//显示强化信息 void ShowEnhanceInfo(int index) { EnchanceItem = pItem[index]; Enchancebutton.UpdateItem(EnchanceItem.GetID()); int j = EnhancePage[nTheIndex] * 10; for (int i = 0; i < 10; i++) { if (i + j >= pItem.Count) { EnhanceNames[i].Text = ""; EnchanceLevels[i].Text = ""; EnchanceRadios[i].Hide(true); } else { EnhanceNames[i].Text = pItem[i + j].GetName(); EnchanceLevels[i].Text = CDataPool.Instance.GetStrengthLevelDesc(pItem[i + j].GetStrengthLevel()); EnchanceRadios[i].Hide(false); } } EnchancePreLevel.Text = "强化等级:" + CDataPool.Instance.GetStrengthLevelDesc(EnchanceItem.GetStrengthLevel()); EnchanceCurrentLevel.Text = CDataPool.Instance.GetStrengthLevelDesc(EnchanceItem.GetStrengthLevel()); EnchanceNextLevel.Text = CDataPool.Instance.GetStrengthNextLevelDesc(EnchanceItem.GetStrengthLevel()); int selectIndex = (int)EnchanceSelect[nTheIndex]; if (EnhancePage[nTheIndex] == EnhancePageRadio[nTheIndex]) { EnchanceRadios[selectIndex].Value = true; } else { EnchanceRadios[selectIndex].Value = false; } EnchancePageNum.Text = (EnhancePage[nTheIndex] + 1) + "/" + GetPageNum(); Item_Enhance itemEnhance = LifeAbility.Instance.Get_Equip_EnhanceLevel((CObject_Item)EnchanceItem); int NeedMoney = itemEnhance.needMoney; int Property = itemEnhance.addProperty; if (NeedMoney <= 0 || Property < 0) { if (EnchanceItem != null) { EnhanceMoney.Text = "0"; //QiangHuaButton.Disable(); } else { LogManager.LogError("此装备无法强化。"); return; } } else { QiangHuaButton.Enable(); } }
void ShowShengDangInfo(int index) { ShengDangItem = sItem[index]; ShengDangImageButton[0].UpdateItem(ShengDangItem.GetID()); int j = ShengDangPage[nTheIndex] * 10; for (int i = 0; i < 10; i++) { if (i + j >= sItem.Count) { ShengDangNames[i].Text = ""; ShengDangLevels[i].Text = ""; ShengDangRadios[i].Hide(true); } else { ShengDangNames[i].Text = sItem[i + j].GetName(); ShengDangLevels[i].Text = "档次:" + sItem[i + j].GetCurrentDangCi(); ShengDangRadios[i].Hide(false); } } int selectIndex = (int)ShengDangSelect[nTheIndex]; if (ShengDangPage[nTheIndex] == ShengDangPageRadio[nTheIndex]) { ShengDangRadios[selectIndex].Value = true; } else { ShengDangRadios[selectIndex].Value = false; } ShengDangPageNum.Text = (ShengDangPage[nTheIndex] + 1) + "/" + GetPageNum(); ShengDangPreEnchanceLevel.Text = "强化等级:" + CDataPool.Instance.GetStrengthLevelDesc(ShengDangItem.GetStrengthLevel()); if (ShengDangItem.GetCurrentDangCi() == -1) { ShengDangCurrentDangCi.Text = ""; ShengDangNextDangCi.Text = "档次1"; } else { ShengDangCurrentDangCi.Text = "档次:" + ShengDangItem.GetCurrentDangCi(); ShengDangNextDangCi.Text = "档次:" + (ShengDangItem.GetCurrentDangCi() + 1); } Lua_Item_LevelUp item = LifeAbility.Instance.Get_Equip_LevelUpMaterial(ShengDangItem.GetCurrentDangCi()); CObject_Item pItemObj1 = ObjectSystem.Instance.NewItem((uint)item.needItemID); CObject_Item pItemObj2 = ObjectSystem.Instance.NewItem((uint)item.needItemID2); CActionItem_Item actionItem1 = CActionSystem.Instance.GetAction_ItemID(pItemObj1.GetID()); CActionItem_Item actionItem2 = CActionSystem.Instance.GetAction_ItemID(pItemObj2.GetID()); MaterialName[0].Text = actionItem1.GetName(); MaterialName[1].Text = actionItem2.GetName(); MaterialButton[0].SetActionItemByActionId(actionItem1.GetID()); MaterialButton[1].SetActionItemByActionId(actionItem2.GetID()); int count1 = CDataPool.Instance.UserBag_CountItemByIDTable(item.needItemID); int count2 = CDataPool.Instance.UserBag_CountItemByIDTable(item.needItemID2); if (count1 >= item.needItemNum) { count1 = item.needItemNum; } else if (count1 == -1) { count1 = 0; } if (count2 >= item.needItem2Num) { count2 = item.needItem2Num; } else if (count2 == -1) { count2 = 0; } MaterialNum[0].Text = count1 + "/" + item.needItemNum; MaterialNum[1].Text = count2 + "/" + item.needItem2Num; ShengDangMoney.Text = item.money.ToString(); }
void OnChangedRoleType(RoleType rt) { Clear(); bool bResetSelectIndex = true; switch (rt) { case RoleType.ROLE_SELF: { // 装备点的最大个数. int nBeginIndex = mCurrentEquipIndex * MAX_EQUIPGRID; int nCount = 0; //总装备数量 for (int i = 0; i < (int)HUMAN_EQUIP.HEQUIP_NUMBER; i++) { if (i == (int)HUMAN_EQUIP.HEQUIP_RIDER) { continue; } //取得玩家身上的装备 CObject_Item pItem = CDataPool.Instance.UserEquip_GetItem((HUMAN_EQUIP)i); if (pItem != null) { if (nCount < nBeginIndex || nCount - nBeginIndex >= MAX_EQUIPGRID) { nCount++; continue; } //不重置当前选择的索引 if (nCount - nBeginIndex >= mCurrentSelectedEquip) { bResetSelectIndex = false; } mEquips[nCount - nBeginIndex].SetActionItem(pItem.GetID()); mEquipsText[nCount - nBeginIndex].Text = pItem.GetName() + "\n" + "强化 " + pItem.GetStrengthLevel() + "级"; nCount++; } } mMaxPage = nCount / MAX_EQUIPGRID; if (nCount % MAX_EQUIPGRID != 0) { mMaxPage++; } UpatePageNum(); } break; case RoleType.ROLE_PACKET: { int nCount = 0; int nBeginIndex = mCurrentEquipIndex * MAX_EQUIPGRID; for (int i = GAMEDEFINE.EQUIP_BAG_BEGIN; i < GAMEDEFINE.EQUIP_BAG_END; i++) { CObject_Item_Equip item = CDataPool.Instance.UserBag_GetItem(i) as CObject_Item_Equip; if (item != null && item.GetItemType() != HUMAN_EQUIP.HEQUIP_RIDER) { if (nCount < nBeginIndex || nCount - nBeginIndex >= MAX_EQUIPGRID) { nCount++; continue; } //不重置当前选择的索引 if (nCount - nBeginIndex >= mCurrentSelectedEquip) { bResetSelectIndex = false; } mEquips[nCount - nBeginIndex].SetActionItem(item.GetID()); mEquipsText[nCount - nBeginIndex].Text = item.GetName() + "\n" + "强化 " + item.GetStrengthLevel() + "级"; nCount++; } } mMaxPage = nCount / MAX_EQUIPGRID; if (nCount % MAX_EQUIPGRID != 0) { mMaxPage++; } UpatePageNum(); } break; case RoleType.ROLE_PET1: { RefreshRolePetPage(0, ref bResetSelectIndex); } break; case RoleType.ROLE_PET2: { RefreshRolePetPage(1, ref bResetSelectIndex); } break; case RoleType.ROLE_PET3: { RefreshRolePetPage(2, ref bResetSelectIndex); } break; case RoleType.ROLE_PET4: { RefreshRolePetPage(3, ref bResetSelectIndex); } break; case RoleType.ROLE_PET5: { RefreshRolePetPage(4, ref bResetSelectIndex); } break; case RoleType.ROLE_PET6: { RefreshRolePetPage(5, ref bResetSelectIndex); } break; default: break; } //切换回归第一件装备 if (bResetSelectIndex) { mCurrentSelectedEquip = 0; mEquipMenus[mCurrentSelectedEquip].Value = true; } SelectedEquipChanged(mCurrentSelectedEquip); }