public void Update(int cardId) { HeroInfo heroInfo = GameTable.HeroInfoTableAsset.Lookup(cardId); if (null == heroInfo) { return; } m_name.text = heroInfo.StrName; m_cardNumber.text = heroInfo.CardId + ""; IconInfomation iconInfo = GameTable.IconInfoTableAsset.Lookup(heroInfo.ImageId); m_card.mainTexture = PoolManager.Singleton.LoadIcon <Texture>(iconInfo.dirName); OccupationInfo occupationInfo = GameTable.OccupationInfoAsset.LookUp(heroInfo.Occupation); iconInfo = GameTable.IconInfoTableAsset.Lookup(occupationInfo.m_iconId); m_occ.GetComponent <UITexture>().mainTexture = PoolManager.Singleton.LoadIcon <Texture>(iconInfo.dirName); RarityRelativeInfo rarityInfo = GameTable.RarityRelativeAsset.LookUp(heroInfo.Rarity); iconInfo = GameTable.IconInfoTableAsset.Lookup(rarityInfo.m_iconId); m_rarity.GetComponent <UITexture>().mainTexture = PoolManager.Singleton.LoadIcon <Texture>(iconInfo.dirName); }
void ShowBattleHelper(int userGUID) { Helper helper = User.Singleton.HelperList.LookupHelper(userGUID); if (helper == null) { Debug.Log("No this helper, id = " + userGUID.ToString()); ShowSelf(); return; } m_btnTeamLeaderModel.SetActive(false); m_btnCancelTeamLeaderMode.SetActive(false); m_btnSelectThis.SetActive(true); m_btnChangeCard.SetActive(false); //userinfo m_userName.text = helper.m_userName; m_userLevel.text = Localization.Get("CardLevel") + helper.m_userLevel.ToString(); m_labelGUID.text = "ID:" + helper.m_userGuid.ToString(); CSItem card = new CSItem(); card.Guid = helper.m_cardGuid; card.m_id = (short)helper.m_cardId; card.Level = helper.m_cardLevel; card.BreakCounts = helper.m_cardBreakCounts; card.m_segment.m_heroCard.m_skill = helper.m_cardSkill; //代表卡info // CSItemGuid cardGuid = User.Singleton.RepresentativeCard; // CSItem card = CardBag.Singleton.GetCardByGuid(cardGuid); if (card != null) { Debug.Log("RefreshInfo"); HeroInfo info = GameTable.HeroInfoTableAsset.Lookup(card.IDInTable); if (info == null) { return; } int headImageID = info.headImageId; IconInfomation icon = GameTable.IconInfoTableAsset.Lookup(headImageID); m_cardPortrait.mainTexture = PoolManager.Singleton.LoadIcon <Texture>(icon.dirName); m_cardName.text = info.StrName; m_cardLevel.text = card.Level.ToString(); RarityRelativeInfo rarityInfo = GameTable.RarityRelativeAsset.LookUp(info.Rarity); icon = GameTable.IconInfoTableAsset.Lookup(rarityInfo.m_iconId); m_raritySprite.mainTexture = PoolManager.Singleton.LoadIcon <Texture>(icon.dirName); int occ = info.Occupation; int race = info.Type; string occName = GameTable.OccupationInfoAsset.LookUp(occ).m_name; string raceName = GameTable.RaceInfoTableAsset.LookUp(race).m_name; m_occAndRace.text = occName + " " + raceName; m_phyAttack.text = ((int)card.GetPhyAttack()).ToString(); m_magAttack.text = ((int)card.GetMagAttack()).ToString(); m_hp.text = ((int)card.GetHp()).ToString(); m_breakthroughTimes.text = card.BreakCounts.ToString(); } }
// 更新卡牌界面相关信息 public void UpdateInfo(CSItemGuid guid) { CSItem cardInfo = CardBag.Singleton.itemBag.GetItemByGuid(guid); if (cardInfo == null) { return; } // 卡牌ID int id = cardInfo.IDInTable; HeroInfo info = GameTable.HeroInfoTableAsset.Lookup(id); if (null == info) { Debug.Log("UICard UpdateInfo HeroInfo 表数据没有 ID 为:" + id); return; } // 星级 SetRarity(info.Rarity); RarityRelativeInfo rarityInfo = GameTable.RarityRelativeAsset.LookUp(info.Rarity); if (null == rarityInfo) { Debug.Log("UICard UpdateInfo RarityRelativeInfo 表数据没有 ID 为:" + id); return; } IconInfomation imageInfo = GameTable.IconInfoTableAsset.Lookup(info.ImageId); if (null == imageInfo) { return; } // 消耗 m_cardCost.text = info.Cost.ToString(); m_cardName.text = info.StrName.ToString(); m_card.mainTexture = PoolManager.Singleton.LoadIcon <Texture>(imageInfo.dirName); // 计算生命值 float hp = cardInfo.GetHp(); m_cardHp.text = hp.ToString(); // 计算物理攻击力 float attack = cardInfo.GetPhyAttack(); m_cardAttack.text = attack.ToString(); Debug.Log("UICard UpdateInfo:" + info.StrName); }
static public int GetPhyAttack(int id, int level, int yellowPoint = 1) { HeroInfo info = GameTable.HeroInfoTableAsset.Lookup(id); if (null == info) { return(0); } RarityRelativeInfo rarityInfo = GameTable.RarityRelativeAsset.LookUp(info.Rarity); if (rarityInfo == null) { return(0); } QualityInfo qualityInfo = GameTable.qualityRelativeAsset.LookUp(info.Quality); if (qualityInfo == null) { return(0); } CardTypeInfo cardTypeInfo = GameTable.cardTypeVariationAsset.LookUp((int)info.AttrTypeID); if (cardTypeInfo == null) { return(0); } LevelUpInfo levelUpInfo = GameTable.LevelUpTableAsset.LookUp(level); if (levelUpInfo == null) { return(0); } CardLevelInfo cardLevelInfo = GameTable.cardLevelVariationAsset.LookUp((int)info.levelTypeID); if (cardLevelInfo == null) { return(0); } YellowPointInfo yellowPointInfo = GameTable.yellowPointParamAsset.LookUp(yellowPoint); if (yellowPointInfo == null) { return(0); } //Debug.Log("(" + info.FPhyAttack + "+" + cardTypeInfo.m_phyAtt + ") * (1 +" + cardLevelInfo.m_phyAttParam + "*" + level + "+" + yellowPointInfo.m_phyAttParam + ")*(" + rarityInfo.m_mainAttrMutiply +"+"+ qualityInfo.m_mainAttrMutiply+")"); // 计算物理攻击力 float attack = (info.FPhyAttack + cardTypeInfo.m_phyAtt) * (1 + cardLevelInfo.m_phyAttParam * level + yellowPointInfo.m_phyAttParam) * (rarityInfo.m_mainAttrMutiply + qualityInfo.m_mainAttrMutiply); return((int)attack); }
// 获得当前物理防御力 static public int GetPhyDefend(int id, int level, int yellowPoint = 1) { HeroInfo info = GameTable.HeroInfoTableAsset.Lookup(id); if (null == info) { return(0); } RarityRelativeInfo rarityInfo = GameTable.RarityRelativeAsset.LookUp(info.Rarity); if (rarityInfo == null) { return(0); } QualityInfo qualityInfo = GameTable.qualityRelativeAsset.LookUp(info.Quality); if (qualityInfo == null) { return(0); } CardTypeInfo cardTypeInfo = GameTable.cardTypeVariationAsset.LookUp((int)info.AttrTypeID); if (cardTypeInfo == null) { return(0); } LevelUpInfo levelUpInfo = GameTable.LevelUpTableAsset.LookUp(level); if (levelUpInfo == null) { return(0); } CardLevelInfo cardLevelInfo = GameTable.cardLevelVariationAsset.LookUp((int)info.levelTypeID); if (cardLevelInfo == null) { return(0); } YellowPointInfo yellowPointInfo = GameTable.yellowPointParamAsset.LookUp(yellowPoint); if (yellowPointInfo == null) { return(0); } // 获得当前魔法 防御力 float attack = (info.FPhyDefend + cardTypeInfo.m_phyDef) * (1 + cardLevelInfo.m_phyDefParam * level + yellowPointInfo.m_phyDefParam) * (rarityInfo.m_mainAttrMutiply + qualityInfo.m_mainAttrMutiply); return((int)attack); }
public RarityRelativeInfo LookUp(int id) { RarityRelativeInfo info = null; if (m_rarityRelativeMap.TryGetValue(id, out info)) { return(info); } return(null); }
static public int GetHp(int id, int level, int yellowPoint = 1) { HeroInfo info = GameTable.HeroInfoTableAsset.Lookup(id); if (null == info) { return(0); } RarityRelativeInfo rarityInfo = GameTable.RarityRelativeAsset.LookUp(info.Rarity); if (rarityInfo == null) { return(0); } QualityInfo qualityInfo = GameTable.qualityRelativeAsset.LookUp(info.Quality); if (qualityInfo == null) { return(0); } CardTypeInfo cardTypeInfo = GameTable.cardTypeVariationAsset.LookUp((int)info.AttrTypeID); if (cardTypeInfo == null) { return(0); } CardLevelInfo cardLevelInfo = GameTable.cardLevelVariationAsset.LookUp((int)info.levelTypeID); if (cardLevelInfo == null) { return(0); } YellowPointInfo yellowPointInfo = GameTable.yellowPointParamAsset.LookUp(yellowPoint); if (yellowPointInfo == null) { return(0); } float maxLevelAttrParam = GameTable.WorldParamTableAsset.Lookup((int)ENWorldParamIndex.enMaxLevelAttrParam).FloatTypeValue; float hp = (info.FHPMax + cardTypeInfo.m_hp) * (1 + cardLevelInfo.m_hpParam * level + yellowPointInfo.m_hpParam) * (rarityInfo.m_mainAttrMutiply + qualityInfo.m_mainAttrMutiply); return((int)hp); }
// 更新卡牌界面相关信息 public void UpdateInfo(CSItemGuid guid) { CSItem card = CardBag.Singleton.GetCardByGuid(guid); if (null == card) { return; } m_name.text = ""; HeroInfo info = GameTable.HeroInfoTableAsset.Lookup(card.IDInTable); if (null == info) { Debug.Log("UICard UpdateInfo HeroInfo 表数据没有 ID 为:" + card.IDInTable); return; } IconInfomation imageInfo = GameTable.IconInfoTableAsset.Lookup(info.ImageId); if (null == imageInfo) { return; } m_card.mainTexture = PoolManager.Singleton.LoadIcon<Texture>(imageInfo.dirName); m_name.text = info.StrName; m_attirbutename.name = info.StrName; // 星级 RarityRelativeInfo rarityInfo = GameTable.RarityRelativeAsset.LookUp(info.Rarity); if (null == rarityInfo) { return; } IconInfomation icon = GameTable.IconInfoTableAsset.Lookup(rarityInfo.m_iconId); m_cardRarity.GetComponent<UITexture>().mainTexture = PoolManager.Singleton.LoadIcon<Texture>(icon.dirName); // 消耗 m_cardCost.text = info.Cost.ToString(); // 生命值 m_cardHp.text = card.GetHp().ToString(); m_magAttack.text = card.GetMagAttack().ToString(); m_cardAttack.text = card.GetPhyAttack().ToString(); }
public void Load(byte[] bytes) { m_rarityRelativeMap = new Dictionary <int, RarityRelativeInfo>(); BinaryHelper helper = new BinaryHelper(bytes); int sceneCount = helper.ReadInt(); for (int index = 0; index < sceneCount; ++index) { RarityRelativeInfo info = new RarityRelativeInfo(); info.Load(helper); m_rarityRelativeMap.Add(info.m_rarity, info); } }
void ShowSelf() { m_btnTeamLeaderModel.SetActive(User.Singleton.IsTeamLeaderModel); m_btnCancelTeamLeaderMode.SetActive(!User.Singleton.IsTeamLeaderModel); m_btnSelectThis.SetActive(false); m_btnChangeCard.SetActive(true); //userinfo m_userName.text = User.Singleton.UserProps.GetProperty_String(UserProperty.name); m_userLevel.text = Localization.Get("CardLevel") + User.Singleton.UserProps.GetProperty_Int32(UserProperty.level).ToString(); m_labelGUID.text = "ID:" + User.Singleton.Guid.ToString(); //代表卡info CSItemGuid cardGuid = User.Singleton.RepresentativeCard; CSItem card = CardBag.Singleton.GetCardByGuid(cardGuid); if (card != null) { Debug.Log("RefreshInfo"); HeroInfo info = GameTable.HeroInfoTableAsset.Lookup(card.IDInTable); if (info == null) { return; } int headImageID = info.headImageId; IconInfomation icon = GameTable.IconInfoTableAsset.Lookup(headImageID); m_cardPortrait.mainTexture = PoolManager.Singleton.LoadIcon <Texture>(icon.dirName); m_cardName.text = info.StrName; m_cardLevel.text = card.Level.ToString(); RarityRelativeInfo rarityInfo = GameTable.RarityRelativeAsset.LookUp(info.Rarity); icon = GameTable.IconInfoTableAsset.Lookup(rarityInfo.m_iconId); m_raritySprite.mainTexture = PoolManager.Singleton.LoadIcon <Texture>(icon.dirName); int occ = info.Occupation; int race = info.Type; string occName = GameTable.OccupationInfoAsset.LookUp(occ).m_name; string raceName = GameTable.RaceInfoTableAsset.LookUp(race).m_name; m_occAndRace.text = occName + " " + raceName; m_phyAttack.text = ((int)card.GetPhyAttack()).ToString(); m_magAttack.text = ((int)card.GetMagAttack()).ToString(); m_hp.text = ((int)card.GetHp()).ToString(); m_breakthroughTimes.text = card.BreakCounts.ToString(); } }
// 等级上限 public int GetMaxLevel() { HeroInfo heroInfo = GameTable.HeroInfoTableAsset.Lookup(IDInTable); int levelMax = heroInfo.MaxLevel; if (levelMax == 0) { RarityRelativeInfo rarityInfo = GameTable.RarityRelativeAsset.LookUp(heroInfo.Rarity); levelMax = rarityInfo.m_levelMax + BreakCounts * heroInfo.BreakThroughLevel; } else { levelMax = levelMax + BreakCounts * heroInfo.BreakThroughLevel; } return(levelMax); }
public void ShowFriendPlayerInfo(FriendItem friendItem) { m_btnTeamLeaderModel.SetActive(false); m_btnCancelTeamLeaderMode.SetActive(false); FindChild("FriendBtnList").SetActive(true); FindChild("RepresentativeBtnList").SetActive(false); m_frienditem = friendItem; m_userName.text = friendItem.m_actorName; m_userLevel.text = Localization.Get("CardLevel") + friendItem.m_level; m_labelGUID.text = "ID:" + "000000"; CSItem card = friendItem.GetItem(); if (card != null) { Debug.Log("RefreshInfo"); HeroInfo info = GameTable.HeroInfoTableAsset.Lookup(card.IDInTable); if (info == null) { return; } int headImageID = info.headImageId; IconInfomation icon = GameTable.IconInfoTableAsset.Lookup(headImageID); m_cardPortrait.mainTexture = PoolManager.Singleton.LoadIcon <Texture>(icon.dirName); m_cardName.text = info.StrName; m_cardLevel.text = card.Level.ToString(); RarityRelativeInfo rarityInfo = GameTable.RarityRelativeAsset.LookUp(info.Rarity); icon = GameTable.IconInfoTableAsset.Lookup(rarityInfo.m_iconId); m_raritySprite.mainTexture = PoolManager.Singleton.LoadIcon <Texture>(icon.dirName); int occ = info.Occupation; int race = info.Type; string occName = GameTable.OccupationInfoAsset.LookUp(occ).m_name; string raceName = GameTable.RaceInfoTableAsset.LookUp(race).m_name; m_occAndRace.text = occName + " " + raceName; m_phyAttack.text = ((int)card.GetPhyAttack()).ToString(); m_magAttack.text = ((int)card.GetMagAttack()).ToString(); m_hp.text = ((int)card.GetHp()).ToString(); m_breakthroughTimes.text = card.BreakCounts.ToString(); } ShowWindow(); }
//添加非指定素材 void AddUnAppoint(UISprite sprite, FormulaParam param) { Transform texure = sprite.transform.Find("Sprite"); Transform starTexure = sprite.transform.Find("Texture"); WorldParamInfo worldInfo = GameTable.WorldParamTableAsset.Lookup((int)ENWorldParamIndex.enCardDivisionUnAppointIcon); IconInfomation imageInfo = GameTable.IconInfoTableAsset.Lookup(worldInfo.IntTypeValue); texure.GetComponent <UITexture>().mainTexture = PoolManager.Singleton.LoadIcon <Texture>(imageInfo.dirName); Transform label = sprite.transform.Find("MateriaLabel"); int level = param.paramLevel; int occ = param.paramOccu; int star = param.paramRarity; OccupationInfo occTable = GameTable.OccupationInfoAsset.LookUp(occ); if (null == occTable) { return; } label.GetComponent <UILabel>().text = string.Format(Localization.Get("Occupation"), occTable.m_name, level); label.GetComponent <UILabel>().color = Color.red; label.gameObject.SetActive(true); //设置星级图标 RarityRelativeInfo rarityInfo = GameTable.RarityRelativeAsset.LookUp(star); if (null == rarityInfo) { Debug.Log("RarityRelativeInfo rarityInfo == null info.RarityId:" + star); return; } IconInfomation rarityIcon = GameTable.IconInfoTableAsset.Lookup(rarityInfo.m_iconId); if (null == rarityIcon) { Debug.Log("IconInfomation rarityIcon == null rarityInfo.m_iconId:" + rarityInfo.m_iconId); return; } starTexure.GetComponent <UITexture>().mainTexture = PoolManager.Singleton.LoadIcon <Texture>(rarityIcon.dirName); starTexure.gameObject.SetActive(true); }
void ShowRepresentativeCardInfo(CSItemGuid guid) { m_RCOption.SetActive(true); CSItem card = CardBag.Singleton.GetCardByGuid(guid); HeroInfo hero = GameTable.HeroInfoTableAsset.Lookup(card.IDInTable); if (null == hero) { Debug.LogWarning("null == hero card.IDInTable:" + card.IDInTable); return; } IconInfomation icon = GameTable.IconInfoTableAsset.Lookup(hero.ImageId); RaceInfo race = GameTable.RaceInfoTableAsset.LookUp(hero.Type); OccupationInfo occupationInfo = GameTable.OccupationInfoAsset.LookUp(hero.Occupation); // 图片 FindChildComponent <UITexture>("CardPic", m_RCOption).mainTexture = PoolManager.Singleton.LoadIcon <Texture>(icon.dirName); GameObject info = FindChild("Info", m_RCOption); FindChildComponent <UILabel>("InfoName", info).text = hero.StrName; FindChildComponent <UILabel>("InfoLevel", info).text = Localization.Get("CardLevel") + card.Level; FindChildComponent <UILabel>("InfoOp", info).text = occupationInfo.m_name; FindChildComponent <UILabel>("InfoHp", info).text = card.GetHp().ToString(); FindChildComponent <UILabel>("InfoMagAttack", info).text = card.GetMagAttack().ToString(); FindChildComponent <UILabel>("InfoPhyAttack", info).text = card.GetPhyAttack().ToString(); FindChildComponent <UILabel>("InfoRace", info).text = race.m_name; RarityRelativeInfo rarityInfo = GameTable.RarityRelativeAsset.LookUp(hero.Rarity); icon = GameTable.IconInfoTableAsset.Lookup(rarityInfo.m_iconId); FindChildComponent <UITexture>("InfoRank", info).mainTexture = PoolManager.Singleton.LoadIcon <Texture>(icon.dirName); }
//更新荣誉戒指商店界面 void UpDateRingOfHonorShopUI() { int ring = User.Singleton.UserProps.GetProperty_Int32(UserProperty.ring); int index = 1; foreach (RingOfHonorInfo item in ShopProp.Singleton.m_ringOfHonorList) { UIDragScrollView copy = GameObject.Instantiate(m_ringItem) as UIDragScrollView; copy.GetComponent <Parma>().m_id = item.m_infoId; copy.GetComponent <Parma>().m_type = item.m_cardId; copy.transform.Find("Exchange").GetComponent <UIButton>().transform.Find("RingNum").GetComponent <UILabel>().text = item.m_price.ToString(); //如果戒指数量不足 按钮为灰色 if (ring < item.m_price) { copy.transform.Find("Exchange").GetComponent <UIButton>().enabled = false; } //设置卡牌显示 兑换时间 RingExchangeTableInfo info = GameTable.RingExchangeTableAsset.Lookup(item.m_infoId); UISlider timeSlider = copy.transform.Find("CardDetail").GetComponent <UISlider>().transform.Find("ExchangeTime").GetComponent <UISlider>(); timeSlider.transform.Find("StartTime").GetComponent <UILabel>().text = info.startDate + "~"; timeSlider.transform.Find("EndTime").GetComponent <UILabel>().text = info.endDate; //获得卡牌信息 HeroInfo heroInfo = GameTable.HeroInfoTableAsset.Lookup(item.m_cardId); //设置卡牌名字 copy.transform.Find("Attribute").GetComponent <UISlider>().transform.Find("Name").GetComponent <UILabel>().text = heroInfo.StrName; copy.transform.Find("CardDetail").GetComponent <UISlider>().transform.Find("CardNamePanel").transform.Find("Name").GetComponent <UILabel>().text = heroInfo.StrName; //设置种族职业 UISlider typeSlider = copy.transform.Find("Attribute").GetComponent <UISlider>().transform.Find("TypePanel").GetComponent <UISlider>(); typeSlider.transform.Find("Type").GetComponent <UILabel>().text = GameTable.RaceInfoTableAsset.LookUp(heroInfo.Type).m_name; UISlider occupationSlider = copy.transform.Find("Attribute").GetComponent <UISlider>().transform.Find("OccupationPanel").GetComponent <UISlider>(); occupationSlider.transform.Find("Occupation").GetComponent <UILabel>().text = GameTable.OccupationInfoAsset.LookUp(heroInfo.Occupation).m_name; UITexture occupationSprite = occupationSlider.transform.Find("Texture").GetComponent <UITexture>(); //设置职业图标 OccupationInfo occInfo = GameTable.OccupationInfoAsset.LookUp(heroInfo.Occupation); IconInfomation occicon = GameTable.IconInfoTableAsset.Lookup(occInfo.m_iconId); occupationSprite.mainTexture = PoolManager.Singleton.LoadIcon <Texture>(occicon.dirName); //设置星级 UISlider raritySlider = copy.transform.Find("Attribute").GetComponent <UISlider>().transform.Find("RarityPanel").GetComponent <UISlider>(); RarityRelativeInfo rarityInfo = GameTable.RarityRelativeAsset.LookUp(heroInfo.Rarity); IconInfomation icon = GameTable.IconInfoTableAsset.Lookup(rarityInfo.m_iconId); raritySlider.transform.Find("Rarity").GetComponent <UITexture>().mainTexture = PoolManager.Singleton.LoadIcon <Texture>(icon.dirName); icon = GameTable.IconInfoTableAsset.Lookup(heroInfo.ImageId); //设置卡牌图片 copy.transform.Find("Attribute").GetComponent <UISlider>().transform.Find("Card").GetComponent <UITexture>().mainTexture = PoolManager.Singleton.LoadIcon <Texture>(icon.dirName); //设置魔法攻击力 UISlider magicSlider = copy.transform.Find("CardDetail").GetComponent <UISlider>().transform.Find("CardNamePanel").transform.Find("MaxMagAttackPanel").GetComponent <UISlider>(); // RarityRelativeInfo rarityRelative = GameTable.RarityRelativeAsset.LookUp(heroInfo.Rarity); magicSlider.transform.Find("MagAttackNum").GetComponent <UILabel>().text = BattleFormula.GetMagAttack(item.m_cardId, 1) + ""; UISlider phySlider = copy.transform.Find("CardDetail").GetComponent <UISlider>().transform.Find("CardNamePanel").transform.Find("MaxPhyAttackPanel").GetComponent <UISlider>(); phySlider.transform.Find("PhyAttackNum").GetComponent <UILabel>().text = BattleFormula.GetPhyAttack(item.m_cardId, 1) + ""; //设置生命值 UISlider hpSlider = copy.transform.Find("CardDetail").GetComponent <UISlider>().transform.Find("CardNamePanel").transform.Find("MaxHpPanel").GetComponent <UISlider>(); hpSlider.transform.Find("MaxHpNum").GetComponent <UILabel>().text = BattleFormula.GetHp(item.m_cardId, 1) + ""; //设置卡牌编号 UILabel cardNum = copy.transform.Find("Attribute").GetComponent <UISlider>().transform.Find("CardNumText").GetComponent <UILabel>(); cardNum.text = string.Format(Localization.Get("MercenaryNum"), heroInfo.CardId); copy.transform.parent = FindChildComponent <UIGrid>("CardGridList").transform; // 设置大小 copy.transform.localScale = m_ringItem.transform.localScale; copy.gameObject.SetActive(true); //设置主动技能 IconInfomation iconInfo = null; SkillInfo skillInfo = null; int skillIndex = 1; List <int> skillIDList = heroInfo.GetAllSkillIDList(); foreach (int skillId in skillIDList) { skillInfo = GameTable.SkillTableAsset.Lookup(skillId); if (0 == skillInfo.SkillType) { UITexture copySkillItem = GameObject.Instantiate(m_skillItem) as UITexture; copySkillItem.GetComponent <Parma>().m_id = skillId; copySkillItem.transform.localScale = m_skillItem.transform.lossyScale; copySkillItem.gameObject.SetActive(true); iconInfo = GameTable.IconInfoTableAsset.Lookup(skillInfo.Icon); copySkillItem.mainTexture = PoolManager.Singleton.LoadIcon <Texture>(iconInfo.dirName); copySkillItem.name = copySkillItem.name + skillIndex; copySkillItem.transform.parent = copy.transform.Find("CardDetail").transform.Find("Skill").transform; EventDelegate.Add(copySkillItem.GetComponent <UIEventTrigger>().onPress, OnShowTips); EventDelegate.Add(copySkillItem.GetComponent <UIEventTrigger>().onClick, OnHideTips); //AddChildMouseClickEvent(copySkillItem.name, OnHideTips); } skillIndex++; } m_skillGirdList.Reposition(); //设置被动技能 int passiveIndex = 1; foreach (int skillId in heroInfo.PassiveSkillIDList) { skillInfo = GameTable.SkillTableAsset.Lookup(skillId); if (0 == skillInfo.SkillType) { UISprite copySkillItem = m_skillItem.gameObject.AddComponent <UISprite>(); copySkillItem.GetComponent <Parma>().m_id = skillId; copySkillItem.transform.localScale = m_skillItem.transform.lossyScale; copySkillItem.gameObject.SetActive(true); iconInfo = GameTable.IconInfoTableAsset.Lookup(skillInfo.Icon); copySkillItem.mainTexture = PoolManager.Singleton.LoadIcon <Texture>(iconInfo.dirName); copySkillItem.name = copySkillItem.name + skillIndex; copySkillItem.transform.parent = copy.transform.Find("CardDetail").transform.Find("PassiveSkill").transform; EventDelegate.Add(copySkillItem.GetComponent <UIEventTrigger>().onPress, OnShowTips); EventDelegate.Add(copySkillItem.GetComponent <UIEventTrigger>().onClick, OnHideTips); //AddChildMouseClickEvent(copySkillItem.name, OnHideTips); } passiveIndex++; } m_ringHonorGridList.Add(index, copy); AddMouseClickEvent(copy.transform.Find("Exchange").gameObject, OnBuyRingCardButton); index++; } for (; index < m_ringHonorGridList.Count; index++) { m_ringHonorGridList[index].gameObject.SetActive(false); m_ringHonorGridList[index].GetComponent <Parma>().m_id = 0; m_ringHonorGridList[index].GetComponent <Parma>().m_type = 0; } m_cardGridList.Reposition(); }
public void ShowCard() { if (null == m_showCard) { return; } //设置卡牌头像 HeroInfo info = GameTable.HeroInfoTableAsset.Lookup(m_showCard.IDInTable); if (null == info) { Debug.Log("UICardEvolution HeroInfo == null card.m_id:" + m_showCard.IDInTable); return; } IconInfomation imageInfo = GameTable.IconInfoTableAsset.Lookup(info.ImageId); if (null == imageInfo) { Debug.Log("UICardEvolution IconInfo == null info.ImageId:" + info.ImageId); return; } m_cardHeadImage.mainTexture = PoolManager.Singleton.LoadIcon <Texture>(imageInfo.dirName); //设置星级图标 RarityRelativeInfo rarityInfo = GameTable.RarityRelativeAsset.LookUp(info.Rarity); if (null == rarityInfo) { Debug.Log("RarityRelativeInfo rarityInfo == null info.RarityId:" + info.Rarity); return; } IconInfomation rarityIcon = GameTable.IconInfoTableAsset.Lookup(rarityInfo.m_iconId); if (null == rarityIcon) { Debug.Log("IconInfomation rarityIcon == null rarityInfo.m_iconId:" + rarityInfo.m_iconId); return; } m_cardStar.mainTexture = PoolManager.Singleton.LoadIcon <Texture>(rarityIcon.dirName); //设置职业图标 OccupationInfo occInfo = GameTable.OccupationInfoAsset.LookUp(info.Occupation); if (null == occInfo) { Debug.Log("OccupationInfo occInfo == null info.Occupation:" + info.Occupation); return; } IconInfomation occIcon = GameTable.IconInfoTableAsset.Lookup(occInfo.m_iconId); if (null == occIcon) { Debug.Log("IconInfomation occIcon == null rarityInfo.m_iconId:" + occInfo.m_iconId); return; } m_cardOcc.mainTexture = PoolManager.Singleton.LoadIcon <Texture>(occIcon.dirName); //是否在编队中 bool isInTeam = Team.Singleton.IsCardInTeam(m_showCard.m_guid); if (isInTeam) { m_cardInfo.gameObject.SetActive(true); m_cardInfo.text = Localization.Get("InTheUseOf"); } //是否是代表卡 if (User.Singleton.RepresentativeCard == m_showCard.m_guid) { m_cardInfo.gameObject.SetActive(true); m_cardInfo.text = Localization.Get("Onbehalfof"); } //是否是最爱 if (m_showCard.Love) { m_cardLove.gameObject.SetActive(true); } // 是否是新卡 m_new.gameObject.SetActive(m_bNew); }
void UpdateInfo() { UpdateCardInfo(); // 如果 升级卡牌 无效则 清空相关UI if (CardUpdateProp.Singleton.m_curLevelGuid.Equals(CSItemGuid.Zero)) { // 隐藏材料 列表 for (int i = 0; i < m_listMax; i++) { Parma parma = FindChildComponent <Parma>("" + i); if (null == parma) { continue; } parma.m_guid = CSItemGuid.Zero; parma.gameObject.SetActive(false); } } // 选择数 m_chosen.text = string.Format(Localization.Get("ChooeseNum"), OperateCardList.Singleton.LevelUpList.Count); // 持有数 m_hold.text = CardBag.Singleton.itemList.Count + "/" + CardBag.Singleton.GetBagCapcity(); // 升级的 基本卡牌 CSItem card = CardBag.Singleton.GetCardByGuid(CardUpdateProp.Singleton.m_curLevelGuid); if (null == card) { return; } HeroInfo info = GameTable.HeroInfoTableAsset.Lookup(card.IDInTable); if (null == info) { return; } IconInfomation imageInfo = GameTable.IconInfoTableAsset.Lookup(info.ImageId); if (null == imageInfo) { return; } LevelUpInfo levInfo = GameTable.LevelUpTableAsset.LookUp(card.Level); if (null == levInfo) { return; } // 记录升级前的各种数据 用于升级后的显示 CardUpdateProp.Singleton.SetOldData(); float process = (float)card.Exp / (float)levInfo.Monster_Exp; m_processBar.value = process; m_expPercent.text = card.Exp * 100 / levInfo.Monster_Exp + "%"; m_cardBG.mainTexture = PoolManager.Singleton.LoadIcon <Texture>(imageInfo.dirName); m_levelTips.text = "LV" + card.Level; m_tupoCounts.text = "" + (info.BreakThroughCount - card.BreakCounts); // 需消耗的金币 int money = card.Level * OperateCardList.Singleton.LevelUpList.Count; m_costMoney.text = "" + money; // 持有金币 m_myMoney.text = "" + User.Singleton.GetMoney(); if (money > User.Singleton.GetMoney()) { m_costMoney.color = Color.red; } else { m_costMoney.color = Color.white; } // 基本卡牌的 int baseCardId = card.IDInTable; int index = 0; bool bBreak = false; // 是否显示突破信息 bool bWarning = false; // 是否显示提示有三星以上卡牌 作为材料 // 材料所提供的经验 int supplyExp = 0; // 将要突破的次数 int willBreakCounts = 0; // 材料卡牌列表 foreach (CSItemGuid item in OperateCardList.Singleton.LevelUpList) { // Parma parma = FindChildComponent <Parma>("" + index); if (null == parma) { continue; } GameObject obj = parma.gameObject; obj.SetActive(true); card = CardBag.Singleton.GetCardByGuid(item); if (null == card) { continue; } // 如果材料卡牌和 基本卡牌一样的 则 显示界限突破 信息 if (card.IDInTable == baseCardId) { bBreak = true; willBreakCounts++; } info = GameTable.HeroInfoTableAsset.Lookup(card.IDInTable); if (null == info) { continue; } // 如果是三星以上卡牌 if (info.Rarity >= 3) { bWarning = true; } // guid parma.m_guid = item; imageInfo = GameTable.IconInfoTableAsset.Lookup(info.headImageId); // 提供的经验 supplyExp = supplyExp + CardUpdateProp.Singleton.GetCardExpByLevel((int)card.IDInTable, card.Level); if (null == imageInfo) { continue; } // 头像 obj.transform.Find("Image").GetComponent <UITexture>().mainTexture = PoolManager.Singleton.LoadIcon <Texture>(imageInfo.dirName); RarityRelativeInfo rarityInfo = GameTable.RarityRelativeAsset.LookUp(info.Rarity); if (null != rarityInfo) { imageInfo = GameTable.IconInfoTableAsset.Lookup(rarityInfo.m_iconId); // 星级 obj.transform.Find("Rank").GetComponent <UITexture>().mainTexture = PoolManager.Singleton.LoadIcon <Texture>(imageInfo.dirName); } // 名称 obj.transform.Find("Name").GetComponent <UILabel>().text = info.StrName; // 等级 obj.transform.Find("Level").GetComponent <UILabel>().text = "" + card.Level; index++; } // 三星材料卡提示 m_warning.gameObject.SetActive(bWarning); // 升级后的 等级 int afterLV = 0; // 升级后的经验 int afterExp = 0; card = CardBag.Singleton.GetCardByGuid(CardUpdateProp.Singleton.m_curLevelGuid); CardUpdateProp.Singleton.GetLevelUpLVExp(card, supplyExp, willBreakCounts, out afterLV, out afterExp); // 经验 // 只显示 当前经验 并不播放动画 if (afterLV == 0) { m_levelBefore.gameObject.SetActive(true); m_levelBefore.GetComponent <Animation>().Stop(); Color color = Color.white; color.a = 1; m_levelBefore.color = color; m_levelBefore.GetComponent <TweenAlpha>().enabled = false; m_levelAfter.gameObject.SetActive(false); } // 当前经验和 升级后的经验 同时播放动画 else { // m_levelBefore.animation.Play("ui-cardstate-00"); // m_levelAfter.animation.Play("ui-cardstate-01"); m_levelBefore.GetComponent <TweenAlpha>().enabled = true; levInfo = GameTable.LevelUpTableAsset.LookUp(afterLV); int afterMaxExp = levInfo.Monster_Exp; int per = afterExp * 100 / afterMaxExp; m_levelAfter.gameObject.transform.Find("LevelTipsAfter").GetComponent <UILabel>().text = Localization.Get("CardLevel") + afterLV; if (per >= 100) { per = 100; } m_levelAfter.gameObject.transform.Find("LevelPercentAfter").GetComponent <UILabel>().text = per + "%"; m_levelAfter.gameObject.transform.Find("ExpAfter").GetComponent <UISlider>().value = ((float)per) / 100f; m_levelAfter.gameObject.SetActive(true); } // 突破信息显示 m_break.gameObject.SetActive(bBreak); // 隐藏其余的 列表 for (; index < m_listMax; index++) { Parma parma = FindChildComponent <Parma>("" + index); if (null == parma) { continue; } parma.m_guid = CSItemGuid.Zero; parma.gameObject.SetActive(false); } // 是否激活合成按钮 条件 是 基本卡可强化 有材料 够金钱 m_levelUpBtn.isEnabled = (OperateCardList.Singleton.LevelUpList.Count > 0) /*&&(money <= User.Singleton.GetMoney())*/; // 进化合成按钮是否激活 m_evolution.isEnabled = card.IsEvlotion(); m_grid.Reposition(); // 计算消耗金钱 // 把列表位置 提到最上面 m_listPanel.transform.Find("Progress").GetComponent <UIProgressBar>().value = 0; }
// 卡牌上的详细信息更新 void UpdateCardInfo() { // 清空 if (CardUpdateProp.Singleton.m_curLevelGuid.Equals(CSItemGuid.Zero)) { m_cost.text = ""; m_name.text = ""; m_phyAttack.text = ""; m_magAttack.text = ""; m_hp.text = ""; m_occuption.text = ""; m_type.text = ""; m_rarity.mainTexture = null; m_levelTips.text = ""; // 清空下 m_cardBG.mainTexture = null; // 隐藏突破信息 m_break.gameObject.SetActive(false); // 隐藏提示信息 m_warning.gameObject.SetActive(false); // 隐藏 等级进度条 m_levelBefore.gameObject.SetActive(false); // 隐藏 升级后的进度条 m_levelAfter.gameObject.SetActive(false); m_attribute.gameObject.SetActive(false); } CSItem card = CardBag.Singleton.GetCardByGuid(CardUpdateProp.Singleton.m_curLevelGuid); if (null == card) { return; } HeroInfo heroInfo = GameTable.HeroInfoTableAsset.Lookup(card.IDInTable); if (null == heroInfo) { return; } OccupationInfo occupationInfo = GameTable.OccupationInfoAsset.LookUp(heroInfo.Occupation); RaceInfo raceInfo = GameTable.RaceInfoTableAsset.LookUp(heroInfo.Type); m_cost.text = "" + heroInfo.Cost; m_name.text = heroInfo.StrName; m_phyAttack.text = "" + card.GetPhyAttack(); m_magAttack.text = "" + card.GetMagAttack(); m_hp.text = "" + card.GetHp(); m_occuption.text = occupationInfo.m_name; m_type.text = raceInfo.m_name; m_levelTips.text = "" + card.Level; RarityRelativeInfo rarityInfo = GameTable.RarityRelativeAsset.LookUp(heroInfo.Rarity); IconInfomation icon = GameTable.IconInfoTableAsset.Lookup(rarityInfo.m_iconId); m_rarity.GetComponent <UITexture>().mainTexture = PoolManager.Singleton.LoadIcon <Texture>(icon.dirName); m_attribute.gameObject.SetActive(true); }
public void Update(CSItem card, ENSortType sortType, int index = 0) { if (null == card) { return; } ShowWindow(); m_index = index; // 表示 用显示卡牌详情 int cardID = card.IDInTable; m_bg.gameObject.SetActive(true); HeroInfo heroInfo = GameTable.HeroInfoTableAsset.Lookup(cardID); if (heroInfo != null) { // 道具ID m_param.m_guid = card.Guid; // 头像 IconInfomation iconInfo = GameTable.IconInfoTableAsset.Lookup(heroInfo.headImageId); if (null != iconInfo) { m_headImage.mainTexture = PoolManager.Singleton.LoadIcon <Texture>(iconInfo.dirName); } // 等级 m_level.gameObject.SetActive(true); // 排序后的 应显示的 属性 switch (sortType) { case ENSortType.enByRarity: { m_level.text = heroInfo.Rarity.ToString(); break; } case ENSortType.enByPhyAttack: { m_level.text = card.GetPhyAttack().ToString(); break; } case ENSortType.enByMagAttack: { m_level.text = card.GetMagAttack().ToString(); break; } case ENSortType.enByHp: { m_level.text = card.GetHp().ToString(); break; } default: int levelMax = card.GetMaxLevel(); if (card.Level >= levelMax) { m_level.text = Localization.Get("MaxCardLevel"); } else { m_level.text = Localization.Get("CardLevel") + card.Level; } break; } // 文字闪现 播放一致 m_chosen.GetComponent <TweenAlpha>().ResetToBeginning(); // 是否在编队中 m_chosen.SetActive(Team.Singleton.IsCardInTeam(card.Guid)); // 是否是最爱 m_love.gameObject.SetActive(card.Love); m_defaultHead.gameObject.SetActive(false); // 职业 OccupationInfo occupationInfo = GameTable.OccupationInfoAsset.LookUp(heroInfo.Occupation); if (null != occupationInfo) { iconInfo = GameTable.IconInfoTableAsset.Lookup(occupationInfo.m_iconId); if (null != iconInfo) { m_occ.gameObject.SetActive(true); m_occ.mainTexture = PoolManager.Singleton.LoadIcon <Texture>(iconInfo.dirName); } } RarityRelativeInfo rarityInfo = GameTable.RarityRelativeAsset.LookUp(heroInfo.Rarity); if (null != rarityInfo) { iconInfo = GameTable.IconInfoTableAsset.Lookup(rarityInfo.m_iconId); m_rarity.gameObject.SetActive(true); m_rarity.mainTexture = PoolManager.Singleton.LoadIcon <Texture>(iconInfo.dirName); } } }
// 更新队伍界面相关信息 public void UpdateInfo() { // 队伍索引 int index = Team.Singleton.m_curTeamIndex; UpdateTeamIndexItem(); Debug.Log("当前队伍索引index:" + index); HideAllModel(); // 允许 最大队伍数量 PlayerAttrInfo playerInfo = GameTable.playerAttrTableAsset.LookUp(User.Singleton.GetLevel()); // if (null != playerInfo && index+1 > playerInfo.m_teamNum) // { // // 显示 要达到的等级 并且重置界面 // m_main.SetActive(false); // m_deputy.SetActive(false); // m_support.SetActive(false); // // m_teamTips.gameObject.SetActive(true); // // m_teamTipsText.text = string.Format(Localization.Get("TeamUnLockLevel"), playerInfo.m_unlockTeamLevel); // return; // } m_left.gameObject.SetActive(true); m_right.gameObject.SetActive(true); if (index == 0) { m_left.gameObject.SetActive(false); } else if (index == Team.Singleton.m_teamList.Count - 1) { m_right.gameObject.SetActive(false); } m_teamNum.GetComponent <UILabel>().text = playerInfo.m_teamNum.ToString(); m_curTeamIndex.GetComponent <UILabel>().text = (index + 1) + ""; m_teamTips.gameObject.SetActive(false); // 实际领导力消耗 int realCost = 0; // 主角色 CSItem card = Team.Singleton.GetCard(index, Team.EDITTYPE.enMain); if (null != card) { // 姓名 HeroInfo info = GameTable.HeroInfoTableAsset.Lookup(card.IDInTable); if (null == info) { Debug.LogWarning("null == hero card.IDInTable:" + card.IDInTable); } else { m_main.SetActive(true); m_mainLv.GetComponent <UILabel>().text = Localization.Get("CardLevel") + card.Level; AddModel(card, m_mainModel); // 星级 RarityRelativeInfo rarityInfo = GameTable.RarityRelativeAsset.LookUp(info.Rarity); IconInfomation icon = GameTable.IconInfoTableAsset.Lookup(rarityInfo.m_iconId); m_mainRank.GetComponent <UITexture>().mainTexture = PoolManager.Singleton.LoadIcon <Texture>(icon.dirName); realCost = realCost + info.Cost; OccupationInfo occupationInfo = GameTable.OccupationInfoAsset.LookUp(info.Occupation); icon = GameTable.IconInfoTableAsset.Lookup(occupationInfo.m_iconId); m_mainOcc.GetComponent <UITexture>().mainTexture = PoolManager.Singleton.LoadIcon <Texture>(icon.dirName); m_mainName.GetComponent <UILabel>().text = info.StrName; } } else { m_main.SetActive(false); } // 副角色 card = Team.Singleton.GetCard(index, Team.EDITTYPE.enDeputy); if (null != card) { // 姓名 HeroInfo info = GameTable.HeroInfoTableAsset.Lookup(card.IDInTable); if (null == info) { Debug.LogWarning("null == hero card.IDInTable:" + card.IDInTable); } else { m_deputy.SetActive(true); m_deputyLv.GetComponent <UILabel>().text = Localization.Get("CardLevel") + card.Level; AddModel(card, m_deputyModel); // 星级 RarityRelativeInfo rarityInfo = GameTable.RarityRelativeAsset.LookUp(info.Rarity); IconInfomation icon = GameTable.IconInfoTableAsset.Lookup(rarityInfo.m_iconId); m_deputyRank.GetComponent <UITexture>().mainTexture = PoolManager.Singleton.LoadIcon <Texture>(icon.dirName); realCost = realCost + info.Cost; OccupationInfo occupationInfo = GameTable.OccupationInfoAsset.LookUp(info.Occupation); icon = GameTable.IconInfoTableAsset.Lookup(occupationInfo.m_iconId); m_deputyOcc.GetComponent <UITexture>().mainTexture = PoolManager.Singleton.LoadIcon <Texture>(icon.dirName); m_deputyName.GetComponent <UILabel>().text = info.StrName; } } else { m_deputy.SetActive(false); } // 支持角色 card = Team.Singleton.GetCard(index, Team.EDITTYPE.enSupport); if (null != card) { // 姓名 HeroInfo info = GameTable.HeroInfoTableAsset.Lookup(card.IDInTable); if (info != null) { m_support.SetActive(true); m_supportLv.GetComponent <UILabel>().text = Localization.Get("CardLevel") + card.Level; // 星级 RarityRelativeInfo rarityInfo = GameTable.RarityRelativeAsset.LookUp(info.Rarity); IconInfomation icon = GameTable.IconInfoTableAsset.Lookup(rarityInfo.m_iconId); m_supportRank.GetComponent <UITexture>().mainTexture = PoolManager.Singleton.LoadIcon <Texture>(icon.dirName); realCost = realCost + info.Cost; AddModel(card, m_supportModel); OccupationInfo occupationInfo = GameTable.OccupationInfoAsset.LookUp(info.Occupation); icon = GameTable.IconInfoTableAsset.Lookup(occupationInfo.m_iconId); m_supportOcc.GetComponent <UITexture>().mainTexture = PoolManager.Singleton.LoadIcon <Texture>(icon.dirName); m_supportName.GetComponent <UILabel>().text = info.StrName; } else { Debug.Log("The info is null: " + card.IDInTable); } } else { m_support.SetActive(false); } // 玩家的领导力 int playerLeadship = User.Singleton.GetLeadership(); // 超过玩家的领导力显示红色 if (realCost > playerLeadship) { m_costText.color = Color.red; } else { m_costText.color = Color.white; } // 领导力 m_costText.text = realCost + "/" + playerLeadship; }
// 更新选项界面 void UpdateOption() { m_option.gameObject.SetActive(true); CSItem card = CardBag.Singleton.GetCardByGuid(CardBag.Singleton.m_curOptinGuid); HeroInfo hero = GameTable.HeroInfoTableAsset.Lookup(card.IDInTable); IconInfomation icon = GameTable.IconInfoTableAsset.Lookup(hero.headImageId); RaceInfo race = GameTable.RaceInfoTableAsset.LookUp(hero.Type); OccupationInfo occupationInfo = GameTable.OccupationInfoAsset.LookUp(hero.Occupation); RarityRelativeInfo rarityInfo = GameTable.RarityRelativeAsset.LookUp(hero.Rarity); IconInfomation rarityIconInfo = GameTable.IconInfoTableAsset.Lookup(rarityInfo.m_iconId); //设置角色头像图片 m_cardInfoMain.mainTexture = PoolManager.Singleton.LoadIcon <Texture>(icon.dirName); //设置星级图标 m_rarityTexture.mainTexture = PoolManager.Singleton.LoadIcon <Texture>(rarityIconInfo.dirName); //设置种族图标 IconInfomation raceIcon = GameTable.IconInfoTableAsset.Lookup(race.m_iconId); m_cardInfoRace.mainTexture = PoolManager.Singleton.LoadIcon <Texture>(raceIcon.dirName); //设置职业图标 IconInfomation occIcon = GameTable.IconInfoTableAsset.Lookup(occupationInfo.m_iconId); m_cardInfoOccupation.mainTexture = PoolManager.Singleton.LoadIcon <Texture>(occIcon.dirName); m_optionName.text = hero.StrName; m_optionLevel.text = Localization.Get("CardLevel") + card.Level; m_opInfoOp.text = occupationInfo.m_name; m_optionHp.text = "" + card.GetHp(); m_optionMagAttack.text = "" + card.GetMagAttack(); m_optionPhyAttack.text = "" + card.GetPhyAttack(); m_optionRace.text = race.m_name; //根据是否为最爱 决定按钮显示 图片和头像图标显示 if (card.Love) { //button 按钮换图片 WorldParamInfo worldInfo = GameTable.WorldParamTableAsset.Lookup((int)ENWorldParamIndex.enCancelLoveImageName); m_joinLoveSprite.spriteName = worldInfo.StringTypeValue; //显示最爱图标 m_cardInfoLove.gameObject.SetActive(true); } else { //button 按钮换图片 WorldParamInfo worldInfo = GameTable.WorldParamTableAsset.Lookup((int)ENWorldParamIndex.enJoinLoveImageName); m_joinLoveSprite.spriteName = worldInfo.StringTypeValue; //隐藏最爱图标 m_cardInfoLove.gameObject.SetActive(false); } // 可强化 if (card.IsStengthen()) { m_stengThen.isEnabled = true; } else { m_stengThen.isEnabled = false; } //设置素材卡牌 GradeUpRequireInfo gradeInfo = GameTable.gradeUpRequireAsset.Lookup(card.m_id); if (null == gradeInfo) { return; } // 是否达到进化所需等级 if (card.IsEvlotion() && card.BreakCounts < gradeInfo.GradeUpTime) { m_evlotion.isEnabled = true; } else { m_evlotion.isEnabled = false; } //是否是代表卡 m_deputyLabel.gameObject.SetActive(false); m_chosenLable.gameObject.SetActive(false); if (User.Singleton.RepresentativeCard == CardBag.Singleton.m_curOptinGuid) { m_deputyLabel.gameObject.SetActive(true); } else { if (Team.Singleton.IsCardInTeam(CardBag.Singleton.m_curOptinGuid)) { m_chosenLable.gameObject.SetActive(true); } } //判断是否可以段位升级(待设定) }
void UpdateCardInfo(int cardId) { Debug.Log("UpdateCardInfo:" + cardId); m_cardDetail.SetActive(true); HeroInfo heroInfo = GameTable.HeroInfoTableAsset.Lookup(cardId); if (null == heroInfo) { return; } Login.Singleton.m_curCardId = cardId; IconInfomation iconInfo = GameTable.IconInfoTableAsset.Lookup(heroInfo.ImageId); m_infoName.text = heroInfo.StrName; RarityRelativeInfo rarityInfo = GameTable.RarityRelativeAsset.LookUp(heroInfo.Rarity); IconInfomation icon = GameTable.IconInfoTableAsset.Lookup(rarityInfo.m_iconId); m_star.GetComponent <UITexture>().mainTexture = PoolManager.Singleton.LoadIcon <Texture>(icon.dirName); m_cardPic.mainTexture = PoolManager.Singleton.LoadIcon <Texture>(iconInfo.dirName); OccupationInfo occInfo = GameTable.OccupationInfoAsset.LookUp(heroInfo.Occupation); RaceInfo raceInfo = GameTable.RaceInfoTableAsset.LookUp(heroInfo.Type); m_infoOp.text = occInfo.m_name; m_ocInfo.text = occInfo.m_name; m_raceInfo.text = raceInfo.m_name; m_ocDetail.text = occInfo.m_describe; int i = 0; List <int> skillIDList = heroInfo.GetAllSkillIDList(); foreach (int skillId in skillIDList) { SkillInfo skillInfo = GameTable.SkillTableAsset.Lookup(skillId); if (null == skillInfo || 0 != skillInfo.SkillType) { continue; } iconInfo = GameTable.IconInfoTableAsset.Lookup(skillInfo.Icon); if (iconInfo == null) { Debug.LogWarning("iconInfo 为空 skillId:" + skillId + ",skillInfo.Icon:" + skillInfo.Icon); continue; } if (m_skillList.ContainsKey(skillId)) { GameObject obj = m_skillList[skillId]; obj.SetActive(true); obj.GetComponent <UITexture>().mainTexture = PoolManager.Singleton.LoadIcon <Texture>(iconInfo.dirName); Parma parma = obj.GetComponent <Parma>(); parma.m_id = skillId; } else { GameObject copy = GameObject.Instantiate(m_skillItem.gameObject) as GameObject; copy.transform.parent = m_skillParent.transform; copy.transform.localScale = m_skillItem.transform.localScale; copy.gameObject.SetActive(true); copy.transform.LocalPositionX(0 + i * 90f); copy.transform.LocalPositionY(-45f); copy.GetComponent <UITexture>().mainTexture = PoolManager.Singleton.LoadIcon <Texture>(iconInfo.dirName); copy.name = copy.name + i; Parma parma = copy.GetComponent <Parma>(); parma.m_id = skillId; EventDelegate.Add(copy.GetComponent <UIEventTrigger>().onPress, OnShowTips); AddChildMouseClickEvent(copy.name, OnHideTips); m_skillList.Add(skillId, copy); } i++; } }
// IEnumerator NewDropItem(GameResPackage.AsyncLoadPackageData loadData, DropItemPerformanceType item, int intParam = 0) { EventItemInfo eventInfo = GameTable.eventItemAsset.LookUp(item.m_intParam); DropItemPerformanceType.Type type = item.m_type; if (eventInfo != null) { type = (DropItemPerformanceType.Type)eventInfo.dropType; } // string objName = ""; switch (type) { case DropItemPerformanceType.Type.enGold: { objName = "Balk/p-b-gold"; break; } case DropItemPerformanceType.Type.enCard: { objName = "Balk/p-b-contract"; //DropItemPerformanceCard cardItem = (DropItemPerformanceCard)item; // 根据不同星级掉落不同 模型 HeroInfo heroInfo = GameTable.HeroInfoTableAsset.Lookup(intParam); if (null != heroInfo) { RarityRelativeInfo rarityInfo = GameTable.RarityRelativeAsset.LookUp(heroInfo.Rarity); if (null != rarityInfo) { ModelInfo modelInfo = GameTable.ModelInfoTableAsset.Lookup(rarityInfo.m_dropItemModelID); if (null != modelInfo) { objName = modelInfo.ModelFile; } } } break; } case DropItemPerformanceType.Type.enKey: { // 钥匙模型 objName = "Balk/p-b-gold"; EventItemInfo eventItemInfo = GameTable.eventItemAsset.LookUp(intParam); if (null != eventItemInfo) { ModelInfo modelInfo = GameTable.ModelInfoTableAsset.Lookup(eventItemInfo.modelId); if (null != modelInfo) { objName = modelInfo.ModelFile; } } break; } } float rotation = 30f; rotation = UnityEngine.Random.Range(0f, 360f); GameResPackage.AsyncLoadObjectData data = new GameResPackage.AsyncLoadObjectData(); IEnumerator e = PoolManager.Singleton.Coroutine_Load(GameData.GetPrefabPath(objName), data); while (true) { e.MoveNext(); if (data.m_isFinish) { break; } yield return(e.Current); } GameObject goldObj = data.m_obj as GameObject; goldObj.transform.parent = MainGame.Singleton.MainObject.transform; goldObj.transform.position = item.m_deadPos; goldObj.SetActive(true); goldObj.transform.localEulerAngles = new Vector3(item.m_eulerAngles.x, item.m_eulerAngles.y + rotation, item.m_eulerAngles.z); int dropIndex = AddDropItem(goldObj); Animation anim = goldObj.transform.Find("gold_body").GetComponent <Animation>(); PickUpCallback pickUpCallback = goldObj.transform.Find("gold_body").GetComponent <PickUpCallback>(); if (null != pickUpCallback) { pickUpCallback.Clear(); pickUpCallback.m_index = dropIndex; } // 随机动画 int animationCount = anim.GetComponent <Animation>().GetClipCount(); int animationIndex = UnityEngine.Random.Range(1, animationCount); int index = 1; foreach (AnimationState state in anim.GetComponent <Animation>()) { if (index == animationIndex) { anim.CrossFade(state.name); break; } index++; } loadData.m_isFinish = true; }