示例#1
0
 private void updateProp()
 {
     if (type == MagicWeaponType.STRENGG)
     {
         string[][] props          = CommandConfigManager.Instance.getMagicWeaponStrengProp();
         int        quaIndex       = magicWeapon.getMaxPhaseLv();
         string[]   selectPropList = props[quaIndex - 1];
         string     selsecNum      = magicWeapon.getStrengLv() >= (selectPropList.Length) ? selectPropList[selectPropList.Length - 1] : selectPropList[magicWeapon.getStrengLv()];
         Prop       p = PropManagerment.Instance.createProp(StringKit.toInt(selsecNum.Split(',')[0]));
         goodsView.init(p);
         goodsView.backGround.gameObject.SetActive(false);
         Prop storeProp = StorageManagerment.Instance.getProp(StringKit.toInt(selsecNum.Split(',')[0]));
         if (storeProp == null)
         {
             needNum.text = "[FF0000]0/" + StringKit.toInt(selsecNum.Split(',')[1]).ToString();
         }
         else
         {
             if (storeProp.getNum() < StringKit.toInt(selsecNum.Split(',')[1]))
             {
                 needNum.text = "[FF0000]" + storeProp.getNum() + "/" + StringKit.toInt(selsecNum.Split(',')[1]).ToString();
             }
             else
             {
                 needNum.text = storeProp.getNum() + "/" + StringKit.toInt(selsecNum.Split(',')[1]).ToString();
             }
         }
     }
 }
示例#2
0
    /// <summary>
    /// 计算神器所带的已经激活的主动技能附加的战斗力
    /// </summary>
    /// <param name="card"></param>
    /// <returns></returns>
    public int getCardMagicWeaponCombat(Card card)
    {
        if (card.magicWeaponUID == null || card.magicWeaponUID == "")
        {
            return(0);
        }
        MagicWeapon mw = StorageManagerment.Instance.getMagicWeapon(card.magicWeaponUID);

        if (mw == null)
        {
            return(0);
        }
        List <int> activationSkill = mw.activationSkill;//技能对战斗力的影响

        if (activationSkill == null || activationSkill.Count < 1)
        {
            return(0);
        }
        int combatNum = 0;

        for (int i = 0; i < activationSkill.Count; i++)   //遍历所有的激活的神器技能
        {
            SkillSample sample = SkillSampleManager.Instance.getSkillSampleBySid(activationSkill[i]);
            if (sample == null)
            {
                return(combatNum);
            }
            else
            {
                if (sample.showType == 1 || sample.showType == 0)
                {
                    combatNum += (int)(CommandConfigManager.Instance.combatMagicWeapon()[mw.getMaxPhaseLv()] * Math.Pow(mw.getPhaseLv(), CommandConfigManager.Instance.combatMagicNum()));
                    return(combatNum);
                }
            }
        }
        return(combatNum);
    }
示例#3
0
 /// <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();
 }