void Start() { ObjectEventDispatcher.dispatcher.addEventListener(EventTypeName.DIU_FEIDAO, DiuFeidao); ObjectEventDispatcher.dispatcher.addEventListener(EventTypeName.DISTORY_FEIDAO, HasShouDao); if (!_uiskill) { _uiskill = GetComponent <UI_Skill>(); } if (!_hzdate) { _hzdate = GetComponent <HZDate>(); } if (!_player) { _player = GlobalTools.FindObjByName("player"); } _uiskill.SetHZDate(_hzdate); }
void GetInObj(Image img, string hz_ui_Name, HZDate hzDate, string hzPos) { //print("--------------> "+objName); GameObject hz; //if(hz_ui_Name != "") //{ //} hz = ObjectPools.GetInstance().SwpanObject2(Resources.Load(hz_ui_Name) as GameObject); //print("hz ---------------> "+ hz); //print("img--------------> " + img); hz.transform.position = img.transform.position; hz.transform.parent = this.transform; //GlobalTools.FindObjByName("PlayerUI").transform; hz.GetComponent <UI_Skill>().SetHZDate(hzDate); hz.GetComponent <UI_Skill>().SetSkillPos(hzPos); //print("hz "+ hz+" hz pos "+hz.transform.position); HZList.Add(hz); }
public virtual void SetHZDate(HZDate hzDate) { if (_hzDate != null) { return; } _hzDate = hzDate; //在这根据 信息 初始化 SkillCanUseNums = _hzDate.usenums; skillCanUseTimes = SkillCanUseNums; CDTimeNums = _hzDate.cd; //print("CDTimeNums "+ CDTimeNums+" ---- "+ Intervals); GetComponent <TheTimer>().ContinuouslyTimesAdd(CDTimeNums, Intervals, CDCallBack); GetComponent <UIShake>().GetShakeObj(this.gameObject); //print("初始化 徽章的 技能信息!!!" + skillCanUseTimes); SetText(skillCanUseTimes.ToString()); //查询 是够有 全局技能使用记录 有的话 从记录开始初始化 数据记录系统 优化 }
public bool IsHasHZHuo() { if (this.tag != GlobalTag.Player) { return(false); } HZDate huoren = GlobalTools.FindObjByName("PlayerUI").GetComponent <PlayerUI>().skill_bar.GetComponent <UI_ShowPanel>().IsHasHuoren(); if (huoren != null) { if (lan >= huoren.xyLan) { return(true); } else { return(false); } } return(false); }
public void ClickGetHZInformation(UEvent e) { HZDate _hzDate = e.eventParams as HZDate; HZ_information.text = _hzDate.GetHZ_information_str(); }
//float _CurrentBaojiBeishu = 0; //徽章的数据加成 void GetHZDate(HZDate hzdate) { //print(hzdate.HZName); if (hzdate.def != 0) { this.def += hzdate.def; } if (hzdate.atk != 0) { this.atk += hzdate.atk; } if (hzdate.BaoJiLv != 0) { this.BaoJiLv += hzdate.BaoJiLv; } if (hzdate.BaoJiShangHaiBeiLv != 0) { if (this.BaoJiShangHaiBeiLv < hzdate.BaoJiShangHaiBeiLv) { this.BaoJiShangHaiBeiLv = hzdate.BaoJiShangHaiBeiLv; //_CurrentBaojiBeishu = this.BaoJiShangHaiBeiLv; } } if (hzdate.yingzhi != 0) { this.yingzhi += hzdate.yingzhi; csYZ = yingzhi; } //print(this.atk + " -- " + hzdate.atk); if (hzdate.live != 0) { //this.live = _live + hzdate.live; this.maxLive += hzdate.live; //print("装备最大气血装备 "+ this.maxLive); //ObjectEventDispatcher.dispatcher.dispatchEvent(new UEvent(EventTypeName.ADD_MAX_LIVE,maxLive), this); } if (hzdate.addLan != 0) { this.maxLan += hzdate.addLan; } if (hzdate.defP != 0) { beishuArr.Add("defP_" + hzdate.defP + "_" + hzdate.HZName); } if (hzdate.atkP != 0) { beishuArr.Add("atkP_" + hzdate.atkP + "_" + hzdate.HZName); } if (hzdate.liveP != 0) { beishuArr.Add("liveP_" + hzdate.liveP + "_" + hzdate.HZName); } if (hzdate.yingzhiP != 0) { beishuArr.Add("yingzhiP_" + hzdate.yingzhiP + "_" + hzdate.HZName); } //伤害减免比例的 使用 if (hzdate.ShanghaiJianmianBili != 0) { if (hzdate.ShanghaiJianmianBili > this.shanghaijianmianLv) { this.shanghaijianmianLv = hzdate.ShanghaiJianmianBili; } } if (hzdate.KangDuJilv != 0) { KangDuJilv += hzdate.KangDuJilv; } if (hzdate.KangDuShanghaiJilv != 0) { KangDuShanghaijilv += hzdate.KangDuShanghaiJilv; } if (hzdate.KangHuoJilv != 0) { KangHuoJilv += hzdate.KangHuoJilv; } if (hzdate.KangHuoShanghaiJilv != 0) { KangHuoShanghaijilv += hzdate.KangHuoShanghaiJilv; } if (hzdate.KangDianJilv != 0) { KangDianJilv += hzdate.KangDianJilv; } if (hzdate.KangDianMabiJilv != 0) { KangDianMabiJilv = hzdate.KangDianMabiJilv; } }