public PlayerKernelDataProxy GetPlayerInfoByTabIndex(int i) { PlayerKernelDataProxy temp = null; TeamManager.Instance.PlayerDic.TryGetValue(i, out temp); return(temp); }
/// <summary> /// 通过角色id获取角色信息代理类 /// </summary> /// <param name="id"></param> public PlayerKernelDataProxy GetPlayerById(int id) { PlayerKernelDataProxy temp = null; PlayerDic.TryGetValue(id, out temp); return(temp); }
public string GetPlayerNameByTabIndex(int i) { PlayerKernelDataProxy temp = null; TeamManager.Instance.PlayerDic.TryGetValue(i, out temp); return(temp.Name); }
/// <summary> /// 设置角色信息显示内容 /// </summary> public void SetPlayerInfo(PlayerKernelDataProxy player) { Hp_Text.text = player.TotalHp.ToString(); Attack_Text.text = player.TotalAttack.ToString(); Defense_Text.text = player.TotalDefense.ToString(); Speed_Text.text = player.TotalSpeed.ToString(); Role_Image.sprite = GetPlayerImageByName(player.Image); }
/// <summary> /// 角色脱下装备 /// </summary> /// <param name="playerId">角色id</param> /// <param name="equipType">装备类型</param> public void TakeOffEquipment(int playerId, int equipType, InventoryItem item) { PlayerKernelDataProxy player = TeamManager.Instance.GetPlayerById(playerId); player.Equips[equipType] = 0; player.DecreaseHpByEquip(item.EquipHp); player.DecreaseMpByEquip(item.EquipMp); player.DecreaseAttackByEquip(item.EquipAttack); player.DecreaseDefenseByEquip(item.EquipDefense); player.DecreaseSpeedByEquip(item.EquipSpeed); }
private void InitPlayers() { playerItemList = PlayerInfoManager.Instance.PlayerList; foreach (PlayerItem playerItem in playerItemList) { PlayerKernelDataProxy player = new PlayerKernelDataProxy(playerItem.PlayerId, playerItem.PlayerName, playerItem.Image, playerItem.Hp, playerItem.Mp, playerItem.Attack, playerItem.Defense, playerItem.Speed, playerItem.Level, playerItem.Skills, playerItem.Equips, playerItem.HpByEquip, playerItem.MpByEquip, playerItem.AttackByEquip, playerItem.DefenseByEquip, playerItem.SpeedByEquip); playerDic.Add(player.Id, player); playerList.Add(player); } }
/// <summary> /// 显示对应技能的详细信息 /// </summary> public void ResetSkillInfo(SkillItem item) { curShowSkillItem = item; PlayerKernelDataProxy player = m_SkillPanelModel.GetPlayerInfoById(curIndex); bool canLearn = false; if (player.Level >= item.LearnLevel) { canLearn = true; } m_SkillPanelView.SetSkillInfo(item, canLearn); }
/// <summary> /// 设置角色各项属性值 /// </summary> public void SetPlayerProPerty(PlayerKernelDataProxy player) { curHp = player.TotalHp; maxHp = curHp; attack = player.TotalAttack; defense = player.TotalDefense; speed = player.TotalSpeed; //设置技能 for (int i = 0; i < player.Skills.Count; i++) { skills[i] = SkillPrefabDic.Instance.GetSkillPrefabById(player.Skills[i]).GetComponent <SkillBase>(); } }
/// <summary> /// 重置选项卡和角色信息 /// </summary> private void ResetTabsAndPlayerInfo(int index) { //选项卡状态切换 for (int i = 0; i < tabsList.Count; i++) { tabsList[i].GetComponent <PlayerInfoTabItemCtrl>().NormalTab(); } tabsList[index].GetComponent <PlayerInfoTabItemCtrl>().ActiveTab(); CurIndex = index; PlayerKernelDataProxy player = m_PlayerInfoPanelModel.GetPlayerInfoByTabIndex(index); m_PlayerInfoPanelView.SetPlayerInfo(player); //设置角色基础信息显示 EquipPanelCtrl.Instance.ShowCurPlayerEquips(player.Id); }
public void SetInfo(PlayerKernelDataProxy player) { this.hp = player.Hp; this.mp = player.Mp; this.attack = player.Attack; this.defense = player.Defense; this.speed = player.Speed; this.level = player.Level; this.skills = player.Skills; this.equips = player.Equips; this.hpByEquip = player.HpByEquip; this.mpByEquip = player.MpByEquip; this.attackByEquip = player.AttackByEquip; this.defenseByEquip = player.DefenseByEquip; this.speedByEquip = player.SpeedByEquip; }
/// <summary> /// 该技能被装备 /// </summary> /// <param name="playerId">角色id</param> /// <param name="skillId">技能id</param> public void SkillBeEquiped(int playerId, int skillId) { PlayerKernelDataProxy player = GetPlayerInfoById(playerId); if (player.Skills.Count >= 4) //已装备4个技能,不能再装备 { Debug.Log("最多只能装备四个技能"); return; } player.Skills.Add(skillId); //修改玩家数据类中的已装备技能 switch (playerId) { case 0: for (int i = 0; i < saberSkillList.Count; i++) { if (saberSkillList[i].SkillID == skillId) { saberSkillList[i].IsEquip = true; } } break; case 1: for (int i = 0; i < archerSkillList.Count; i++) { if (archerSkillList[i].SkillID == skillId) { archerSkillList[i].IsEquip = true; } } break; case 2: for (int i = 0; i < casterSkillList.Count; i++) { if (casterSkillList[i].SkillID == skillId) { casterSkillList[i].IsEquip = true; } } break; } }
/// <summary> /// 该技能被卸下 /// </summary> /// <param name="playerId">角色id</param> /// <param name="skillId">技能id</param> public void SkillBeRemove(int playerId, int skillId) { PlayerKernelDataProxy player = GetPlayerInfoById(playerId); player.Skills.Remove(skillId); //修改玩家数据类中的已装备技能 switch (playerId) { case 0: for (int i = 0; i < saberSkillList.Count; i++) { if (saberSkillList[i].SkillID == skillId) { saberSkillList[i].IsEquip = false; } } break; case 1: for (int i = 0; i < archerSkillList.Count; i++) { if (archerSkillList[i].SkillID == skillId) { archerSkillList[i].IsEquip = false; } } break; case 2: for (int i = 0; i < casterSkillList.Count; i++) { if (casterSkillList[i].SkillID == skillId) { casterSkillList[i].IsEquip = false; } } break; } }