IEnumerator InitPlayerInfo() { while (GamingData.INSTANCE().HeroState == null) { yield return(null); } GamingData.INSTANCE().HeroState.maxHp = GamingData.INSTANCE().HeroState.level * 100; GamingData.INSTANCE().HeroState.maxMp = GamingData.INSTANCE().HeroState.level * 100; GamingData.INSTANCE().HeroState.levelUpExp = GamingData.INSTANCE().HeroState.level * 100; hp_Fill.fillAmount = GamingData.INSTANCE().HeroState.hp / GamingData.INSTANCE().HeroState.maxHp; mp_Fill.fillAmount = GamingData.INSTANCE().HeroState.sp / GamingData.INSTANCE().HeroState.maxMp; ep_Fill.fillAmount = GamingData.INSTANCE().HeroState.cueeExp / GamingData.INSTANCE().HeroState.levelUpExp; hp_Text.text = ((int)((GamingData.INSTANCE().HeroState.hp / GamingData.INSTANCE().HeroState.maxHp) * 100f)).ToString() + "%"; mp_Text.text = ((int)((GamingData.INSTANCE().HeroState.sp / GamingData.INSTANCE().HeroState.maxMp) * 100f)).ToString() + "%"; if (GamingData.heroType == 0) { avatar_Img.sprite = Resources.Load <Sprite>("Item/00"); } else { avatar_Img.sprite = Resources.Load <Sprite>("Item/01"); } level_Text.text = GamingData.INSTANCE().HeroState.level.ToString(); nikeName_Text.text = GamingData.nickname; }
//根据Dic上交物品 public void SendItems(Dictionary <string, int> _items) { foreach (var item in _items.Keys) { SendMaterial(GamingData.GetItemIDByName(item), _items[item]); } }
public void resetDataForNewRoom() { roomVO = new RoomVO(); playerList = null; gamingData = null; gameStatus = GameStatus.UNDEFINED; }
public static GamingData INSTANCE() { if (instance == null) { instance = new GamingData(); return(instance); } return(instance); }
//初始化英雄系统 public override void Init() { heroInfo = new HeroInfo(this); inventory = new Inventory(this); equips = new Equips(this); heroInfo.InitHeroInfo(GamingData.INSTANCE().HeroState); inventory.Init(GamingData.INSTANCE().InvenrotyInfo); equips.Init(GamingData.INSTANCE().EquipsInfo); EventCenter.AddListener(EventDefine.FinishTaskDelete, DeleteItems); EventCenter.AddListener(EventDefine.FinishTaskGet, GetItems); EventCenter.Broadcast(EventDefine.InitBag, inventory.GetInventoryInfo); }
/** * 重新初始化数据 */ public void reinitData() { roomVO = new RoomVO(); myAvatarVO = null; playerList = null; remainRoundCount = 0; gameStatus = GameStatus.UNDEFINED; gamingData = null; lotteryDatas = null; isOverByPlayer = false; }
/** * 设置面板的显示内容 * dispalyFlag:0本回合结算,1全局结算 */ public void setDisplaContent(int dispalyFlag, GamingData data) { _data = data; _hvo = data.hupaiResponseVO; _fvo = data.finalGameEndVo; timeText.text = DateTime.Now.ToString("yyyy-MM-dd"); roomText.text = "房间号:" + GlobalData.getInstance().roomVO.roomId; titleText.text = GameHelper.getHelper().getName(); roundText.text = "局数:" + (GlobalData.getInstance().roomVO.roundNumber - GlobalData.getInstance().remainRoundCount) + "/" + GlobalData.getInstance().roomVO.roundNumber; if (dispalyFlag == 0) { curContainer.SetActive(true); endContainer.SetActive(false); continueButton.SetActive(true); shareEndButton.SetActive(false); closeButton.SetActive(false); if (GlobalData.getInstance().remainRoundCount == 0 || GlobalData.isOverByPlayer) { openFinalButton.GetComponent <Image> ().color = Color.white; } else { openFinalButton.GetComponent <Image> ().color = new Color32(200, 200, 200, 128); } getMas(_hvo.allMas); for (int i = 0; i < _hvo.avatarList.Count; i++) { HupaiResponseItem itemdata = _hvo.avatarList [i]; itemdata.setMaPoints(allMasList [i]); GameObject cell = Instantiate(Resources.Load("Prefab/Panel_GCurCellRenderUI")) as GameObject; cell.transform.SetParent(curContainer.transform); cell.transform.localScale = Vector3.one; cell.GetComponent <GCurCellRenderView> ().setUI(itemdata, _hvo.validMas, _data.BankerUuid); } } else if (dispalyFlag == 1) { curContainer.SetActive(false); endContainer.SetActive(true); openFinalButton.SetActive(false); continueButton.SetActive(false); shareEndButton.SetActive(true); closeButton.SetActive(true); setFinalScoreContent(); } }
//返回背包信息 public Dictionary <int, GridInfo> GetInventoryData(JsonData _data) { Dictionary <int, GridInfo> tempInventory = new Dictionary <int, GridInfo>(); for (int i = 1; i <= 8; i++) { string tempData = (string)_data["bagItem" + i]; if (tempData != "-1") { string[] arrays = tempData.Split('|'); tempInventory.Add(i, new GridInfo(i, GamingData.GetItemByID(int.Parse(arrays[0])), int.Parse(arrays[1]))); } else { tempInventory.Add(i, new GridInfo(i, new Item(), 0)); } } return(tempInventory); }
//使用物品 public void UseItem(int _itemGridID) { //判断物品是否存在 if (inventoryInfo[_itemGridID].GetItemID() != -1) { inventoryInfo[_itemGridID].itemCount--; Item item = GamingData.GetItemByID(inventoryInfo[_itemGridID].GetItemID()); heroSystem.hill(item.UseType, item.Value); //如果物品耗尽 if (inventoryInfo[_itemGridID].itemCount == 0) { ClearGridInfo(_itemGridID); //TODO给UI发送消息 } else { //TODO提示使用物品并实现效果 } } else { return; } }
Item GetItemFromAll(int _itemID) { return(GamingData.GetItemByID(_itemID)); }
public GamingDataController(GameSystem _system) : base(_system) { //实例化数据实体 data = GamingData.INSTANCE(); }
/// <summary> /// 剧情系统的初始化 /// </summary> public override void Init() { npcSystem.InitNpcSystem(GamingData.synData.npcState); taskSystem.InitTaskSystem(GamingData.synData.taskID, GamingData.synData.taskState, GamingData.INSTANCE().InvenrotyInfo); ShowMiniTaskPanel(); //TODO 任务系统初始化 //拿到当前的任务编号,拿到当前任务,将当前任务的初值赋值进去,根据任务编号初始化npc状态 //TODO 对话系统初始化 }
//设置英雄信息 public void SetHeroInfo(GamingData _data) { }
//装备卸下是的回调 void OnUnEquiped(int _gridID, int _equipID) { Item item = GamingData.GetItemByID(_equipID); heroSystem.SetATK_DEF(item.UseType, -item.Value); }