override public bool Init(ObjectInitParam param) { if (!base.Init(param)) { return(false); } mHomePosition.x = mPosition.x; mHomePosition.y = mPosition.y; mHomePosition.z = mPosition.z; mProperty = new RoleProperty(); mActionCenter = new BattleUnitActionCenter(this); mSkillContainer = new BattleUnitSkillContainer(); mSkillEffectManager = new SkillEffectManager(this); mActiveFlagsContainer = new ActiveFlagsContainer(); mRandEventContainer = new BattleUnitRandEventContainer(); mHitMaterialEffectCdContainer = new HitMaterialEffectCdContainer(); // 默认透明度为100. SetBaseProperty((int)PropertyTypeEnum.PropertyTypeAlpha, 100); // 默认硬直抗性为100. SetBaseProperty((int)PropertyTypeEnum.PropertyTypeSpasticityResistance, 100); SetBaseProperty((int)PropertyTypeEnum.PropertyTypeScale_Rate, 100); return(true); }
//===================================================================== /// <summary> /// This is overridden to allow cloning of a PDI object /// </summary> /// <returns>A clone of the object</returns> public override object Clone() { RoleProperty o = new RoleProperty(); o.Clone(this); return(o); }
public void UpdateDataShow() { object[] list = (object[])data; RoundProperty p = (RoundProperty)list[0]; Label_Level.SetText(StrOpe.i + "关卡:" + p.id.ToString()); Label_Goal.SetText(StrOpe.i + "目标:" + p.TargetDes); Label_RoundNum.SetText(StrOpe.i + "剩余回合数:" + (int)list[3]); Label_Des.SetText(p.Des); Label_title0.SetText(p.title); Label_title1.SetText(p.title0); Label_title2.SetText(p.title1); Label_title3.SetText(p.title0); Label_title4.SetText(p.title1); Label_Profit00.SetText(p.Profit[0].ToString()); Label_Profit01.SetText(p.Profit[1].ToString()); Label_Profit10.SetText(p.Profit[2].ToString()); Label_Profit11.SetText(p.Profit[3].ToString()); RoleProperty player = (RoleProperty)list[1]; Player_Money.SetText(StrOpe.i + "金钱:" + player.Money.ToString()); Player_Hornor.SetText(StrOpe.i + "荣誉:" + player.Honor.ToString()); Player_Amity.SetText(StrOpe.i + "友好度:" + player.Amity.ToString()); RoleProperty npc = (RoleProperty)list[2]; NPC_Money.SetText(StrOpe.i + "金钱:" + npc.Money.ToString()); NPC_Hornor.SetText(StrOpe.i + "荣誉:" + npc.Honor.ToString()); NPC_Amity.SetText(StrOpe.i + "友好度:" + npc.Amity.ToString()); }
public bool AmityMost(ref RoleProperty role, ref RoleProperty Npc, int Values) { if (role.Amity >= Npc.Amity) { return(true); } return(false); }
public bool HornorMost(ref RoleProperty role, ref RoleProperty Npc, int Values) { if (role.Honor >= Npc.Honor) { return(true); } return(false); }
public bool MoneyMost(ref RoleProperty role, ref RoleProperty Npc, int Values) { if (role.Money >= Npc.Money) { return(true); } return(false); }
public bool MoneyMoreThan(ref RoleProperty role, ref RoleProperty Np, int Values) { if (role.Money >= Values) { return(true); } return(false); }
public override void init(Animator _animator) { switch (m_roletype) { case ns_predefine.ModelEnum.Enemy_Bat: m_animcontroler = new EMBat(); break; case ns_predefine.ModelEnum.Enemy_Cactus: m_animcontroler = new EMCactus(); break; case ns_predefine.ModelEnum.Enemy_DeadKnight: m_animcontroler = new EMDeadKnight(); break; case ns_predefine.ModelEnum.Enemy_Dragon: m_animcontroler = new EMDragon(); break; case ns_predefine.ModelEnum.Enemy_Dragon_Fly: m_animcontroler = new EMDragonFly(); break; case ns_predefine.ModelEnum.Enemy_Ghost: m_animcontroler = new EMGhost(); break; case ns_predefine.ModelEnum.Enemy_Plant: m_animcontroler = new EMPlant(); break; case ns_predefine.ModelEnum.Enemy_Rock: m_animcontroler = new EMRock(); break; case ns_predefine.ModelEnum.Enemy_SKArcher: m_animcontroler = new EMSKArcher(); break; case ns_predefine.ModelEnum.Enemy_SKKnight: m_animcontroler = new EMSKKnight(); break; case ns_predefine.ModelEnum.Enemy_SKMage: m_animcontroler = new EMSKMage(); break; } _ObjRole = GameObject.Instantiate(GameResources.loadGameObject((int)m_roletype + 1)) as GameObject; _ObjRole.transform.position = GameResources.Instance()._GameMgr._MapMgr.getspwanpoint(); m_animcontroler.init(_ObjRole.GetComponent <Animator>()); m_property = new RoleProperty(); m_property.SName = m_roletype.ToString(); _EnemyBloodBar = new UIBloodBar(); _EnemyBloodBar.NAME = m_property.SName.Replace("Enemy_", ""); _EnemyBloodBar.BLOOD = (float)m_property.NHp / (float)m_property.NMaxHp; }
public void Caculate(CardType type, CardFunc func, ref RoleProperty role, int[] Values) { int n = (int)type; int m = (int)func; if (FuncDict[n, m] == null) { Debug.LogError("方法没有注册"); return; } FuncDict[n, m](ref role, Values); }
private static void CreateRoleData() { RoleProperty role = new RoleProperty(); string path = EditorUtility.SaveFilePanel("", Application.dataPath + "/", "", "asset"); if (path.Length != 0) { path = "Assets" + path.Replace(Application.dataPath, ""); AssetDatabase.CreateAsset(role, path); } }
public object Clone() { RoleProperty outdata = new RoleProperty { id = id, Money = Money, Honor = Honor, Amity = Amity, DeckId = DeckId }; return(outdata); }
public override void init(Animator _animator) { base.init(_animator); m_property = new RoleProperty(); m_equipment = new RoleEquipment(); m_equipment.init(GameResources.Instance()._ObjPlayer.transform); m_skillcontroler = new PlayerSkillController(); m_skillcontroler.init(); m_animcontroler = new PlayerAnimController(); m_animcontroler.init(_animator); InventoryImpl.Instance().init(); }
private static void ReadExcelRoles() { DataRowCollection collect = ExcelAccess.ReadExcel("Res/Excel/GameData.xlsx", "roles"); for (int i = 2; i < collect.Count; i++) { RoleProperty role = new RoleProperty { id = int.Parse(collect[i][0].ToString()), Money = int.Parse(collect[i][1].ToString()), Honor = int.Parse(collect[i][2].ToString()), Amity = int.Parse(collect[i][3].ToString()), DeckId = int.Parse(collect[i][4].ToString()) }; AssetDatabase.CreateAsset(role, "Assets/Res/DataAsset/role/role" + role.id + ".asset"); } }
override public void Destroy() { if (mBattleUintAI != null) { mBattleUintAI.Destory(); mBattleUintAI = null; } if (mActionCenter != null) { mActionCenter.Destroy(); mActionCenter = null; } if (mSkillEffectManager != null) { SkillDetails.OnSkillEffectOwnerEvent(mSkillEffectManager, SkillEffectOwnerEventDef.OwnerLeaveScene); mSkillEffectManager.Destroy(); mSkillEffectManager = null; } mActiveFlagsContainer = null; mRandEventContainer = null; mHitMaterialEffectCdContainer = null; mProperty = null; mUIShield = null; base.Destroy(); for (int i = 0; i < mAttachMents.Length; ++i) { AttachMent attach = mAttachMents[i]; if (attach != null && attach.visual != null) { attach.visual.Destroy(); } mAttachMents[i] = null; } }
//玩家使用卡牌 public bool UseCard(CardDataObj card, int role) { if (role == 1 && state != RoundState.PlayerRurn) { return(false); } if (role == 2 && state != RoundState.NpcTurn) { return(false); } RoleProperty self = null; RoleProperty enemy = null; if (state == RoundState.PlayerRurn) { self = PlayerAtt.property; enemy = NPCAtt.property; } else if (state == RoundState.NpcTurn) { self = NPCAtt.property; enemy = PlayerAtt.property; } Debug.Log(card.data.CardName); for (int i = 0; i < card.data.functions.Length; i++) { FunctionData data = card.data.functions[i]; if (data.target == EnumProperty.TargetType.Self || data.target == EnumProperty.TargetType.All) { CaculateSystem.Instance.Caculate(data.type, data.func, ref self, data.Values); } if (data.target == EnumProperty.TargetType.Enemy || data.target == EnumProperty.TargetType.All) { CaculateSystem.Instance.Caculate(data.type, data.func, ref enemy, data.Values); } } EntityCenter.Instance.ReleaseCard(card.gameObject); UIRound round = (UIRound)UIPage.GetPageInstatnce <UIRound>(); UIRoundData[3] = RemainRound; round.UpdateDataShow(); return(true); }
/// <summary> /// This is overridden to allow copying of the additional properties /// </summary> /// <param name="p">The PDI object from which the settings are to be copied</param> protected override void Clone(PDIObject p) { VCard o = (VCard)p; this.ClearProperties(); groupName = o.Group; fn = (FormattedNameProperty)o.FormattedName.Clone(); name = (NameProperty)o.Name.Clone(); title = (TitleProperty)o.Title.Clone(); role = (RoleProperty)o.Role.Clone(); mailer = (MailerProperty)o.Mailer.Clone(); url = (UrlProperty)o.Url.Clone(); org = (OrganizationProperty)o.Organization.Clone(); uid = (UniqueIdProperty)o.UniqueId.Clone(); bday = (BirthDateProperty)o.BirthDate.Clone(); rev = (LastRevisionProperty)o.LastRevision.Clone(); tz = (TimeZoneProperty)o.TimeZone.Clone(); geo = (GeographicPositionProperty)o.GeographicPosition.Clone(); key = (PublicKeyProperty)o.PublicKey.Clone(); photo = (PhotoProperty)o.Photo.Clone(); logo = (LogoProperty)o.Logo.Clone(); sound = (SoundProperty)o.Sound.Clone(); this.Notes.CloneRange(o.Notes); this.Addresses.CloneRange(o.Addresses); this.Labels.CloneRange(o.Labels); this.Telephones.CloneRange(o.Telephones); this.EMailAddresses.CloneRange(o.EMailAddresses); this.Agents.CloneRange(o.Agents); this.CustomProperties.CloneRange(o.CustomProperties); addProfile = o.AddProfile; mimeName = (MimeNameProperty)o.MimeName.Clone(); mimeSource = (MimeSourceProperty)o.MimeSource.Clone(); prodId = (ProductIdProperty)o.ProductId.Clone(); nickname = (NicknameProperty)o.Nickname.Clone(); sortString = (SortStringProperty)o.SortString.Clone(); classification = (ClassificationProperty)o.Classification.Clone(); categories = (CategoriesProperty)o.Categories.Clone(); }
public void OnPress(bool isPress) { if (isPress == false) { //获取角色组件中的RoleProperty rp = this.GetComponent <RoleProperty>(); StartMenuController.selectedRoleName = transform.Find("name-label").GetComponent <UILabel>().text; if (characterGrid.currentSprite == null) { characterGrid.currentSprite = sprite; } else { characterGrid.formerSprite = characterGrid.currentSprite; characterGrid.currentSprite = sprite; } //在PhotonEngine中保存当前选择角色的信息 //PhotonEngine.Instance.role.Name = StartMenuController.selectedRoleName; PhotonEngine.Instance.role.ID = rp.Id; PhotonEngine.Instance.role.Name = rp.Name; PhotonEngine.Instance.role.IsMan = rp.IsMan; PhotonEngine.Instance.role.Exp = rp.Exp; PhotonEngine.Instance.role.Coin = rp.Coin; PhotonEngine.Instance.role.Diamond = rp.Diamond; PhotonEngine.Instance.role.Energy = rp.Energy; PhotonEngine.Instance.role.Toughen = rp.Toughen; PhotonEngine.Instance.role.CharacterId = rp.CharacterId; PhotonEngine.Instance.role.Level = rp.Level; Debug.Log("characterid=" + rp.CharacterId + ",name=" + rp.Name); } if (characterGrid.formerSprite != null) { characterGrid.formerSprite.spriteName = StartMenuController.originSprite; } if (characterGrid.currentSprite != null) { characterGrid.currentSprite.spriteName = StartMenuController.characterSelectedSprite; } }
/// <summary> /// The method can be called to clear all current property values from the vCard. The version is left /// unchanged. /// </summary> public void ClearProperties() { groupName = null; fn = null; name = null; title = null; role = null; mailer = null; url = null; org = null; uid = null; bday = null; rev = null; tz = null; geo = null; key = null; photo = null; logo = null; sound = null; notes = null; addrs = null; labels = null; phones = null; email = null; agents = null; customProps = null; addProfile = false; mimeName = null; mimeSource = null; prodId = null; nickname = null; sortString = null; classification = null; categories = null; }
//初始化数据 public void InitData() { for (int i = 0; i < roundData.Rules.Length; i++) { PerseRule(ref allPerseItem, roundData.Rules[i]); FillProfit(ref roundData.Profit, ref allPerseItem); } RoleProperty player = GameData.Instance.SystemData.AllRoles[roundData.playerId]; DeckProperty playerDeck = GameData.Instance.SystemData.AllDecks[player.DeckId]; PlayerAtt = new RoleSystem { property = (RoleProperty)player.Clone(), Deck = new List <int>(playerDeck.Deck), }; RoleProperty npc = GameData.Instance.SystemData.AllRoles[roundData.npcId]; DeckProperty npcdeck = GameData.Instance.SystemData.AllDecks[npc.DeckId]; NPCAtt = new RoleSystem { property = (RoleProperty)npc.Clone(), Deck = new List <int>(npcdeck.Deck), }; }
//在Unity客户端展示角色信息 public void DisplayRoles(List <Role> roleList) { GameObject go = null; foreach (Role role in roleList) { if (role.CharacterId == 1)//暂时写死 { go = NGUITools.AddChild(this.characterGrid.gameObject, this.characterBoyGo); } else if (role.CharacterId == 2) { go = NGUITools.AddChild(this.characterGrid.gameObject, this.characterGrilGo); } //给go中的RoleProperty赋值 RoleProperty rp = go.GetComponent <RoleProperty>(); rp.Id = role.ID; rp.Name = role.Name; rp.IsMan = role.IsMan; rp.Level = role.Level; rp.Exp = role.Exp; rp.Diamond = role.Diamond; rp.Coin = role.Coin; rp.Toughen = role.Toughen; rp.CharacterId = role.CharacterId; UILabel nameLabel = go.transform.Find("name-label").GetComponent <UILabel>(); UILabel LVLabel = go.transform.Find("LV-label").GetComponent <UILabel>(); nameLabel.text = role.Name; LVLabel.text = "LV:" + role.Level.ToString(); //如果不加这个代码,Grid中的元素会叠在一起不排序. StartMenuController.Instance.characterGrid.AddChild(go.transform); } }
public void GainMoney(ref RoleProperty role, int[] Values) { role.Money += Values[0]; }
public void GainHornor(ref RoleProperty role, int[] Values) { role.Honor += Values[0]; }
set => SetValue(RoleProperty, value);
private void InitFittingsItemInfo() { WeaponModule wmodule = ModuleManager.Instance.FindModule <WeaponModule>(); if (wmodule == null) { return; } PlayerDataModule module = ModuleManager.Instance.FindModule <PlayerDataModule>(); if (module == null) { return; } FittingsTableItem fres = DataManager.FittingsTable[uiparam.itemid] as FittingsTableItem; if (fres == null) { GameDebug.LogError("资源ID为" + uiparam.itemid + "不存在表格fittings.txt中 "); return; } ConfigTableItem configitem = DataManager.ConfigTable[fres.grade] as ConfigTableItem; if (null == configitem) { return; } mFitName.text = "[" + configitem.value + "]" + fres.name; mFitType.text = "物品类型"; mFitUseLv.text = fres.itemtype; mFitDesc.text = fres.itemdesc; mFitAbtain.text = fres.itemabtain; SetIcon(mFitPic, fres.bmp); SetIcon(mItemPic1, null); mItemLb.text = ""; FittingsData fdata = module.GetFittingsData((uint)uiparam.packpos); if (fdata == null) { for (int i = 0; i < (int)FittingsType.MAX_PROPERTY; ++i) { mFitProNameList[i].text = ""; mFitproValueList[i].text = ""; } mFitProNameList[0].text = "配件未洗练!"; return; } for (int i = 0; i < (int)FittingsType.MAX_PROPERTY; ++i) { int proid = -1; int value = -1; bool forbid = false; if (!fdata.GetProValue((uint)i, ref proid, ref value, ref forbid)) { continue; } string pname = RoleProperty.GetPropertyName(proid); if ("error".Equals(pname)) { pname = "属性名称"; } mFitProNameList[i].text = pname; int min = 0; int max = 1; if (!wmodule.GetFittMinMax(uiparam.itemid, proid, ref min, ref max)) { mFitproValueList[i].text = "该条属性尚未洗炼!"; continue; } mFitproValueList[i].text = value.ToString(); /*int proindex = FittingsProperty.GetResId(proid); * string colorss = "000000"; * Hashtable map = DataManager.FittcolorTable; * foreach (FittcolorTableItem fcres in map.Values) * { * if (fcres.qualityid == fres.grade && value > System.Convert.ToInt32(fcres["max_" + proindex])) * continue; * * colorss = fcres.color; * break; * }*/ } }
public void ReduceHornor(ref RoleProperty role, int[] Values) { role.Honor -= Values[0]; }
//===================================================================== /// <summary> /// This is overridden to allow cloning of a PDI object /// </summary> /// <returns>A clone of the object</returns> public override object Clone() { RoleProperty o = new RoleProperty(); o.Clone(this); return o; }
public void GainAmity(ref RoleProperty role, int[] Values) { role.Amity += Values[0]; }
public void ReduceAmity(ref RoleProperty role, int[] Values) { role.Amity -= Values[0]; }
public bool CheckGoal(TargetType target, RoundGoalType type, RoundGoalCondition func, ref RoleProperty role, ref RoleProperty Npc, int Values) { int n = (int)type; int m = (int)func; if (GoalCheckFuncDict[n, m] == null) { Debug.LogError("方法没有注册"); return(false); } if (target == TargetType.Self) { return(GoalCheckFuncDict[n, m](ref role, ref Npc, Values)); } if (target == TargetType.Enemy) { return(GoalCheckFuncDict[n, m](ref Npc, ref role, Values)); } if (target == TargetType.All) { bool va = GoalCheckFuncDict[n, m](ref role, ref Npc, Values); bool vb = GoalCheckFuncDict[n, m](ref Npc, ref role, Values); return(va && vb); } return(false); }
public void ReduceMoney(ref RoleProperty role, int[] Values) { role.Money -= Values[0]; }