//设置人物等级
    void SetHeroLevel(MyKeys.CurrentHero current_Hero)
    {
        //声音特效
        MyAudio.PlayAudio(StaticParameter.s_Levelup, false, StaticParameter.s_Levelup_Volume);
        EffectManager.Instance.LevelUpEffect();

        SetItemLevel(MyKeys.GetHeroLevel(current_Hero));

        switch (current_Hero)
        {
        case MyKeys.CurrentHero.GuiYuZi:
            MyKeys.GuiYuZi_Level_Value += 1;
            break;

        case MyKeys.CurrentHero.CiShen:
            MyKeys.CiShen_Level_Value += 1;
            break;

        case MyKeys.CurrentHero.YuZi:
            MyKeys.YuZi_Level_Value += 1;
            break;

        case MyKeys.CurrentHero.ShouSi:
            MyKeys.ShouSi_Level_Value += 1;
            break;
        }

        UpdateText((int)current_Hero);

        Debug.Log("关于等级的友盟设置还没有修改");
        //UMManager.SetHeroLevel(MyKeys.HeroOne_Level_Value);
        //UMManager.Event(EventID.Boy_Level, MyKeys.HeroOne_Level_Value.ToString());

        JudgeMaxButtonState();
    }
    //直升满级
    public void UpMax()
    {
        MyAudio.PlayAudio(StaticParameter.s_Levelup, false, StaticParameter.s_Levelup_Volume);

        //若英雄是最大等级跳出
        if (MyKeys.GetHeroLevel(MyKeys.CurrentSelectedHero) == _level_Max_List[(int)MyKeys.CurrentSelectedHero])
        {
            return;
        }
        if (MyKeys.Diamond_Value >= MyKeys.Up_Max_Cost)
        {
            EffectManager.Instance.LevelUpEffect();

            MyKeys.Diamond_Value -= MyKeys.Up_Max_Cost;
            SetHeroLevelMax(MyKeys.CurrentSelectedHero);
            UpdateList(MyKeys.CurrentSelectedHero);
            ChangeLevelImage();
            JudgeMaxButtonState();
            ChangeCost();
        }
        else
        {
            UIManager.ActiveWindow(WindowID.WindowID_ShopDiamond);
        }

        //更新红点状态
        UpdatePage();
    }
    void ChangeCostIcon()
    {
        Transform iconTransform = _item_List_Father.GetChild(5).GetChild(0);
        Transform goldIcon      = iconTransform.GetChild(0);
        Transform diamondIcon   = iconTransform.GetChild(1);

        if (!iconTransform.name.Contains("icon"))
        {
            Debug.LogError("升级按钮上的图标获取错误");
        }

        if (!MyKeys.JudgeLevelMax())
        {
            int hero_Level = MyKeys.GetHeroLevel(MyKeys.CurrentSelectedHero);

            if (hero_Level < MyKeys.Level_Cost_Change_Point)
            {
                goldIcon.gameObject.SetActive(true);
                diamondIcon.gameObject.SetActive(false);
            }
            else
            {
                goldIcon.gameObject.SetActive(false);
                diamondIcon.gameObject.SetActive(true);
            }
        }
        else
        {
            goldIcon.gameObject.SetActive(false);
            diamondIcon.gameObject.SetActive(false);
        }
    }
    //升级按钮
    public void LevelUp()
    {
        int hero_Level = MyKeys.GetHeroLevel(MyKeys.CurrentSelectedHero);

        if (GuidanceBase.GuidanceMark == 1)
        {
            //升级
            SetHeroLevel(MyKeys.CurrentSelectedHero);
            ChangeLevelImage();
            return;
        }
        if (hero_Level < MyKeys.Level_Cost_Change_Point)
        {
            int pay_Gold = (hero_Level + 1) * 100;
            if (MyKeys.Gold_Value >= pay_Gold)
            {
                MyKeys.Gold_Value -= pay_Gold;

                //升级
                SetHeroLevel(MyKeys.CurrentSelectedHero);
                ChangeLevelImage();
                //升级提示
                _red_Point.GetComponent <RedPoint>().LevelUpHint();
            }
            else
            {
                //UIManager.ActiveWindow(WindowID.WindowID_ShopJinBi);
                SetButtonInactivity(_level_Up_Button);
            }
        }
        else
        {
            if (MyKeys.Diamond_Value >= MyKeys.Level_Cost_Diamond)
            {
                MyKeys.Diamond_Value -= MyKeys.Level_Cost_Diamond;

                //升级
                SetHeroLevel(MyKeys.CurrentSelectedHero);

                ChangeLevelImage();
            }
            else
            {
                //UIManager.ActiveWindow(WindowID.WindowID_ShopZuanShi);
                SetButtonInactivity(_level_Up_Button);
            }
        }

        ChangeCost();//显示下一级所需金币
        //更新红点状态
        UpdatePage();
    }
 //更新等级文本
 void UpdateLevelText()
 {
     for (int i = 0; i < 4; i++)
     {
         if ((MyKeys.GetHeroLevel((MyKeys.CurrentHero)i) + 1) < 10)
         {
             _Level_Text_List[i].text = " " + (MyKeys.GetHeroLevel((MyKeys.CurrentHero)i) + 1);
         }
         else
         {
             _Level_Text_List[i].text = (MyKeys.GetHeroLevel((MyKeys.CurrentHero)i) + 1).ToString();
         }
     }
 }
示例#6
0
    IEnumerator Wait()
    {
        yield return(new WaitForSeconds(1));

        transform.GetChild(_index).gameObject.SetActive(false);
        _index++;
        if (_index == 1)
        {
            MyAudio.PlayAudio(StaticParameter.s_Rankup, false, StaticParameter.s_Rankup_Volume);

            transform.GetChild(1).gameObject.SetActive(true);
            _tempList = _rankupList;
            times     = 0;
            Next();
            int index = (MyKeys.GetHeroLevel(MyKeys.CurrentSelectedHero) - 1) % 5;
            transform.GetChild(1).localPosition = Vector3.right * transform.GetChild(1).localPosition.x + Vector3.up * _rankup_Positions[index];
        }
    }
    //列表更新函数
    void UpdateList(MyKeys.CurrentHero current_Hero)
    {
        Clear();

        //获取人物等级
        int hero_Level = MyKeys.GetHeroLevel(current_Hero);

        //计算每种技能的等级
        for (int i = 0; i < hero_Level; i++)
        {
            SetItemLevel(i);
        }

        //更新文本
        UpdateText((int)MyKeys.CurrentSelectedHero);
        ChangeLevelImage();
        ChangeCost();
        ChangeSelectedState((int)MyKeys.CurrentSelectedHero);
    }
示例#8
0
    //判断显示
    void JudgeActive()
    {
        if (!MyKeys.JudgeLevelMax())
        {
            int hero_Level = MyKeys.GetHeroLevel(MyKeys.CurrentSelectedHero);
            int pay_Gold   = (hero_Level + 1) * 100;

            if (MyKeys.Gold_Value > pay_Gold)
            {
                gameObject.SetActive(true);
            }
            else
            {
                gameObject.SetActive(false);
            }
        }
        else
        {
            gameObject.SetActive(false);
        }
    }
    void ChangeCostTest()
    {
        if (!MyKeys.JudgeLevelMax())
        {
            int hero_Level = MyKeys.GetHeroLevel(MyKeys.CurrentSelectedHero);
            if (hero_Level < MyKeys.Level_Cost_Change_Point)
            {
                int temp = (hero_Level + 1) * 100;
                _Cost_Text.text = temp.ToString();

                if (MyKeys.Gold_Value < temp)
                {
                    SetButtonInactivity(_level_Up_Button);
                }
                else
                {
                    SetButtonActivity(_level_Up_Button);
                }
            }
            else
            {
                _Cost_Text.text = MyKeys.Level_Cost_Diamond.ToString();
                if (MyKeys.Diamond_Value < MyKeys.Level_Cost_Diamond)
                {
                    SetButtonInactivity(_level_Up_Button);
                }
                else
                {
                    SetButtonActivity(_level_Up_Button);
                }
            }
        }
        else
        {
            _Cost_Text.text = "满级";
            SetButtonInactivity(_level_Up_Button);
            _red_Point.SetActive(false);
        }
    }