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); }
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; } }
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; }