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(); } } } }
/// <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); }
/// <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(); }