private void UpdateInterface(int titleID) { PlayerTitleConfigData titleData = PlayerDataManager.Instance.GetPlayerTitleConfigData(titleID); if (titleData == null) { return; } List <PlayerTitleEffectData> effectDataList = m_TitleEffectDict[titleID]; int dataLength = effectDataList.Count; int combatValue = 0; //战力 for (int i = 0; i < eEffectResItems.Length; i++) { if (i >= dataLength) { eEffectResItems[i].gameObject.SetActive(false); } else { eEffectResItems[i].gameObject.SetActive(true); eEffectResItems[i].UpdateView(effectDataList[i].EffectData, effectDataList[i].MinValue); combatValue += effectDataList[i].MinValue * effectDataList[i].EffectData.CombatPara; } } //显示当前称号特效 if (m_CurTitleIcon != null) { Destroy(m_CurTitleIcon); } m_CurTitleIcon = UI.CreatObjectToNGUI.InstantiateObj(titleData._ModelIdPrefab, CurTitleIconTrans); combatValue = (int)(combatValue / 1000); Label_Combat.text = (combatValue * CommonDefineManager.Instance.CommonDefine.Display_Combat).ToString(); Label_Effect.text = LanguageTextManager.GetString("IDS_I6_9") + LanguageTextManager.GetString(titleData._lDisplayID); Label_Condition.text = LanguageTextManager.GetString("IDS_I6_8") + LanguageTextManager.GetString(titleData._szDesc); }
//private static readonly string ASSET_Prefab_GUI_IconPrefab_SirenIcon_FOLDER = "Assets/Prefab/GUI/IconPrefab/SirenIcon"; private static void OnPostprocessAllAssets(string[] importedAssets, string[] deletedAssets, string[] movedAssets, string[] movedFromPath) { { if (CheckResModified(importedAssets) || CheckResModified(deletedAssets) || CheckResModified(movedAssets)) { string path = System.IO.Path.Combine(RESOURCE_TRAP_CONFIG_FOLDER, "PlayerTitleConfig.xml"); TextReader tr = new StreamReader(path); string text = tr.ReadToEnd(); if (text == null) { Debug.LogError("Player level config file not exist"); return; } else { XmlSpreadSheetReader.ReadSheet(text); XmlSpreadSheet sheet = XmlSpreadSheetReader.Output; string[] keys = XmlSpreadSheetReader.Keys; object[] levelIds = sheet[keys[0]]; List <PlayerTitleConfigData> tempList = new List <PlayerTitleConfigData>(); for (int i = 0; i < levelIds.Length; i++) { if (0 == i || 1 == i) { continue; } PlayerTitleConfigData data = new PlayerTitleConfigData(); //itemData data._goodID = Convert.ToInt32(sheet["lGoodsID"][i]); data._szGoodsName = sheet["szGoodsName"][i].ToString(); data._GoodsClass = Convert.ToInt32(sheet["lGoodsClass"][i]); data._GoodsSubClass = Convert.ToInt32(sheet["lGoodsSubClass"][i]); data._ColorLevel = Convert.ToInt32(sheet["lColorLevel"][i]); data._AllowProfession = Convert.ToString(sheet["lAllowProfession"][i]); data._Level = Convert.ToInt32(sheet["lLevel"][i]); data._AllowLevel = Convert.ToInt32(sheet["lAllowLevel"][i]); data._PileQty = Convert.ToInt32(sheet["lPileQty"][i]); data._BuyCost = Convert.ToInt32(sheet["lBuyCost"][i]); data._SaleCost = int.Parse(Convert.ToString(sheet["lSaleCost"][i]).Split('+')[1]); data._AllowSex = Convert.ToInt32(sheet["lAllowSex"][i]); data._ThrowFlag = Convert.ToInt32(sheet["lThrowFlag"][i]); data._TradeFlag = Convert.ToInt32(sheet["lTradeFlag"][i]); data._GiveFlag = Convert.ToInt32(sheet["lGiveFlag"][i]); data._BindFlag = Convert.ToInt32(sheet["lBindFlag"][i]); data.smallDisplay = Convert.ToString(sheet["lDisplayIdSmall"][i]); //playerTitleData data._lGoodsID = Convert.ToInt32(sheet["lGoodsID"][i]); data._TitleDroit = Convert.ToInt32(sheet["TitleDroit"][i]); data._ByHaveTimeLimit = Convert.ToInt32(sheet["ByHaveTimeLimit"][i]); data._lUseTerm = Convert.ToInt32(sheet["lUseTerm"][i]); data._lDisplayIdSmall = Convert.ToString(sheet["lDisplayIdSmall"][i]); data._lDisplayIdSmallPrefab = (GameObject)AssetDatabase.LoadAssetAtPath("Assets/Prefab/GUI/IconPrefab/TitleIcon/" + Convert.ToString(sheet["lDisplayIdSmall"][i]) + ".prefab", typeof(GameObject)); //string modelIdStr = "Assets\Effects\Prefab" data._ModelIdPrefab = (GameObject)AssetDatabase.LoadAssetAtPath("Assets/Effects/Prefab/" + Convert.ToString(sheet["ModelId"][i]) + ".prefab", typeof(GameObject)); data._szDesc = Convert.ToString(sheet["szDesc"][i]); data._lDisplayID = Convert.ToString(sheet["lDisplayID"][i]); string[] getReqStrs = Convert.ToString(sheet["GetReq"][i]).Split('|'); data._GetReqs = new PlayerTitleGetReq[getReqStrs.Length]; for (int p = 0; p < getReqStrs.Length; p++) { data._GetReqs[p] = new PlayerTitleGetReq(); string[] getReqStr = getReqStrs[p].Split('+'); data._GetReqs[p].ID = Convert.ToInt32(getReqStr[0]); data._GetReqs[p].Parameter = Convert.ToInt32(getReqStr[1]); } data._vectEffects = Convert.ToString(sheet["vectEffects"][i]); data._vectEffectsAdd = Convert.ToString(sheet["vectEffectsAdd"][i]); tempList.Add(data); } CreateSceneConfigDataBase(tempList); } } } }