Пример #1
0
    /// <summary>
    /// 模拟数据
    /// </summary>
    public static void SimulationData()
    {
        m_PlayerSoldiers.Clear();
        List <SoldierInfo> ls = SoldierM.GetAllSoldier();

        for (int i = 0; i < ls.Count; i++)
        {
            m_PlayerSoldiers.Add(ls[i].ID, ls[i]);
        }
    }
Пример #2
0
    /// <summary>
    /// 哪些炮弹兵可以装备
    /// </summary>
    private void AddCouldEquipHero()
    {
        List <SoldierInfo>  lSoldierInfo = new List <SoldierInfo>();
        List <KeyValueName> lList        = new List <KeyValueName>();

        lSoldierInfo = SoldierM.GetAllSoldier();
        if (lSoldierInfo == null || lSoldierInfo.Count < 1)
        {
            return;
        }
        AddBanner(2);
        PdbbbItem  pbbItem = null;
        GameObject go2     = NDLoad.LoadWndItem("PdbbbItem", MyHead.Table.transform);

        pbbItem = go2.GetComponent <PdbbbItem>();
        if (pbbItem != null && pbbItem.MyHead.Table != null)
        {
            pbbItem.MyHead.Table.columns   = 3;
            pbbItem.MyHead.Table.padding.y = 10f;
            pbbItem.MyHead.Table.padding.x = 20f;
            foreach (SoldierInfo info in lSoldierInfo)
            {
                bool can = SoldierM.CheckCanPutEquip(info.SoldierTypeID, m_ItemInfo.itemType);
                if (can)
                {
                    GameObject go = NDLoad.LoadWndItem("EquipInfoInnerHeroItem", pbbItem.MyHead.Table.transform);
                    if (go != null)
                    {
                        EquipInfoInnerHeroItem item = go.GetComponent <EquipInfoInnerHeroItem>();
                        item.SetData(info);
                    }
                }
            }
            pbbItem.MyHead.Table.Reposition();
            pbbItem.MyHead.Table.repositionNow = true;
        }
    }
Пример #3
0
    /// <summary>
    ///  获取所有炮弹兵数据
    /// </summary>
    /// <param name="mainProperty">-1 全部</param>
    private void GetAllSoldiersData()
    {
        m_allExistSoldier.Clear();
        m_allCanExistSoldierInfo.Clear();
        m_allNoExistSoldierInfo.Clear();

        List <SoldierInfo> lAll = SoldierM.GetAllSoldier();

        foreach (SoldierInfo I in lAll)
        {
            SoldierInfo Info = SoldierDC.GetSoldiersBySoldierType(I.SoldierTypeID);
            if (Info != null)
            {
                m_allExistSoldier.Add(Info);
                continue;
            }

            if (I.CheckCanSummon() == true)
            {
                m_allCanExistSoldierInfo.Add(I);
            }
            else
            {
                m_allNoExistSoldierInfo.Add(I);
            }
        }
        //sort
        //已召唤
        SoldierM.SortSoldierList(ref m_allExistSoldier);
        // 能召唤
        m_allCanExistSoldierInfo.Sort((a, b) => {
            if (a.SoldierTypeID > b.SoldierTypeID)
            {
                return(1);
            }
            else if (a.SoldierTypeID < b.SoldierTypeID)
            {
                return(-1);
            }
            else
            {
                return(0);
            }
        });
        //不能召唤
        m_allNoExistSoldierInfo.Sort((a, b) => {
            if (a.GetHaveFragmentNum() > b.GetHaveFragmentNum())
            {
                return(-1);
            }
            else if (a.GetHaveFragmentNum() < b.GetHaveFragmentNum())
            {
                return(1);
            }

            if (a.SoldierTypeID > b.SoldierTypeID)
            {
                return(1);
            }
            else if (a.SoldierTypeID < b.SoldierTypeID)
            {
                return(-1);
            }
            else
            {
                return(0);
            }
        });
    }