/// <summary> /// 更新拥有形象(强化等级,进阶等级,形象,形象背景) /// </summary> private void updateCommonInfo() { if (magicWeapon.getPhaseLv() > 0) { phaseLv.gameObject.SetActive(true); phaseLv.text = "+" + magicWeapon.getPhaseLv().ToString(); } else { phaseLv.gameObject.SetActive(false); } towerBar.updateValue((float)magicWeapon.getLuckNumber(), (float)100); towerValue.text = magicWeapon.getLuckNumber() + "%"; magicName.text = QualityManagerment.getQualityColor(magicWeapon.getMagicWeaponQuality()) + magicWeapon.getName(); phaseNum.text = magicWeapon.getPhaseLv() + "/" + magicWeapon.getMaxPhaseLv(); phaseButton.disableButton(false); if (magicWeapon.getPhaseLv() == magicWeapon.getMaxPhaseLv()) { phaseNum.text = LanguageConfigManager.Instance.getLanguage("magicweapLiii03"); //phaseButton.disableButton(true); } updateSuccess(); ResourcesManager.Instance.LoadAssetBundleTexture(ResourcesManager.ICONIMAGEPATH + magicWeapon.getIconId(), icon); icon_bg.spriteName = QualityManagerment.qualityIDtoMagicWeapon(magicWeapon.getMagicWeaponQuality()); if (starPrefab != null) { Utils.RemoveAllChild(icon.transform); int starLevel = MagicWeaponSampleManager.Instance.getMagicWeaponSampleBySid(magicWeapon.sid).starLevel; if (starLevel > 0) { ShowStars show = NGUITools.AddChild(icon.gameObject, starPrefab).GetComponent <ShowStars>(); show.initStar(starLevel, MagicWeaponManagerment.USEDBUMAGIC_ATTRSHOW); } } //职业显示 jobType.gameObject.SetActive(true); jobBg.gameObject.SetActive(true); if (magicWeapon.getMgType() == JobType.POWER) //力 { jobType.spriteName = "roleType_2s"; } else if (magicWeapon.getMgType() == JobType.MAGIC) //魔 { jobType.spriteName = "roleType_5s"; } else if (magicWeapon.getMgType() == JobType.AGILE) //敏 { jobType.spriteName = "roleType_3s"; } else if (magicWeapon.getMgType() == JobType.POISON) //毒 { jobType.spriteName = "roleType_4s"; } else if (magicWeapon.getMgType() == JobType.COUNTER_ATTACK) //反 { jobType.spriteName = "roleType_1s"; } else if (magicWeapon.getMgType() == JobType.ASSIST) //辅 { jobType.spriteName = "roleType_6s"; } else { jobType.gameObject.SetActive(false); jobBg.gameObject.SetActive(false); } updateSkills(); updateProp(); }