            MyHead.GoSkill.SetActive(false);
        }
    }
Пример #28
0
    public void SetLevelSprite(UISprite spr, int quality)
    {
        int bigLevel = ConfigM.GetBigQuality(quality);

        NGUIUtil.SetSprite(spr, bigLevel.ToString());
    }
Пример #29
0
    /// <summary>
    /// WorldPos 用户tips的展示位置
    /// Type tips类型
    /// level 等级
    /// Description描述
    /// HaveCount 拥有的数量 物品时需要
    /// price 单价          物品时需要
    /// </summary>
    public void SetTipData(Vector3 WorldPos,
                           StageClickType Type,
                           int Icon,
                           int Quality,
                           string name,
                           int level,
                           string Description,
                           int HaveCount = 0,
                           int price     = 0,
                           int subType   = 0
                           )
    {
        switch (Type)
        {
        case StageClickType.Room:
            NGUIUtil.SetActive(MyHead.SprRoom.gameObject, true);
            NGUIUtil.SetActive(MyHead.LblGold.parent.gameObject, false);
            NGUIUtil.SetActive(MyHead.LblCount.gameObject, false);
            NGUIUtil.Set2DSprite(MyHead.SprRoom, "Textures/room/", Icon.ToString());
            break;

        case StageClickType.Item:
            if (subType == 1)
            {
                NGUIUtil.SetActive(MyHead.SprMonster.gameObject, true);
                NGUIUtil.Set2DSprite(MyHead.SprMonster, "Textures/role/", Icon.ToString());
            }
            else if (subType == 2)
            {
                NGUIUtil.SetActive(MyHead.SprRoom.gameObject, true);
                NGUIUtil.Set2DSprite(MyHead.SprRoom, "Textures/room/", Icon.ToString());
            }
            else
            {
                NGUIUtil.SetActive(MyHead.SprGoods.gameObject, true);
                NGUIUtil.Set2DSprite(MyHead.SprGoods, "Textures/item/", Icon.ToString());
            }
            NGUIUtil.SetLableText <string>(MyHead.LblCount, string.Format("[FFD894](" + NGUIUtil.GetStringByKey("88800040") + "{0}" + NGUIUtil.GetStringByKey("88800037") + ")[-]", HaveCount));
            NGUIUtil.SetLableText <int>(MyHead.LblGold, price);
            break;

        case StageClickType.Role:
            NGUIUtil.SetActive(MyHead.SprMonster.gameObject, true);
            NGUIUtil.SetActive(MyHead.LblGold.parent.gameObject, false);
            NGUIUtil.SetActive(MyHead.LblCount.gameObject, false);
            NGUIUtil.Set2DSprite(MyHead.SprMonster, "Textures/role/", Icon.ToString());
            break;
        }

        NGUIUtil.SetSprite(MyHead.SprIconQuality, ConfigM.GetBigQuality(Quality));
        NGUIUtil.SetLableText <string>(MyHead.LblName, name);
        NGUIUtil.SetLableText <string>(MyHead.LblDesc, string.Format("[FFFFFF]" + NGUIUtil.GetStringByKey("88800039") + "{0}", Description));

        if (Type != StageClickType.Item)
        {
            NGUIUtil.SetLableText <string>(MyHead.LblLevel, string.Format("[FFEC8B]LV:[-]{0}", level));
            NGUIUtil.Set3DUIPos(gameObject, WorldPos);
        }
        else
        {
            NGUIUtil.SetLableText <string>(MyHead.LblLevel, string.Format("[FFEC8B]" + NGUIUtil.GetStringByKey("88800036") + "[-]{0}", level));
            NGUIUtil.SetLableText <string>(MyHead.LblGold, string.Format("[FFEC8B]{0}", price));
            transform.position = WorldPos;
        }
    }