//显示强化信息
    void ShowEnhanceInfo(int index)
    {
        EnchanceItem = pItem[index];
        Enchancebutton.UpdateItem(EnchanceItem.GetID());
        int j = EnhancePage[nTheIndex] * 10;

        for (int i = 0; i < 10; i++)
        {
            if (i + j >= pItem.Count)
            {
                EnhanceNames[i].Text   = "";
                EnchanceLevels[i].Text = "";
                EnchanceRadios[i].Hide(true);
            }
            else
            {
                EnhanceNames[i].Text   = pItem[i + j].GetName();
                EnchanceLevels[i].Text = CDataPool.Instance.GetStrengthLevelDesc(pItem[i + j].GetStrengthLevel());
                EnchanceRadios[i].Hide(false);
            }
        }

        EnchancePreLevel.Text     = "强化等级:" + CDataPool.Instance.GetStrengthLevelDesc(EnchanceItem.GetStrengthLevel());
        EnchanceCurrentLevel.Text = CDataPool.Instance.GetStrengthLevelDesc(EnchanceItem.GetStrengthLevel());
        EnchanceNextLevel.Text    = CDataPool.Instance.GetStrengthNextLevelDesc(EnchanceItem.GetStrengthLevel());
        int selectIndex = (int)EnchanceSelect[nTheIndex];

        if (EnhancePage[nTheIndex] == EnhancePageRadio[nTheIndex])
        {
            EnchanceRadios[selectIndex].Value = true;
        }
        else
        {
            EnchanceRadios[selectIndex].Value = false;
        }

        EnchancePageNum.Text = (EnhancePage[nTheIndex] + 1) + "/" + GetPageNum();

        Item_Enhance itemEnhance = LifeAbility.Instance.Get_Equip_EnhanceLevel((CObject_Item)EnchanceItem);
        int          NeedMoney   = itemEnhance.needMoney;
        int          Property    = itemEnhance.addProperty;

        if (NeedMoney <= 0 || Property < 0)
        {
            if (EnchanceItem != null)
            {
                EnhanceMoney.Text = "0";
                //QiangHuaButton.Disable();
            }
            else
            {
                LogManager.LogError("此装备无法强化。");
                return;
            }
        }
        else
        {
            QiangHuaButton.Enable();
        }
    }
示例#2
0
    /// <summary>
    /// 强化
    /// </summary>
    void UpdateEnchance()
    {
        ClearEnchanceContext();
        mIsEnableEnchance = false;
        if (mSelectedItem != null)
        {
            //属性
            mEnchanceSelectedAction.SetActionItem(mSelectedItem.GetID());
            string text = mSelectedItem.GetWhiteAttribute(0);
            mEnchanceSelectedAttri1.Text = UIString.Instance.ParserString_Runtime(text);
            text = mSelectedItem.GetWhiteAttribute(1);
            if (text == "")
            {
                mEnchanceSelectedAttri2.Hide(true);
            }
            else
            {
                mEnchanceSelectedAttri2.Hide(false);
                mEnchanceSelectedAttri2.Text = UIString.Instance.ParserString_Runtime(text);
            }

            //效果
            int nEnchanceLevel       = mSelectedItem.GetStrengthLevel() + 1;
            CObject_Item_Equip equip = mSelectedItem as CObject_Item_Equip;
            if (equip != null)
            {
                text = equip.GetStrengthAttributeValue(nEnchanceLevel, 0);
                mEnchanceResultAttri1.Text = UIString.Instance.ParserString_Runtime(text);
                text = equip.GetStrengthAttributeValue(nEnchanceLevel, 1);
                if (text == "")
                {
                    mEnchanceResultAttri2.Hide(true);
                }
                else
                {
                    mEnchanceResultAttri2.Hide(false);
                    mEnchanceResultAttri2.Text = UIString.Instance.ParserString_Runtime(text);
                }
            }
            Item_Enhance itemEnhance = LifeAbility.Instance.Get_Equip_EnhanceLevel(mSelectedItem);
            mEnchanceMoney.Text = itemEnhance.needMoney + "    金钱";

            //是否可强化
            if (mSelectedItem.GetStrengthLevel() < CObjectManager.Instance.getPlayerMySelf().GetCharacterData().Get_Level() &&
                itemEnhance.needMoney <= CObjectManager.Instance.getPlayerMySelf().GetCharacterData().Get_Money())
            {
                mEnchanceOK.controlIsEnabled = true;
            }
        }
    }