public void WakeUp(HeadRole role) { int id = pop.curView.data.starData.g_csv_id + 1; RoleStarData r = GameShared.Instance.GetRoleStarById(id); if (!role.data.is_possessed) { r = GameShared.Instance.GetRoleStarById(pop.curView.data.starData.g_csv_id); } if (pop.curView.data.wakeLevel >= Def.WakeLevelMax) { ToastManager.Instance.Show("达到最大等级"); } else if (pop.curView.data.frgNum < r.us_prop_num) { ToastManager.Instance.Show("碎片不够"); } else if (pop.curView.data.is_possessed) { C2sSprotoType.role_upgrade_star.request obj = new C2sSprotoType.role_upgrade_star.request(); obj.role_csv_id = pop.curView.data.csv_id; pop.UpWakeBtn.isEnabled = false; NetworkManager.Instance.RoleWake(obj); } else { C2sSprotoType.role_recruit.request obj = new C2sSprotoType.role_recruit.request(); obj.csv_id = pop.curView.data.csv_id; pop.UpWakeBtn.isEnabled = false; NetworkManager.Instance.RoleRecruit(obj); } }
/// <summary> /// 升级后角色属性 /// </summary> /// <param name="r"></param> /// <returns></returns> public RoleStarData GetUpLevelRoleAttr(RoleData r) { int id = (r.csv_id * 1000) + r.wakeLevel + 1; RoleStarData starData = GameShared.Instance.GetRoleStarById(id); return(starData); }
/// <summary> /// 升级后角色战斗属性 /// </summary> /// <param name="r"></param> /// <returns></returns> public float GetBattleRoleUPAttrByType(int type) { RoleData r = pop.GetCurView().data; RoleStarData s = GetUpLevelRoleAttr(r); return(s.battleAddition[type]); }
//角色升星 public Hashtable QueryRoleStarTable() { InitDB(); Hashtable table = new Hashtable(); SqliteDataReader sqReader = db.ReadFullTable("g_role_star"); while (sqReader.Read()) { RoleStarData role = new RoleStarData(); role.csv_id = sqReader.GetInt32(sqReader.GetOrdinal("csv_id")); role.g_csv_id = sqReader.GetInt32(sqReader.GetOrdinal("g_csv_id")); role.us_prop_num = sqReader.GetInt32(sqReader.GetOrdinal("us_prop_num")); role.us_prop_csv_id = sqReader.GetInt32(sqReader.GetOrdinal("us_prop_csv_id")); role.star_init = sqReader.GetInt32(sqReader.GetOrdinal("star_init")); role.sharp = sqReader.GetInt32(sqReader.GetOrdinal("sharp")); role.name = sqReader.GetString(sqReader.GetOrdinal("name")); role.anim = sqReader.GetString(sqReader.GetOrdinal("anim")); role.strs = sqReader.GetString(sqReader.GetOrdinal("strs")); role.skill_csv_id = sqReader.GetInt32(sqReader.GetOrdinal("skill_csv_id")); role.gather_buffer_id = sqReader.GetInt32(sqReader.GetOrdinal("gather_buffer_id")); role.battle_buffer_id = sqReader.GetInt32(sqReader.GetOrdinal("battle_buffer_id")); table.Add(role.g_csv_id, role); } return(table); }
public Dictionary <int, RoleStarData> QueryRoleFragmentTable() { InitDB(); SqliteDataReader sqReader = db.ExecuteQuery("SELECT * FROM g_role JOIN g_role_star ON g_role.us_prop_csv_id=g_role_star.us_prop_csv_id WHERE g_role.star == g_role_star.star"); //SqliteDataReader sqReader = db.ReadFullTable("g_equipment_enhance"); Dictionary <int, RoleStarData> table = new Dictionary <int, RoleStarData>(); while (sqReader.Read()) { RoleStarData role = new RoleStarData(); role.csv_id = sqReader.GetInt32(sqReader.GetOrdinal("csv_id")); role.g_csv_id = sqReader.GetInt32(sqReader.GetOrdinal("g_csv_id")); role.us_prop_num = sqReader.GetInt32(sqReader.GetOrdinal("us_prop_num")); role.us_prop_csv_id = sqReader.GetInt32(sqReader.GetOrdinal("us_prop_csv_id")); role.star_init = sqReader.GetInt32(sqReader.GetOrdinal("star_init")); role.sharp = sqReader.GetInt32(sqReader.GetOrdinal("sharp")); role.name = sqReader.GetString(sqReader.GetOrdinal("name")); role.anim = sqReader.GetString(sqReader.GetOrdinal("anim")); role.strs = sqReader.GetString(sqReader.GetOrdinal("strs")); role.skill_csv_id = sqReader.GetInt32(sqReader.GetOrdinal("skill_csv_id")); role.gather_buffer_id = sqReader.GetInt32(sqReader.GetOrdinal("gather_buffer_id")); role.battle_buffer_id = sqReader.GetInt32(sqReader.GetOrdinal("battle_buffer_id")); table.Add(role.us_prop_csv_id, role); } return(table); }
public RoleStarData GetRoleInfoByFragment(int id) { RoleStarData r = null; if (roleFragment.ContainsKey(id)) { r = roleFragment[id]; } return(r); }
/// <summary> /// 升级后角色收集属性 /// </summary> /// <param name="r"></param> /// <returns></returns> public float GetCollectRoleUPAttrByType(int type) { RoleData r = pop.GetCurView().data; RoleStarData s = GetUpLevelRoleAttr(r); float num = 0; if (s != null) { num = s.additionArr[type]; } return(num); }
//处理 角色表的 buff 数值填进去 public void InitRoleStarTableData() { System.Collections.IDictionaryEnumerator enumerator = roleStarTable.GetEnumerator(); while (enumerator.MoveNext()) { RoleStarData r = roleStarTable[enumerator.Key] as RoleStarData; BuffData b1 = GameShared.Instance.GetBuffById(r.gather_buffer_id); b1.GetBuffAttr(); r.attrArr = b1.attrArr; r.additionArr = b1.additionArr; BuffData b2 = GameShared.Instance.GetBuffById(r.battle_buffer_id); b2.GetBuffAttr(); r.battleAttr = b2.attrArr; r.battleAddition = b2.additionArr; } }
public void ChouCallback(C2sSprotoType.applydraw.response resp) { curChouView.abuyBtn.isEnabled = true; List <ItemViewData> list = new List <ItemViewData>(); roleList = new List <RoleStarData>(); if (resp.errorcode == 1) { if (resp.list != null) { for (int i = 0; i < resp.list.Count; i++) { ItemViewData re = new ItemViewData(); re.curCount = (int)resp.list[i].propnum; re.time = (int)resp.lefttime; re.isRole = (int)resp.list[i].proptype; re.data = GameShared.Instance.GetItemData((int)resp.list[i].propid); RoleStarData r = GameShared.Instance.GetRoleInfoByFragment((int)resp.list[i].propid); Debug.Log("r.us_prop_csv_id" + resp.list[i].propid + "resp.list[i].proptype" + resp.list[i].proptype); if (r != null && resp.list[i].proptype == 1) { roleList.Add(r); } list.Add(re); } if (pop.cur != null) { if (pop.cur.data.id == 2) { pop.cur.data.isShowTime = true; pop.cur.data.drawnum++; if (pop.cur.data.drawnum > 1) { UserManager.Instance.SubDiamond(pop.cur.data.money); } } else if (pop.cur.data.id == 1) { UserManager.Instance.SubFriendPoint(pop.cur.data.money); } else if (pop.cur.data.id == 3) { UserManager.Instance.SubDiamond(pop.cur.data.money); } pop.cur.data.lefttime = (int)list[0].time; int a = (int)list[0].time; pop.cur.data.drawnum++; pop.cur.data.refresh_time = DateTime.Now.AddSeconds(a); pop.cur.Check(); pop.cur = null; } if (list.Count > 0) { OpenBiling(list); } } else { if (pop.cur.data.id > 1) { MainUI.Instance.DiomandToClick(); } else { Debug.Log("好友点数不够"); } } } }
public void SetRoleInfo(ref RoleData d) { float c = 0; float cu = 0; int index = 0; d.frgNum = BagMgr.Instance.GetItemNumById(d.starData.us_prop_csv_id); for (int i = 0; i < pop.GetCurView().data.starData.additionArr.Length; i++) { c = GetRoleCollectAttrByType(i); cu = GetCollectRoleUPAttrByType(i); if (c > 0) { index = i; break; } } string desc = GetAttrStr((Def.AttrId)index); pop.SetCollectDesc(desc); if (d.is_possessed == false) { int id = (d.starData.csv_id * 1000) + 5; RoleStarData r = GameShared.Instance.GetRoleStarById(id); float a = d.frgNum / (float)d.starData.us_prop_num; pop.SetRoleInfo(d, (int)r.battleAddition[(int)Def.AttrType.FightPower] + "%满级", (int)c + "%满级", "", "", (int)a, d.frgNum + "/" + d.starData.us_prop_num ); pop.SetArrowShow(false); } else if (d.wakeLevel >= Def.WakeLevelMax) { float a = d.frgNum / (float)d.starData.us_prop_num; pop.SetRoleInfo(d, (int)GetRoleBattleAttrByType((int)Def.AttrType.FightPower) + "%满级", (int)c + "%满级", "", "", (int)a, d.frgNum + "/" + d.starData.us_prop_num ); pop.SetArrowShow(false); } else { int id = d.starData.g_csv_id + 1; RoleStarData r = GameShared.Instance.GetRoleStarById(id); float a = d.frgNum / (float)r.us_prop_num; pop.SetRoleInfo(d, (int)GetRoleBattleAttrByType((int)Def.AttrType.FightPower) + "%", (int)c + "%", (int)GetBattleRoleUPAttrByType((int)Def.AttrType.FightPower) + "%", (int)cu + "%", (int)a, d.frgNum + "/" + r.us_prop_num ); pop.SetArrowShow(true); } string[] s = d.starData.strs.Split('*'); pop.SetTalk(s[0]); }