示例#1
0
    public bool StrenDefence(DefenceUIParam uiparam)
    {
        PlayerDataModule module = ModuleManager.Instance.FindModule <PlayerDataModule>();

        if (null == module)
        {
            return(false);
        }

        DefenceObj       defencedata = module.GetItemByIDAndPos(uiparam.itemid, uiparam.packpos, uiparam.packtype) as DefenceObj;
        DefenceTableItem defenceItem = DataManager.DefenceTable[uiparam.itemid] as DefenceTableItem;

        if (null == defencedata || null == defenceItem)
        {
            return(false);
        }

        //当前装备是否可以强化
        if (defencedata.GetStrenLv() >= defenceItem.strenLevelMax)
        {
            //弹窗.当前装备强化等级已达到最高等级,请提升装备品质
            PopTipManager.Instance.AddNewTip(StringHelper.GetString("strenmax"));
            return(false);
        }

        //根据当前装备属性取得强化等级及消耗并显示
        int strenlv = defencedata.GetStrenLv();
        DefenceStrenProItem strenproItem = DataManager.DefenceStrenProTable[defenceItem.strenSerialNumber + strenlv] as DefenceStrenProItem;
        DefenceStrenItem    strenItem    = DataManager.DefenceStrenTable[strenlv + 1] as DefenceStrenItem;

        if (strenproItem == null || strenItem == null)
        {
            return(false);
        }

        uint x = module.GetProceeds(ProceedsType.Money_Game);

        if (module.GetProceeds(ProceedsType.Money_Game) < strenItem.money * strenproItem.ratio)
        {
            //金币不足,弹窗:提示玩家直接购买
            //TODO
            PopTipManager.Instance.AddNewTip(StringHelper.GetString("money_game_shortage"));
            return(false);
        }

        StrenDefenceActionParam param = new StrenDefenceActionParam();

        param.DefenceId = uiparam.itemid;
        param.PackType  = (int)uiparam.packtype;
        param.pos       = uiparam.packpos;
        param.strenten  = false;

        Net.Instance.DoAction((int)Message.MESSAGE_ID.ID_MSG_DEFENCE_STEN, param);
        return(true);
    }
示例#2
0
    public void SetSomeInfo(DefenceTableItem item)
    {
        mResId = item.id;
        InitBasePro();
        this.mStrenlevel = item.strenLevelMin;
        this.mStarslevel = item.starsLevelMin;
        salemoney        = item.equiprice;
        //+装备初始战力
        fightvalue = item.fightValue;

        DefenceStrenProItem strenproitem = DataManager.DefenceStrenProTable[item.strenSerialNumber + item.strenLevelMin] as DefenceStrenProItem;

        if (null == strenproitem)
        {
            return;
        }
        DefenceStrenItem strenitem = DataManager.DefenceStrenTable[item.strenLevelMin] as DefenceStrenItem;

        if (null == strenitem)
        {
            return;
        }
        //+装备强化战力
        fightvalue += strenproitem.fightvalue;
        if (-1 != procritstren)
        {
            procritstren = strenproitem.property;
        }
        if (-1 != prodamagestren)
        {
            prodamagestren = strenproitem.property;
        }
        if (-1 != prodefencestren)
        {
            prodefencestren = strenproitem.property;
        }
        if (-1 != prolifestren)
        {
            prolifestren = strenproitem.property;
        }

        DefenceStarsProItem starsproitem = DataManager.DefenceStarsProTable[item.starsSerialNumber + mStarslevel] as DefenceStarsProItem;

        if (null == starsproitem)
        {
            GameDebug.LogError("无效的升星序列 id = " + (item.starsSerialNumber + mStarslevel));
            return;
        }

        fightvalue += starsproitem.fightvalue;
        if (-1 != procritstars)
        {
            procritstars = starsproitem.property;
        }
        if (-1 != prodamagestars)
        {
            prodamagestars = starsproitem.property;
        }
        if (-1 != prodefencestars)
        {
            prodefencestars = starsproitem.property;
        }
        if (-1 != prolifestars)
        {
            prolifestars = starsproitem.property;
        }
    }
示例#3
0
    public void SetProperty()
    {
        DefenceTableItem item = GetDeRes();

        InitBasePro();

        for (int i = item.strenLevelMin; i <= mStrenlevel; ++i)
        {
            DefenceStrenProItem strenproitem = DataManager.DefenceStrenProTable[item.strenSerialNumber + i] as DefenceStrenProItem;
            if (null == strenproitem)
            {
                continue;
            }
            DefenceStrenItem strenitem = DataManager.DefenceStrenTable[i] as DefenceStrenItem;
            if (null == strenitem)
            {
                continue;
            }
            salemoney += (int)(strenitem.money * strenproitem.ratio);
            if (i == mStrenlevel)
            {
                //+装备强化战力
                fightvalue += strenproitem.fightvalue;
                if (-1 != procritstren)
                {
                    procritstren = strenproitem.property;
                }
                if (-1 != prodamagestren)
                {
                    prodamagestren = strenproitem.property;
                }
                if (-1 != prodefencestren)
                {
                    prodefencestren = strenproitem.property;
                }
                if (-1 != prolifestren)
                {
                    prolifestren = strenproitem.property;
                }
            }
        }

        //装备初始金币
        salemoney += item.equiprice;
        DefenceStarsProItem starsproitem = DataManager.DefenceStarsProTable[item.starsSerialNumber + mStarslevel] as DefenceStarsProItem;

        if (null == starsproitem)
        {
            GameDebug.LogError("无效的升星序列 id = " + (item.starsSerialNumber + mStarslevel));
            return;
        }

        //+装备升星战力
        fightvalue += starsproitem.fightvalue;
        if (-1 != procritstars)
        {
            procritstars = starsproitem.property;
        }
        if (-1 != prodamagestars)
        {
            prodamagestars = starsproitem.property;
        }
        if (-1 != prodefencestars)
        {
            prodefencestars = starsproitem.property;
        }
        if (-1 != prolifestars)
        {
            prolifestars = starsproitem.property;
        }

        //+装备初始战力
        fightvalue += item.fightValue;
    }