public void InitUI(long id, ShowHeroEffectType type, HeroOrSoul tp, int index) { mType = type; mID = id; mIndex = index; mTp = tp; }
protected override void OnRelease() { base.OnRelease(); mStar = 0; mID = 0; mIndex = 0; mCount = 0; mAttribute = 0; mTp = HeroOrSoul.None; mDes = null; mType = ShowHeroEffectType.None; modle = null; }
protected override void SetUI(params object[] uiParams) { if (uiParams[0] != null) { mID = long.Parse(uiParams[0].ToString()); } if (uiParams[1] != null) { mType = (ShowHeroEffectType)uiParams[1]; } if (uiParams[2] != null) { mTp = (HeroOrSoul)uiParams[2]; } if (uiParams[3] != null) { mIndex = int.Parse(uiParams[3].ToString()); } base.SetUI(uiParams); }
private void GetInfo(HeroOrSoul typ) { if (FSDataNodeTable <HeroNode> .GetSingleton().DataNodeList.ContainsKey(mID)) { string iconName = FSDataNodeTable <HeroNode> .GetSingleton().DataNodeList[mID].icon_name; mStar = FSDataNodeTable <HeroNode> .GetSingleton().DataNodeList[mID].init_star; mName = FSDataNodeTable <HeroNode> .GetSingleton().DataNodeList[mID].name; mCount = FSDataNodeTable <StarUpGradeNode> .GetSingleton().DataNodeList[mStar].convert_stone_num; mAttribute = FSDataNodeTable <HeroNode> .GetSingleton().DataNodeList[mID].attribute; switch (mType) { case ShowHeroEffectType.Lottry: switch (typ) { case HeroOrSoul.Hero: playerData.GetInstance().RefreshHeroToList(mID, mStar, 0, 0); GetHero(mName); UIResultLottery.instance.IsShowAnima(mIndex); Control.HideGUI(UIPanleID.UIMoney); HeroPosEmbattle.instance.ShowLottryAnimaEffect(PosType.heroEffect, LotteryType.None, 0, CostType.None); modle = HeroPosEmbattle.instance.CreatModel(iconName, PosType.heroEffect, null, AnimType.Run, 145, 0.36f); Show(); break; case HeroOrSoul.Soul: GetSoul(); UIResultLottery.instance.IsShowAnima(mIndex); Control.HideGUI(UIPanleID.UIMoney); HeroPosEmbattle.instance.ShowLottryAnimaEffect(PosType.heroEffect, LotteryType.None, 0, CostType.None); modle = HeroPosEmbattle.instance.CreatModel(iconName, PosType.heroEffect, null, AnimType.Run, 145, 0.36f); Show(); break; } break; case ShowHeroEffectType.HeroList: HeroPosEmbattle.instance.ShowLottryAnimaEffect(PosType.heroEffect, LotteryType.None, 0, CostType.None); HeroPosEmbattle.instance.CreatModel(iconName, PosType.heroEffect, null, AnimType.Run, 145, 0.36f); GetHero(mName); Show(); break; case ShowHeroEffectType.NewPlayerRewards: playerData.GetInstance().RefreshHeroToList(mID, mStar, 0, 0); HeroPosEmbattle.instance.ShowLottryAnimaEffect(PosType.heroEffect, LotteryType.None, 0, CostType.None); HeroPosEmbattle.instance.CreatModel(iconName, PosType.heroEffect, null, AnimType.Run, 145, 0.36f); GetHero(mName); Show(); break; case ShowHeroEffectType.StarEvaluationChest: HeroPosEmbattle.instance.ShowLottryAnimaEffect(PosType.heroEffect, LotteryType.None, 0, CostType.None); HeroPosEmbattle.instance.CreatModel(iconName, PosType.heroEffect, null, AnimType.Run, 145, 0.36f); switch (typ) { case HeroOrSoul.Hero: GetHero(mName); break; case HeroOrSoul.Soul: GetSoul(); break; } Show(); break; } } }