/// <summary> /// 可创建活动多人副本列表 /// </summary> /// <returns></returns> public MorePlot[] GetMorePlotFestivalList(FunctionEnum functionEnum) { TList <MorePlot> morePlotsList = new TList <MorePlot>(); var morePlotArray = new List <PlotInfo>(); if (functionEnum == FunctionEnum.MorePlotCoin) { morePlotArray = new ConfigCacheSet <PlotInfo>().FindAll(m => m.PlotType == PlotType.MorePlotCoin); } else if (functionEnum == FunctionEnum.MorePlotEnergy) { morePlotArray = new ConfigCacheSet <PlotInfo>().FindAll(m => m.PlotType == PlotType.MorePlotEnergy); } if (morePlotArray.Count > 0) { //var morePlot = morePlotArray[0]; foreach (PlotInfo info in morePlotArray) { if (functionEnum == FunctionEnum.MorePlotCoin && IsMoreCombat(info.PlotID)) { morePlotsList.Add(GetItem(info.PlotID)); } else if (functionEnum == FunctionEnum.MorePlotEnergy && IsMoreCombat(info.PlotID)) { morePlotsList.Add(GetItem(info.PlotID)); } } } return(morePlotsList.ToArray()); }
/// <summary> /// 获取攻击单位 /// </summary> /// <param name="position">攻击方的位置</param> /// <param name="attackType">攻击方式</param> /// <param name="attackTaget">攻击目标</param> /// <param name="targetEmbattle"></param> private static CombatGeneral[] GetTargetUnit(int position, AttackUnit attackType, AttackTaget attackTaget, EmbattleQueue targetEmbattle) { IGeneral[] generalList = new IGeneral[0]; TList <CombatGeneral> targetGeneralList = new TList <CombatGeneral>(); switch (attackType) { case AttackUnit.Single: CombatGeneral cg = null; if (attackTaget == AttackTaget.Self) { cg = (CombatGeneral)targetEmbattle.GetGeneral(position); } else { cg = (CombatGeneral)targetEmbattle.FindGeneral(position); } if (cg != null) { generalList = new IGeneral[] { cg }; } break; case AttackUnit.Horizontal: generalList = targetEmbattle.FindHorizontal(position); break; case AttackUnit.Vertical: generalList = targetEmbattle.FindVertical(position); break; case AttackUnit.All: generalList = targetEmbattle.FindAll(); break; default: break; } foreach (IGeneral general in generalList) { targetGeneralList.Add((CombatGeneral)general); } return(targetGeneralList.ToArray()); }
private void ReadWriteList\\(ref TList data) where TList : List\\, new() where TItem : IBitcoinSerializable, new() { var dataArray = data == null ? null : data.ToArray(); if (Serializing && dataArray == null) { dataArray = new TItem[0]; } ReadWriteArray(ref dataArray); if (!Serializing) { if (data == null) data = new TList(); else data.Clear(); data.AddRange(dataArray); } }
public GameActive[] GetActiveList(FunctionEnum activeType) { TList <GameActive> activeList = new TList <GameActive>(); foreach (var gameActive in _gameActiveList) { if (gameActive.ActiveType != FunctionEnum.Gonghui && (gameActive.ActiveType != activeType || new GameDataCacheSet <UserFunction>().FindKey(_userId, gameActive.ActiveType) == null)) { continue; } activeList.Add(gameActive); if (activeType == FunctionEnum.Gonghui) { if (gameActive.ActiveType == FunctionEnum.Gonghui) { GameUser userInfo = new GameDataCacheSet <GameUser>().FindKey(_userId); if (userInfo != null) { UserGuild guild = new ShareCacheStruct <UserGuild>().FindKey(userInfo.MercenariesID); if (guild != null) { GuildLvInfo lvInfo = new ConfigCacheSet <GuildLvInfo>().FindKey(guild.GuildLv); if (lvInfo != null) { var activityArray = lvInfo.ActivityDesc; foreach (ActivityShow activityShow in activityArray) { if (activityShow.ActivityID == (int)gameActive.ActiveStyle) { activeList.Add(gameActive); } } } } } } } } ; return(activeList.ToArray()); }
/// <summary> /// 可创建多人副本列表 /// </summary> /// <returns></returns> public MorePlot[] GetMorePlotList() { TList <MorePlot> morePlotsList = new TList <MorePlot>(); var plotsArray = UserPlotHelper.UserPlotFindAll(_userId); // todo new GameDataCacheSet<UserPlot>().FindAll(_userId);) foreach (UserPlotInfo plot in plotsArray) { var morePlotArray = new ConfigCacheSet <PlotInfo>().FindAll(u => u.PlotType == PlotType.MorePlot && u.PrePlotID == plot.PlotID); if (morePlotArray.Count > 0) { var morePlot = morePlotArray[0]; if (IsCombat(morePlot.PlotID)) { morePlotsList.Add(GetItem(morePlot.PlotID)); } } } return(morePlotsList.ToArray()); }
/// <summary> /// 获取攻击单位 /// </summary> /// <param name="position">攻击方的位置</param> /// <param name="attackType">攻击方式</param> /// <param name="attackTaget">攻击目标</param> /// <param name="targetEmbattle"></param> private static CombatGeneral[] GetTargetUnit(int position, AttackUnit attackType, AttackTaget attackTaget, EmbattleQueue targetEmbattle) { IGeneral[] generalList = new IGeneral[0]; TList<CombatGeneral> targetGeneralList = new TList<CombatGeneral>(); switch (attackType) { case AttackUnit.Single: CombatGeneral cg = null; if (attackTaget == AttackTaget.Self) { cg = (CombatGeneral)targetEmbattle.GetGeneral(position); } else { cg = (CombatGeneral)targetEmbattle.FindGeneral(position); } if (cg != null) { generalList = new IGeneral[] { cg }; } break; case AttackUnit.Horizontal: generalList = targetEmbattle.FindHorizontal(position); break; case AttackUnit.Vertical: generalList = targetEmbattle.FindVertical(position); break; case AttackUnit.All: generalList = targetEmbattle.FindAll(); break; default: break; } foreach (IGeneral general in generalList) { targetGeneralList.Add((CombatGeneral)general); } return targetGeneralList.ToArray(); }
//#region 更新图片的信息 //protected void UpdateSpriteInfor() //{ // if (_OldVerts == null) // return; // CalcQuadTag(_OldVerts); //} //#endregion /// <summary> /// 绘制图片 /// </summary> void DrawSprite() { if (m_spriteAsset == null) { return; } if (listSprite == null) { return; } if (m_spriteMesh == null) { m_spriteMesh = new Mesh(); } else { m_spriteMesh.Clear(); } TList <Vector3> tempVertices = new TList <Vector3>(); TList <Vector2> tempUv = new TList <Vector2>(); TList <int> tempTriangles = new TList <int>(); for (int i = 0; i < listSprite.Count; i++) { for (int j = 0; j < listSprite[i].vertices.Length; j++) { tempVertices.Add(listSprite[i].vertices[j]); } for (int j = 0; j < listSprite[i].uv.Length; j++) { tempUv.Add(listSprite[i].uv[j]); } for (int j = 0; j < listSprite[i].triangles.Length; j++) { tempTriangles.Add(listSprite[i].triangles[j]); } } //计算顶点绘制顺序 for (int i = 0; i < tempTriangles.Count; i++) { if (i % 6 == 0) { int num = i / 6; tempTriangles[i] = 0 + 4 * num; tempTriangles[i + 1] = 1 + 4 * num; tempTriangles[i + 2] = 2 + 4 * num; tempTriangles[i + 3] = 1 + 4 * num; tempTriangles[i + 4] = 0 + 4 * num; tempTriangles[i + 5] = 3 + 4 * num; } } m_spriteMesh.vertices = tempVertices.ToArray(); m_spriteMesh.uv = tempUv.ToArray(); m_spriteMesh.triangles = tempTriangles.ToArray(); m_spriteCanvasRenderer.SetMesh(m_spriteMesh); m_spriteGraphic.UpdateMaterial(); }
/// <summary> /// 可创建多人副本列表 /// </summary> /// <returns></returns> public MorePlot[] GetMorePlotList() { TList<MorePlot> morePlotsList = new TList<MorePlot>(); var plotsArray = UserPlotHelper.UserPlotFindAll(_userId); // todo new GameDataCacheSet<UserPlot>().FindAll(_userId);) foreach (UserPlotInfo plot in plotsArray) { var morePlotArray = new ConfigCacheSet<PlotInfo>().FindAll(u => u.PlotType == PlotType.MorePlot && u.PrePlotID == plot.PlotID); if (morePlotArray.Count > 0) { var morePlot = morePlotArray[0]; if (IsCombat(morePlot.PlotID)) { morePlotsList.Add(GetItem(morePlot.PlotID)); } } } return morePlotsList.ToArray(); }
/// <summary> /// 可创建活动多人副本列表 /// </summary> /// <returns></returns> public MorePlot[] GetMorePlotFestivalList(FunctionEnum functionEnum) { TList<MorePlot> morePlotsList = new TList<MorePlot>(); var morePlotArray = new List<PlotInfo>(); if (functionEnum == FunctionEnum.MorePlotCoin) { morePlotArray = new ConfigCacheSet<PlotInfo>().FindAll(m => m.PlotType == PlotType.MorePlotCoin); } else if (functionEnum == FunctionEnum.MorePlotEnergy) { morePlotArray = new ConfigCacheSet<PlotInfo>().FindAll(m => m.PlotType == PlotType.MorePlotEnergy); } if (morePlotArray.Count > 0) { //var morePlot = morePlotArray[0]; foreach (PlotInfo info in morePlotArray) { if (functionEnum == FunctionEnum.MorePlotCoin && IsMoreCombat(info.PlotID)) { morePlotsList.Add(GetItem(info.PlotID)); } else if (functionEnum == FunctionEnum.MorePlotEnergy && IsMoreCombat(info.PlotID)) { morePlotsList.Add(GetItem(info.PlotID)); } } } return morePlotsList.ToArray(); }
public GameActive[] GetActiveList(FunctionEnum activeType) { TList<GameActive> activeList = new TList<GameActive>(); foreach (var gameActive in _gameActiveList) { if (gameActive.ActiveType != FunctionEnum.Gonghui && (gameActive.ActiveType != activeType || new GameDataCacheSet<UserFunction>().FindKey(_userId, gameActive.ActiveType) == null)) continue; activeList.Add(gameActive); if (activeType == FunctionEnum.Gonghui) { if (gameActive.ActiveType == FunctionEnum.Gonghui) { GameUser userInfo = new GameDataCacheSet<GameUser>().FindKey(_userId); if (userInfo != null) { UserGuild guild = new ShareCacheStruct<UserGuild>().FindKey(userInfo.MercenariesID); if (guild != null) { GuildLvInfo lvInfo = new ConfigCacheSet<GuildLvInfo>().FindKey(guild.GuildLv); if (lvInfo != null) { var activityArray = lvInfo.ActivityDesc; foreach (ActivityShow activityShow in activityArray) { if (activityShow.ActivityID == (int)gameActive.ActiveStyle) { activeList.Add(gameActive); } } } } } } } }; return activeList.ToArray(); }
/// <summary> /// ����Ƿ��������dz� /// </summary> /// <param name="name"></param> /// <returns></returns> public static bool IsNickName(string name) { //return new GameDataCacheSet<GameUser>().IsExist(u => u.NickName.ToLower() == name.ToLower().Trim()); bool bl = false; bl = new GameDataCacheSet<GameUser>().IsExist(u => u.NickName.ToLower() == name.ToLower().Trim()); if (!bl) { TList<SqlParameter> paramValues = new TList<SqlParameter>(); string sql = "SELECT NickName FROM GameUser WHERE NickName = @NickName"; paramValues.Add(SqlParamHelper.MakeInParam("@NickName", SqlDbType.VarChar, 0, name)); using (SqlDataReader reader = SqlHelper.ExecuteReader(DbConfig.DataConnectString, CommandType.Text, sql, paramValues.ToArray())) { while (reader.Read()) { bl = true; } } } return bl; }