Пример #1
0
        /// <summary>
        /// 0 Monster
        /// 1 Player
        /// 2 Npc
        /// </summary>
        /// <param name="isPlayer">If set to <c>true</c> is player.</param>
        /// <param name="mid">Middle.</param>
        /// <param name="level">Level.</param>
        public UnitData(bool isPlayer, int mid, int level)
        {
            IsPlayer = isPlayer;
            Log.Important("Init Unit Data is " + isPlayer + " " + mid + " " + level);
            if (!isPlayer)
            {
                config = GMDataBaseSystem.SearchIdStatic <MonsterFightConfigData>(GameData.MonsterFightConfig, mid);
            }
            else
            {
                jobConfig = GMDataBaseSystem.SearchIdStatic <RoleJobDescriptionsData>(GameData.RoleJobDescriptions, mid);
                RoleUpgradeConfigData lastInfo = null;
                foreach (RoleUpgradeConfigData r in GameData.RoleUpgradeConfig)
                {
                    if (r.job == mid && r.level == level)
                    {
                        playerConfig = r;
                        break;
                    }
                    if (r.job == mid)
                    {
                        lastInfo = r;
                    }
                }

                //等级超过了配置区间
                if (playerConfig == null)
                {
                    playerConfig = lastInfo;
                }

                Log.Important("jobConfig " + jobConfig + " playerConfig " + playerConfig);
            }
        }
Пример #2
0
        public string ChapterName(int cha)
        {
            Log.GUI("GetChapter Name " + cha);
            var chapter = GMDataBaseSystem.SearchIdStatic <ChapterConfigData> (GameData.ChapterConfig, cha);

            return(chapter.name);
        }
Пример #3
0
        public SkillData(int skillId, int level)
        {
            skillConfig = GMDataBaseSystem.SearchIdStatic <SkillConfigData>(GameData.SkillConfig, skillId);

            foreach (SkillEffectConfigData sd in GameData.SkillEffectConfig)
            {
                if (sd.skillId == skillId && sd.skillLevel == level)
                {
                    effectConfig = sd;
                    break;
                }
            }
            foreach (SkillLearnConfigData sd in GameData.SkillLearnConfig)
            {
                if (sd.skillId == skillId)
                {
                    learnConfig = sd;
                    break;
                }
            }
            if (learnConfig == null)
            {
                Log.Sys("Skill Learn Config Not exist " + skillId + " " + level);
            }
            if (effectConfig == null)
            {
                Log.Sys("SkillData Init Error " + skillId + " " + level);
            }

            Log.Important("skill Id and skill Effect " + skillConfig + " " + effectConfig);
        }
Пример #4
0
        void OnLevelUp()
        {
            if (equipData != null)
            {
                var lev       = equipData.entry.Level;
                var needLevel = GMDataBaseSystem.SearchIdStatic <EquipLevelData>(GameData.EquipLevel, lev);
                var myLev     = ObjectManager.objectManager.GetMyAttr().Level;
                if (needLevel.level > myLev)
                {
                    WindowMng.windowMng.ShowNotifyLog(string.Format("只有自身达到{0}级,才能掌控更高级装备", needLevel.level));
                    return;
                }

                var lv = WindowMng.windowMng.PushView("UI/LevelUpEquip");
                var eq = lv.GetComponent <LevelUpEquip>();
                eq.SetEquip(equipData);
            }
            else
            {
                var lv  = WindowMng.windowMng.PushView("UI/LevelUpGem");
                var gem = lv.GetComponent <LevelUpGem>();
                gem.SetData(backpackData);
                MyEventSystem.PushEventStatic(MyEvent.EventType.UpdateItemCoffer);
            }
        }
Пример #5
0
        public static UnitData GetNpcData(int npcId)
        {
            int key = 2 * 1000000 + npcId * 10 + 0;

            if (monsterData.ContainsKey(key))
            {
                return(monsterData [key]);
            }

            var      config = GMDataBaseSystem.SearchIdStatic <NpcConfigData>(GameData.NpcConfig, npcId);
            UnitData ud     = new UnitData(config);

            monsterData [key] = ud;
            return(ud);
        }
Пример #6
0
 //根据BaseID 以及装备类型获得ItemData
 public ItemData(int goodsType, int baseId)
 {
     if (goodsType == 0)
     {
         propsConfig = GMDataBaseSystem.SearchIdStatic <PropsConfigData> (GameData.PropsConfig, baseId);
         config      = propsConfig;
     }
     else
     {
         equipConfig = GMDataBaseSystem.SearchIdStatic <EquipConfigData> (GameData.EquipConfig, baseId);
         config      = equipConfig;
     }
     if (config == null)
     {
         Log.Critical("Init ItemData Error " + goodsType + " " + baseId);
     }
 }
Пример #7
0
        void UpdateFrame()
        {
            var    entry    = equipData.entry;
            string baseAttr = "";

            if (equipData.itemData.Damage > 0)
            {
                baseAttr += string.Format("[9800fc]攻击力:{0}[-]\n", equipData.itemData.Damage);
            }
            if (equipData.itemData.RealArmor > 0)
            {
                baseAttr += string.Format("[8900cf]防御力:{0}[-]\n", equipData.itemData.RealArmor);
            }

            string initAttr = string.Format("[fc0000]天赋攻击:{0}[-]\n[fc0000]天赋防御:{1}[-]\n",
                                            entry.RndAttack,
                                            entry.RndDefense);
            string extarAttr = string.Format("[fc0000]额外攻击:{0}[-]\n[fc0000]额外防御:{1}[-]\n",
                                             equipData.entry.ExtraAttack,
                                             equipData.entry.ExtraDefense);

            Name.text = string.Format("[ff9500]{0}({1}级)[-]\n[0098fc]{2}金币[-]\n{3}{4}{5}[fcfc00]{6}[-]",
                                      equipData.itemData.ItemName,
                                      equipData.entry.Level,
                                      equipData.itemData.GoldCost,
                                      baseAttr,
                                      initAttr,
                                      extarAttr,
                                      equipData.itemData.Description);
            var levCost = GMDataBaseSystem.SearchIdStatic <EquipLevelData>(GameData.EquipLevel, equipData.entry.Level + 1);

            if (levCost != null)
            {
                Rate.text = string.Format("[ff9500]成功率:{0}%[-]\n[ff9500]金币:{1}[-]",
                                          levCost.rate,
                                          levCost.gold
                                          );
            }

            InitList();
            StartCoroutine(WaitReset());
        }
Пример #8
0
 public T SearchId <T>(List <T> data, int id) where T : IConfig
 {
     return(GMDataBaseSystem.SearchIdStatic <T>(data, id));
 }
Пример #9
0
        public static void LevelUpEquip(KBEngine.Packet packet)
        {
            var      playerInfo = ServerData.Instance.playerInfo;
            var      inpb       = packet.protoBody as CGLevelUpEquip;
            var      eid        = inpb.EquipId;
            var      curLev     = 0;
            PackInfo packInfo   = null;

            foreach (var e in playerInfo.DressInfoList)
            {
                if (e.PackEntry.Id == eid)
                {
                    packInfo = e;
                    break;
                }
            }
            if (packInfo != null)
            {
                curLev = packInfo.PackEntry.Level + 1;
                var levCost = GMDataBaseSystem.SearchIdStatic <EquipLevelData>(GameData.EquipLevel, curLev);
                if (levCost == null)
                {
                    SendNotify("装备已经升到顶级了");
                    return;
                }

                var myGold = playerInfo.Gold;
                if (levCost.gold > myGold)
                {
                    SendNotify("金币不足");
                    return;
                }
                AddGold(-levCost.gold);

                var extraAtt = 0;
                var extraDef = 0;
                foreach (var g in inpb.GemIdList)
                {
                    var pinfo    = GetItemInPack(g);
                    var itemData = Util.GetItemData(0, pinfo.PackEntry.BaseId);
                    extraAtt += itemData.GetRndAtk();
                    extraDef += itemData.GetRndDef();
                    ReduceItem(g, 1);
                }
                var rate = Random.Range(0, 100);
                if (rate < levCost.rate)
                {
                    packInfo.PackEntry.Level++;
                    packInfo.PackEntry.ExtraAttack  += extraAtt;
                    packInfo.PackEntry.ExtraDefense += extraDef;
                    SendNotify("装备升级成功, 本次概率" + rate);

                    var update = GCPushEquipDataUpdate.CreateBuilder();
                    update.PackInfo = packInfo;
                    ServerBundle.SendImmediatePush(update);
                }
                else
                {
                    SendNotify("装备升级失败, 本次概率" + rate + " 需要概率 " + levCost.rate);
                }
            }
        }