Пример #1
0
 public void InitUI(long id, ShowHeroEffectType type, HeroOrSoul tp, int index)
 {
     mType  = type;
     mID    = id;
     mIndex = index;
     mTp    = tp;
 }
Пример #2
0
 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;
 }
Пример #3
0
 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);
 }
Пример #4
0
    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;
            }
        }
    }