/// <summary> /// 更新角色状态条 /// </summary> private void UpdateStatInfo(NCharacterStatData stat) { UInt32 currentHP = stat.GetUInt32Value((UInt16)UnitFields.Health); UInt32 maxHP = stat.GetUInt32Value((UInt16)UnitFields.MaxHealth); UInt32 currentMP = stat.GetUInt32Value((UInt16)UnitFields.Mana); UInt32 maxMP = stat.GetUInt32Value((UInt16)UnitFields.MaxMana); //UInt32 currentEnergy = stat.GetUInt32Value((UInt16)UnitFields.Energy); //UInt32 maxEnergy = stat.GetUInt32Value((UInt16)UnitFields.MaxEnergy); //this.myHP.Text.Text = currentHP.ToString() + "/" + maxHP.ToString(); this.myHP.Progress = maxHP != 0 ? (float)currentHP / (float)maxHP : 1; //this.myMP.Text.Text = currentMP.ToString() + "/" + maxMP.ToString(); this.myMP.Progress = maxMP != 0 ? (float)currentMP / (float)maxMP : 1; //this.myEnergy.Text.Text = currentEnergy.ToString() + "/" + maxEnergy.ToString(); //this.myEnergy.Progress = maxEnergy != 0 ? (float)currentEnergy / (float)maxEnergy : 1; }
public StatEventArgs(NCharacterStatData stat) { this.Data = stat; }