public void onForgingButtonClick() { EquipmentData._preconditions = Convert.ToString(Forging.GetSheet((int)Forging.SheetName.Sheet1).GetData(int.Parse(EquipmentData._currentForging)).Preconditions); //循环遍历前置条件 for (i = 0; i < 5; i++) { //判断是否满足前置条件或是第一个改造 if (EquipmentData._hasForging[i].Equals(EquipmentData._preconditions)) { flag = true; break; } else if (int.Parse(EquipmentData._currentForging) % 5 == 1) { flag = true; break; } else { flag = false; } } if (flag) { GameObject.Find(EquipmentData._currentForging).GetComponent <Image>().color = Color.black; EquipmentData._count -= 1; GameObject.Find("Point").GetComponent <Text>().text = Convert.ToString(EquipmentData._count); GameObject.Find(EquipmentData._currentForging).GetComponent <Button>().enabled = false; } if (flag) { for (i = 0; i < 5; i++) { if (EquipmentData._hasForging[i].Equals(str)) { EquipmentData._hasForging.RemoveAt(i); EquipmentData._hasForging.Add(EquipmentData._currentForging); break; } } } else { UnityEditor.EditorUtility.DisplayDialog("Tips", "不满足条件,未解锁前置技能", "确定"); } for (i = 0; i < 5; i++) { Debug.LogError(EquipmentData._hasForging[i]); } //保存改造信息 EquipmentData.equ[RoleData._roleId] = EquipmentData._hasForging; EquipmentData.count[RoleData._roleId] = EquipmentData._count; EquipmentData.dic[RoleData._roleId] = EquipmentData.equ; GameObject.Destroy(layer); }
/// <summary> /// 锻造装备更新数据 /// </summary> /// <param name="_id"></param> public static void ForgingItem(int _id) { GoodsModel gm = GoodsList.Find(x => x.Id == _id);//在背包找到这个物品 if (gm.Num > 2) { gm.Num -= 2; Forging fg = ForgingList.Find(x => x.id == _id); Item item = DataMgr.GetInstance().GetItemByID(fg.ID); BuyItem(item); } }
// Start is called before the first frame update void Start() { flag = true; str = "0"; Material1 = GameObject.Find("Material1").GetComponentInChildren <Text>(); EquipmentData._material1 = Forging.GetSheet((int)Forging.SheetName.Sheet1).GetData(EquipmentData._forgingId).Material1; EquipmentData._material1Get = EquipmentData.count[RoleData._roleId + 1000]; EquipmentData._material1Num = Forging.GetSheet((int)Forging.SheetName.Sheet1).GetData(EquipmentData._forgingId).num1; Material1.text = EquipmentData._material1Get + "/" + EquipmentData._material1Num; Material2 = GameObject.Find("Material2").GetComponentInChildren <Text>(); EquipmentData._material2 = Forging.GetSheet((int)Forging.SheetName.Sheet1).GetData(EquipmentData._forgingId).Material2; EquipmentData._material2Get = EquipmentData.count[RoleData._roleId + 2000]; EquipmentData._material2Num = Forging.GetSheet((int)Forging.SheetName.Sheet1).GetData(EquipmentData._forgingId).num2; Material2.text = EquipmentData._material2Get + "/" + EquipmentData._material2Num; Material3 = GameObject.Find("Material3").GetComponentInChildren <Text>(); EquipmentData._material3 = Forging.GetSheet((int)Forging.SheetName.Sheet1).GetData(EquipmentData._forgingId).Material3; EquipmentData._material3Get = EquipmentData.count[RoleData._roleId + 3000]; EquipmentData._material3Num = Forging.GetSheet((int)Forging.SheetName.Sheet1).GetData(EquipmentData._forgingId).num3; Material3.text = EquipmentData._material3Get + "/" + EquipmentData._material3Num; }
static void OnPostprocessAllAssets(string[] importedAssets, string[] deletedAssets, string[] movedAssets, string[] movedFromAssetPaths) { foreach (string asset in importedAssets) { if (!filePath.Equals(asset)) { continue; } Directory.CreateDirectory("Assets/ReadExcel/Config/Resources/DataConfig/ "); Forging data = (Forging)AssetDatabase.LoadAssetAtPath(exportPath, typeof(Forging)); if (data == null) { data = ScriptableObject.CreateInstance <Forging> (); AssetDatabase.CreateAsset((ScriptableObject)data, exportPath); data.hideFlags = HideFlags.NotEditable; } ReadExcel.CreatDataInitCs(); data.sheets.Clear(); using (FileStream stream = File.Open(filePath, FileMode.Open, FileAccess.Read, FileShare.ReadWrite)) { IWorkbook book = null; if (Path.GetExtension(filePath) == ".xls") { book = new HSSFWorkbook(stream); } else { book = new XSSFWorkbook(stream); } foreach (string sheetName in sheetNames) { ISheet sheet = book.GetSheet(sheetName); if (sheet == null) { Debug.LogError("[QuestData] sheet not found:" + sheetName); continue; } Forging.Sheet s = new Forging.Sheet(); s.name = sheetName; for (int i = 2; i <= sheet.LastRowNum; i++) { IRow row = sheet.GetRow(i); ICell cell = null; Forging.Param p = new Forging.Param(); cell = row.GetCell(0); p.id = (int)(cell == null ? 0 : cell.NumericCellValue); cell = row.GetCell(1); p.forgingType = (int)(cell == null ? 0 : cell.NumericCellValue); cell = row.GetCell(2); p.Preconditions = (int)(cell == null ? 0 : cell.NumericCellValue); cell = row.GetCell(3); p.Material1 = (int)(cell == null ? 0 : cell.NumericCellValue); cell = row.GetCell(4); p.num1 = (int)(cell == null ? 0 : cell.NumericCellValue); cell = row.GetCell(5); p.Material2 = (int)(cell == null ? 0 : cell.NumericCellValue); cell = row.GetCell(6); p.num2 = (int)(cell == null ? 0 : cell.NumericCellValue); cell = row.GetCell(7); p.Material3 = (int)(cell == null ? 0 : cell.NumericCellValue); cell = row.GetCell(8); p.num3 = (int)(cell == null ? 0 : cell.NumericCellValue); s.list.Add(p); } data.sheets.Add(s); } } ScriptableObject obj = AssetDatabase.LoadAssetAtPath(exportPath, typeof(ScriptableObject)) as ScriptableObject; EditorUtility.SetDirty(obj); } }