public void OnDetailClick() { UMengPlugin.UMengEvent(EventId.VEGETABLE_EXPLAIN, new Dictionary <string, object> { { "code", _userVegetable.VegetableCode }, { "level", _userVegetable.CurrentLevel } }); //这个复杂了,每个技能的介绍或许还不一样 var vegetableIntroTextConfig = ConfigManager.GetConfig(ConfigManager.ConfigType.VegetableIntroTextConfig) as VegetableIntroTextConfig; if (vegetableIntroTextConfig == null) { Debug.LogError("没有VegetableIntroTextConfig"); return; } var vegetableIntro = vegetableIntroTextConfig.IntroList.Find(x => x.VegetableCode == _userVegetable.VegetableCode); if (vegetableIntro == null) { Debug.LogError("没有vegetableIntro.Code:" + _userVegetable.VegetableCode); return; } MorlnTooltip.Show(vegetableIntro.IntroContent, MainRoot.InverseTransformPoint(VegetableArtContentContainer.position)); }
public void Confirm() { var curNickname = IptNickname.value; if (string.IsNullOrEmpty(curNickname)) { MorlnTooltip.Show("昵称不能空", IptNickname.transform.position + new Vector3(102, 10)); return; } Requester.Instance.Send(new EditUserInfo { NewNickname = curNickname }); }
private void OnDetailClick() { UMengPlugin.UMengEvent(EventId.SKILL_DETAIL, new Dictionary <string, object> { { "code", _skill.SkillCode }, { "level", _level } }); //这个复杂了,每个技能的介绍还不一样 var skillLevelDetailTextConfig = ConfigManager.GetConfig(ConfigManager.ConfigType.SkillLevelDetailTextConfig) as SkillLevelDetailTextConfig; if (skillLevelDetailTextConfig != null) { string textToShow; var skillLevelDetail = skillLevelDetailTextConfig.DetailList.Find(x => x.SkillCode == _skill.SkillCode); if (skillLevelDetail == null) { return; } if (_level - 1 >= skillLevelDetail.LevelDetailList.Count) { return; //配置长度不够,不管了 } if (_level == 0) { var textNextLevel = skillLevelDetail.LevelDetailList[_level]; textToShow = string.Format("1级\n{0}", textNextLevel); } else { var textCurLevel = skillLevelDetail.LevelDetailList[_level - 1]; if (_level < skillLevelDetail.LevelDetailList.Count) { var textNextLevel = skillLevelDetail.LevelDetailList[_level]; textToShow = string.Format("{0}级\n{1}\n\n下一级\n{2}", _level, textCurLevel, textNextLevel); } else { textToShow = string.Format("{0}级\n{1}\n\n已经顶级", _level, textCurLevel); } } MorlnTooltip.Show(textToShow, SprSkillIcon.transform.position); } }
void OnClick() { UMengPlugin.UMengEvent(EventId.EQUIP_INTRO, new Dictionary <string, object> { { "code", _equip.EquipCode } }); //发送统计事件 if (_equip == null) { return; } var equipIntroTextConfig = ConfigManager.GetConfig(ConfigManager.ConfigType.EquipIntroTextConfig) as EquipIntroTextConfig; if (equipIntroTextConfig != null) { var equipIntro = equipIntroTextConfig.IntroList.Find(x => x.EquipCode == _equip.EquipCode); var text = equipIntro.IntroContent + (_worn ? "\n[FFFF00]双击脱下[-]" : "\n[FFFF00]双击穿上[-]"); MorlnTooltip.Show(text, MainRoot.InverseTransformPoint(transform.position)); } }
void OnClick() { //这个复杂了,每个技能的介绍还不一样 var skillLevelDetailTextConfig = ConfigManager.GetConfig(ConfigManager.ConfigType.SkillLevelDetailTextConfig) as SkillLevelDetailTextConfig; if (skillLevelDetailTextConfig != null) { var skillLevelDetail = skillLevelDetailTextConfig.DetailList.Find(x => (SkillEnum)x.SkillCode == _skillCode); if (skillLevelDetail == null) { return; } if (_level - 1 >= skillLevelDetail.LevelDetailList.Count) { return; //配置长度不够,不管了 } var textCurLevel = skillLevelDetail.LevelDetailList[_level - 1]; var textToShow = string.Format("{0}级\n{1}", _level, textCurLevel); MorlnTooltip.Show(textToShow, transform.position); } }