public void RefreshUI() { GameBean gameData = uiComponent.handler_Game.GetGameData(); GameDataHandler gameDataHandler = uiComponent.handler_GameData; gameDataHandler.GetLevelLevelUpDataForSpeed(gameData.levelForSpeed, out float addSpeed, out long preSpeedGold); SetTextForAttribute(ui_TvSpeedLevel, ui_TvSpeedMoney, gameData.levelForSpeed, gameDataHandler.GetLevelMaxForSpeed(), preSpeedGold); SetButtonStatusForAttribute(ui_BtSpeedAdd, preSpeedGold); gameDataHandler.GetLevelLevelUpDataForNumber(gameData.levelForPirateNumber, out int addNumber, out long preNumberGold); SetTextForAttribute(ui_TvNumberLevel, ui_TvNumberMoney, gameData.levelForPirateNumber, gameDataHandler.GetLevelMaxForNumber(), preNumberGold); SetButtonStatusForAttribute(ui_BtNumberAdd, preNumberGold); gameDataHandler.GetLevelUpDataForGoldPrice(gameData.levelForGoldPrice, out int addPrice, out long prePriceGold); SetTextForAttribute(ui_TvGoldPriceLevel, ui_TvGoldPriceMoney, gameData.levelForGoldPrice, gameDataHandler.GetLevelMaxForGoldPrice(), prePriceGold); SetButtonStatusForAttribute(ui_BtGoldPriceAdd, prePriceGold); }
public void OnClickForAddNumber() { GameBean gameData = uiComponent.handler_Game.GetGameData(); GameDataHandler gameDataHandler = uiComponent.handler_GameData; UserDataBean userData = gameDataHandler.GetUserData(); int maxLevel = uiComponent.handler_GameData.GetLevelMaxForNumber(); gameDataHandler.GetLevelLevelUpDataForNumber(gameData.levelForPirateNumber, out int addNumber, out long preNumberGold); if (!gameData.HasEnoughGold(preNumberGold)) { //钱不够 uiComponent.manager_Msg.ShowMsg(GameCommonInfo.GetUITextById(1001)); return; } bool isLevelUp = gameData.LevelUpForPlayerPirateNumber(maxLevel, addNumber); if (!isLevelUp) { //升级失败 uiComponent.manager_Msg.ShowMsg(GameCommonInfo.GetUITextById(1002)); return; } //支付金币 gameData.PayGold(preNumberGold); //生成海盗 for (int i = 0; i < addNumber; i++) { CharacterDataBean playerCharacterData = new CharacterDataBean(CharacterTypeEnum.Player) { life = userData.life + gameData.playerForLife, maxLife = userData.life + gameData.playerForLife, moveSpeed = userData.speed + gameData.GetPlayerSpeed() }; uiComponent.handler_Character.CreateCharacter(playerCharacterData); } RefreshUI(); }