Пример #1
0
 public FashionInfo(int _id, int _own, int _put, RemainTime _time)
 {
     fashionData            = new FashionServerData();
     fashionData.id         = _id;
     fashionData.isOwn      = _own;
     fashionData.isPut      = _put;
     fashionData.remainTime = _time;
     // skillData.rune_use = _curRune;
 }
Пример #2
0
    /// <summary>
    /// 获得公会战剩余时间
    /// </summary>
    /// <param name="_pt"></param>
    public void S2C_GetGuildFightRemainTime(Pt _pt)
    {
        pt_guild_battle_rest_time_d695 pt = _pt as pt_guild_battle_rest_time_d695;

        if (pt != null)
        {
            RemainTime t = new RemainTime(pt.time, Time.time);
            remainTime = t;
            //Debug.Log("收到公会战剩余时间"+t.remainTime);
            if (OnGetGuildFightTimeUpdate != null)
            {
                OnGetGuildFightTimeUpdate();
            }
        }
    }
Пример #3
0
    /// <summary>
    /// 获得穿上的时装
    /// </summary>
    /// <param name="_pt"></param>
    protected void S2C_PutFashion(Pt _pt)
    {
        pt_updata_model_clothes_d414 pt = _pt as pt_updata_model_clothes_d414;

        if (pt != null)
        {
            RemainTime time = null;
            if (pt.time > 0)
            {
                time = new RemainTime(pt.time, Time.time);
            }
            FashionInfo F = new FashionInfo(pt.model_id);
            if (pt.put_state == 1)
            {
                FashionInfo fashion = new FashionInfo(pt.model_id, 1, pt.put_state, time);
                if (fashion.FashionType == 1)
                {
                    InUseWeaponFashion = fashion;
                }
                if (fashion.FashionType == 2)
                {
                    InUseClothesFashion = fashion;
                }
            }
            if (pt.put_state == 0)
            {
                if (F.FashionType == 1)
                {
                    InUseWeaponFashion = null;
                }
                if (F.FashionType == 2)
                {
                    InUseClothesFashion = null;
                }
            }
            GameCenter.mainPlayerMng.MainPlayerInfo.UpdateEquipment(F.Item, (pt.put_state == 1)); //eid为时装的物品表ID
        }
        //if (OnUpdateFashion != null) {
        //    OnUpdateFashion ();
        //}
        if (OnChangeTargetFashion != null)
        {
            OnChangeTargetFashion();
        }
    }
Пример #4
0
    private IEnumerator UpdateTimeCoroutine(float frequency) //0.1f
    {
        RemainTime = _startTime;
        SetText(RemainTime < 10 ? "0" + RemainTime.ToString() : RemainTime.ToString(), ":", "0");

        while (RemainTime > 0)
        {
            yield return(new WaitForSeconds(frequency));

            RemainTime -= frequency;
            int remainSec = (int)Mathf.Floor(RemainTime + 0.01f);  //+0.01f для исправления погрешности float
            int remainMs  = MathfUtils.FracDecimalToCeil(RemainTime);
            SetText(remainSec < 10 ? "0" + remainSec.ToString() : remainSec.ToString(), ":", remainMs.ToString());
        }
        if (RemainTime <= 0)
        {
            SetText("00", ":", "0");
        }
    }
Пример #5
0
 public void Tick()
 {
     RemainTime = RemainTime.Add(TimeSpan.FromSeconds(1));
     OnPropertyChanged("Display");
 }
Пример #6
0
    /// <summary>
    /// 获取所有的时装
    /// </summary>
    /// <param name="_pt"></param>
    protected void S2C_GetFashionList(Pt _pt)
    {
        pt_model_clothes_list_d412 pt = _pt as pt_model_clothes_list_d412;

        //Debug.Log("收到时装协议");
        if (pt != null)
        {
            fashionLev = pt.model_lev;
            fashionExp = pt.model_exp;

            if (fashionDic.Count < 1)
            {
                GetAllFashion();
            }
            RefreshTemporaryFashion();
            if (fashionDic != null)
            {
                //GetAllTitle ();
                ownFashionList.Clear();
                tempFashionList.Clear();
                AllAttrNum.Clear();
                InUseClothesFashion = null;
                InUseWeaponFashion  = null;
            }
            for (int i = 0; i < pt.model_list.Count; i++)
            {
                RemainTime time = null;
                if (pt.model_list[i].remain_time > 0)
                {
                    time = new RemainTime(pt.model_list[i].remain_time, Time.time);
                }
                FashionInfo fashion = new FashionInfo(pt.model_list[i].model_id, pt.model_list[i].own_state, pt.model_list[i].put_state, time);
                if (!isFirstTime)
                {
                    if (!cacheFashionDic.ContainsKey(fashion.FashionID))
                    {
                        if (fashion.FashionType == 1)
                        {
                            CurFashionWndType = FashionWndType.WEAPON;
                        }
                        if (fashion.FashionType == 2)
                        {
                            CurFashionWndType = FashionWndType.CLOTHES;
                        }
                        GameCenter.uIMng.SwitchToSubUI(SubGUIType.SUBFASHION);
                    }
                }
                fashionDic[fashion.FashionID] = fashion;
                if (pt.model_list[i].put_state == 1)
                {
                    if (fashion.FashionType == 1)
                    {
                        InUseWeaponFashion = fashion;
                    }
                    if (fashion.FashionType == 2)
                    {
                        InUseClothesFashion = fashion;
                    }
                }
                if (pt.model_list[i].own_state == 1)
                {
                    ownFashionList.Add(fashion);
                }
                if (fashion.FashionType == 1)
                {
                    weaponFashionDic[fashion.FashionID] = fashion;
                    if (fashion.RemainTime != null)
                    {
                        if (fashion.TempID != 0)
                        {
                            if (weaponFashionDic.ContainsKey(fashion.TempID))
                            {
                                weaponFashionDic.Remove(fashion.TempID);
                            }
                        }
                    }
                    else
                    {
                        if (fashion.ForeverTempID != 0)
                        {
                            if (weaponFashionDic.ContainsKey(fashion.ForeverTempID))
                            {
                                weaponFashionDic.Remove(fashion.ForeverTempID);
                            }
                        }
                    }
                }
                if (fashion.FashionType == 2)
                {
                    clothesFashionDic[fashion.FashionID] = fashion;
                    if (fashion.RemainTime != null)
                    {
                        if (fashion.TempID != 0)
                        {
                            if (clothesFashionDic.ContainsKey(fashion.TempID))
                            {
                                clothesFashionDic.Remove(fashion.TempID);
                            }
                        }
                    }
                    else
                    {
                        if (fashion.ForeverTempID != 0)
                        {
                            if (clothesFashionDic.ContainsKey(fashion.ForeverTempID))
                            {
                                clothesFashionDic.Remove(fashion.ForeverTempID);
                            }
                        }
                    }
                }
                if (pt.model_list[i].remain_time > 0)
                {
                    tempFashionList.Add(fashion);
                    // Debug.Log ("时装列表发来的时间为"+pt.model_list [i].remain_time);
                }
                // Debug.Log("时装列表的长度为" + pt.model_list.Count + "时装ID为" + pt.model_list[i].model_id);

                cacheFashionDic[fashion.FashionID] = fashion;
            }

            if (ownFashionList.Count > 0)
            {
                for (int i = 0; i < ownFashionList.Count; i++)
                {
                    for (int j = 0; j < ownFashionList[i].Attribute.Count; j++)
                    {
                        ActorPropertyTag act = (ActorPropertyTag)ownFashionList[i].Attribute[j].eid;
                        AllAttrNum.Add(new AttributePair(act, ownFashionList[i].Attribute[j].count));
                    }
                }
            }
            if (tempFashionList.Count > 0)
            {
                for (int i = 0; i < tempFashionList.Count; i++)
                {
                    for (int j = 0; j < tempFashionList[i].Attribute.Count; j++)
                    {
                        ActorPropertyTag act = (ActorPropertyTag)tempFashionList[i].Attribute[j].eid;
                        AllAttrNum.Add(new AttributePair(act, tempFashionList[i].Attribute[j].count));
                    }
                }
            }
        }

        if (isFirstTime)
        {
            isFirstTime = false;
        }
        SortFashion();
        if (OnUpdateFashionList != null)
        {
            OnUpdateFashionList();
        }
        //Debug.Log("此时的衣服时装ID" + GameCenter.mainPlayerMng.MainPlayerInfo.GetServerData().clothesFashionID + "武器ID" + GameCenter.mainPlayerMng.MainPlayerInfo.GetServerData().weaponFashionID);
    }