public void Init(CampsitePointMgr targetPoint, int cardId) { this.targetPoint = targetPoint; this.cardId = cardId; RefreshData(targetPoint, cardId); }
public void Init(CampsitePointMgr targetPoint, int cardId) { this.cardId = cardId; CardData.CampsiteCardData.Init(targetPoint, cardId); int occupiedPointIndex; //bool hasOccupied = CampsiteMgr.singleton.CheckCardIsOccupied(cardId, out occupiedPointIndex); //OccupiedFlag.gameObject.SetActive(hasOccupied); }
public void Init(int pointIndex, Transform followNodeTrans) { pointDataMgr = CampsiteMgr.singleton.GetPointByIndex(pointIndex); followNode = GetComponent <FollowNode>(); followNode.SetFloowNode(followNodeTrans); nonAutoAnim = RewardNode.gameObject.GetComponent <DOTweenAnimation>(); UnlockBtn.button.onClick.AddListener(OnUnlockBtnClick); RewardBtn.button.onClick.AddListener(OnRewardBtnClick); CardBtn.button.onClick.AddListener(OnCardBtnClick); RefreshData(); }
private void SetData(int dataIndex) { pointDataMgr = CampsiteMgr.singleton.GetPointByIndex(dataIndex); NameTxt.text.text = pointDataMgr.buildingRes.buildingName; var gunTypeRes = TableMgr.singleton.GunTypeTable.GetItemByID(pointDataMgr.buildingRes.gunType); //TypeImg.image.sprite = gunTypeRes.icon TypeTxt.text.text = LanguageMgr.GetText(gunTypeRes.tid_type); HomeUI homePanel = Global.gApp.gUiMgr.GetPanelCompent <HomeUI>(Wndid.HomeUI); if (homePanel != null) { homePanel.OnFocusPoint(dataIndex); } RefreshData(dataIndex); }
public void Init(Transform adaptNode, int npcIndex, Action <int, GunCard_TableItem, bool, bool> callback) { m_NpcIndex = npcIndex; m_Callback = callback; pointData = CampsiteMgr.singleton.GetPointByIndex(npcIndex); GunCard_TableItem gunData = null; if (pointData.equipGunId > 0) { gunData = TableMgr.singleton.GunCardTable.GetItemByID(pointData.equipGunId); } InitWeaponDropDown(pointData.buildingRes.gunType); SetTestValues(gunData, false, false); m_TitleText.text.text = string.Format("npc{0}, lv{1}", npcIndex + 1, pointData.Lv); m_TaskAdaptNode.rectTransform.anchoredPosition = UiTools.WorldToRectPos(gameObject, adaptNode.position, m_CanvasRect); }
private void RefreshData(CampsitePointMgr targetPoint, int cardId) { var gunRes = TableMgr.singleton.GunCardTable.GetItemByID(cardId); CardData.gameObject.SetActive(true); CardData.GunUI_GunCard.Init(gunRes); int skillId = PlayerDataMgr.singleton.GetCampSkillID(cardId); CampSkill.CampSkill.Init(skillId); CampSkill.CampSkill.SetValid(targetPoint.CheckIsValidSkill(skillId)); AutoTipTxt.text.text = LanguageMgr.GetText("CampDetail_Tips_Auto", targetPoint.AutoLv); if (targetPoint.CheckCardIsAuto(cardId)) { UIGray.Recovery(AutoIcon.image); AutoTxt.text.text = LanguageMgr.GetText("CampDetail_Rule_AutoOpen"); AutoTxt.text.color = Color.green; AutoTipTxt.text.color = Color.green; } else { UIGray.SetUIGray(AutoIcon.image); AutoTxt.text.text = LanguageMgr.GetText("CampDetail_Rule_AutoClose"); AutoTxt.text.color = Color.red; AutoTipTxt.text.color = Color.red; } double rewardFactor; float intervalFactor; targetPoint.GetCardTotalFactorOnPoint(cardId, out rewardFactor, out intervalFactor); RewardFactorTxt.text.text = string.Format("x{0}", UiTools.FormateMoney(rewardFactor)); if (Mathf.Approximately(intervalFactor, 1f)) { IntervalFactorNode.gameObject.SetActive(false); } else { IntervalFactorTxt.text.text = string.Format("-{0:#0.##%}", intervalFactor); } }
public override void Init <T>(string name, UIInfo info, T arg) { base.Init(name, info, arg); pointDataMgr = arg as CampsitePointMgr; NameTxt.text.text = pointDataMgr.buildingRes.buildingName; var gunTypeRes = TableMgr.singleton.GunTypeTable.GetItemByID(pointDataMgr.buildingRes.gunType); //TypeImg.image.sprite = gunTypeRes.icon #region 装备数据 if (pointDataMgr.equipGunId > 0) { EquipCardRoot.gameObject.SetActive(true); NoneCardRoot.gameObject.SetActive(false); RemoveBtn.button.onClick.AddListener(OnRemoveBtnClick); CardData.CampsiteCardData.Init(pointDataMgr, pointDataMgr.equipGunId); CardData.CampsiteCardData.RegisterSkillClickListener(ShowSkillDesc); } else { CardData.gameObject.SetActive(false); EquipCardRoot.gameObject.SetActive(false); NoneCardRoot.gameObject.SetActive(true); } #endregion #region 择列表 var limitGunType = pointDataMgr.buildingRes.gunType; var gunCards = PlayerDataMgr.singleton.GetCardsByType(limitGunType); List <int> selectOrderList = new List <int>(); for (int i = 0; i < gunCards.Count; i++) { //if (PlayerDataMgr.singleton.GetUseWeaponID() == gunCards[i]) // continue; if (pointDataMgr.equipGunId == gunCards[i]) { continue; } selectOrderList.Add(gunCards[i]); } selectOrderList.Sort((a, b) => { double rewardFactor_a; float intervalFactor_a; pointDataMgr.GetCardTotalFactorOnPoint(a, out rewardFactor_a, out intervalFactor_a); double rewardFactor_b; float intervalFactor_b; pointDataMgr.GetCardTotalFactorOnPoint(b, out rewardFactor_b, out intervalFactor_b); return((rewardFactor_a * intervalFactor_a).CompareTo(rewardFactor_b * intervalFactor_b)); }); for (int i = 0; i < selectOrderList.Count; i++) { var setItem = SetItem.GetInstance(); setItem.gameObject.SetActive(true); setItem.Init(pointDataMgr, selectOrderList[i]); setItem.onSelect -= OnSelectItem; setItem.onSelect += OnSelectItem; setItem.CardData.CampsiteCardData.RegisterSkillClickListener(ShowSkillDesc); } #endregion }
public void Init(int cardId, int campPointIndex) { this.cardId = cardId; this.campPointMgr = CampsiteMgr.singleton.GetPointByIndex(campPointIndex); RefreshData(false); }