Пример #1
0
    public void PopMysticWindow(int mysticId, ObjectCard _objectCard)
    {
        m_objectCard = _objectCard;
        m_HeroData   = _objectCard.GetHeroData();
        m_HeroDataT  = _objectCard.GetHeroRow();
        if (m_MysticId != mysticId)
        {
            m_MysticId = mysticId;

            MsTemplate MysticDataT = (MsTemplate)DataTemplate.GetInstance().m_MsTable.getTableData(m_HeroData.HeroCabalaDB.CabalaList[mysticId].TableID);
            m_CurMysticTData = MysticDataT;
        }
        m_LevelIndex = GetLevelIndex(m_HeroData.HeroCabalaDB.CabalaList[mysticId].IntensifyLev);

        GreatItem();
        ShowPopWindInfo();
        ShowExpValue();
    }
Пример #2
0
    /// <summary>
    /// 初始化填充秘术界面数据
    /// </summary>
    private void GreatMysticIcon()
    {
        for (int i = 0; i < m_HeroData.HeroCabalaDB.CabalaList.Count - 1; i++)
        {
            MsTemplate MysticDataT = (MsTemplate)DataTemplate.GetInstance().m_MsTable.getTableData(m_HeroData.HeroCabalaDB.CabalaList[i].TableID);
            m_NameList[i].text      = GameUtils.getString(MysticDataT.getMsname());
            m_SpritelList[i].sprite = UIResourceMgr.LoadSprite(common.defaultPath + MysticDataT.getIcon());
            m_LevelList[i].text     = "Lv." + "<color=yellow>" + m_HeroData.HeroCabalaDB.CabalaList[i].IntensifyLev.ToString() + "</color>";
            m_InfoList[i].text      = GameUtils.getString(MysticDataT.getLowdes());

            if (m_HeroData.StarLevel < MysticDataT.getStardemand())
            {
                m_Info_2_List[i].text = GameUtils.getString("ui_yingxiongqianghua_mishu3").Replace("{0}", MysticDataT.getStardemand().ToString()).Replace("{1}", MysticDataT.getStagedemand().ToString());
                m_LocklList[i].SetActive(true);
                // m_LevelList[i].gameObject.SetActive(false);
                m_SpritelList[i].gameObject.GetComponent <Button>().enabled = false;
            }
            else
            {
                if (m_HeroData.CurStage < MysticDataT.getStagedemand())
                {
                    m_Info_2_List[i].text = GameUtils.getString("ui_yingxiongqianghua_mishu3").Replace("{0}", MysticDataT.getStardemand().ToString()).Replace("{1}", MysticDataT.getStagedemand().ToString());
                    m_LocklList[i].SetActive(true);
                    //m_LevelList[i].gameObject.SetActive(false);
                    m_SpritelList[i].gameObject.GetComponent <Button>().enabled = false;
                }
                else
                {
                    m_LocklList[i].SetActive(false);
                    m_LevelList[i].gameObject.SetActive(true);
                    m_SpritelList[i].gameObject.GetComponent <Button>().enabled = true;
                    if (m_HeroData.HeroCabalaDB.CabalaList[i].IntensifyLev == 0)
                    {
                        m_Info_2_List[i].text = "+" + 0;
                    }
                    else
                    {
                        int index = m_HeroData.HeroCabalaDB.CabalaList[i].IntensifyLev - 1;
                        m_Info_2_List[i].text = "+" + MysticDataT.getConsumexpevalue()[index];
                    }
                }
            }
        }
    }
Пример #3
0
        public void Copy(int type, int level)
        {
            m_MysticType  = type;
            m_MysticLevel = level;

            //查找对应类型的表数据
            foreach (var item in DataTemplate.GetInstance().m_MsTable.getData())
            {
                if (item.Value == null)
                {
                    continue;
                }

                MsTemplate MsDataT = item.Value as MsTemplate;
                if (MsDataT.getId() == type)
                {
                    m_CurMsDataT = MsDataT;
                }
            }
        }
Пример #4
0
        public MysticData(int type, string levelAndExp)
        {
            m_MysticType = type;
            string[] typeLevel = levelAndExp.Split(new string[] { "|" }, StringSplitOptions.None);
            m_MysticLevel = int.Parse(typeLevel[0]);
            m_MysticExp   = int.Parse(typeLevel[1]);
            //查找对应类型的表数据
            foreach (var item in DataTemplate.GetInstance().m_MsTable.getData())
            {
                if (item.Value == null)
                {
                    continue;
                }

                MsTemplate MsDataT = item.Value as MsTemplate;
                if (MsDataT.getId() == type)
                {
                    m_CurMsDataT = MsDataT;
                }
            }
        }
Пример #5
0
        /// <summary>
        /// 进入战场后初始化怒气
        /// </summary>
        private void InitFightPower()
        {
            int nSelf_value = ObjectSelf.GetInstance().GetInitPowerValue();

            int nHero_value = 0;

            for (int i = 0; i < SceneObjectManager.GetInstance().GetObjectHeroCount(); i++)
            {
                ObjectHero pHero               = SceneObjectManager.GetInstance().GetHeroObject(i);
                int        nCurLevel           = pHero.GetHeroData().Level;
                int        nInitFuryTemplateID = pHero.GetHeroRow().getEntranceFury() - 1;

//                 HerofuryTemplate pRow = (HerofuryTemplate)DataTemplate.GetInstance().m_HeroFuryTable.getTableData(nCurLevel);
//                 if (nInitFuryTemplateID >= 0 && nInitFuryTemplateID < GlobalMembers.MAX_HEROFURY_PARAM_COUNT)
//                 {
//                     nHero_value += (int)((float)pRow.getTemplate()[nInitFuryTemplateID] * (1f + pHero.GetInitPowerAddition() + pHero.GetInitPowerAdditionRate()));
//                 }
                for (int n = 0; n < pHero.GetHeroData().HeroCabalaDB.CabalaList.Count; ++n)
                {
                    int        _tableID = pHero.GetHeroData().HeroCabalaDB.CabalaList[n].TableID;
                    MsTemplate _row     = (MsTemplate)DataTemplate.GetInstance().m_MsTable.getTableData(_tableID);
                    if (_row.getMstype() == 1)//开场怒气额外增加
                    {
                        int nLev = pHero.GetHeroData().HeroCabalaDB.CabalaList[n].IntensifyLev;
                        if (nLev <= 0)
                        {
                            continue;
                        }
                        nHero_value += _row.getValue()[nLev - 1];
                    }
                }
                //释放一次英雄的被动技能。此逻辑只需执行一次,且需要所有英雄都已实例化完成并添加到场景对象管理器中 [7/31/2015 Zmy]
                pHero.UpdateSpellEffectValue();
            }
            //主角等级影响 + 英雄等级影响 * (1 + 初始加成怒气) [3/3/2015 Zmy]
            //int nSum = nSelf_value + nHero_value;
            m_HeroPower.OnUpdatePowerValue(nHero_value);
        }
Пример #6
0
 public void CleanUp()
 {
     m_MysticType  = -1;
     m_MysticLevel = -1;
     m_CurMsDataT  = null;
 }