public void InitSwitchSkillUI() { SkillBag.Clear(); SkillBag.Capacity = 1; CSItem card = CardBag.Singleton.GetCardByGuid(GUID); SkillInfo info = GameTable.SkillTableAsset.Lookup(card.SwitchSkillID); if (info != null) { SkillBag.Add(new ActorSkillInfo(info, card.SwitchSkillLevel)); } foreach (var item in card.SkillItemInfoList) { SkillInfo skillInfo = GameTable.SkillTableAsset.Lookup(item.m_skillID); if (skillInfo == null) { continue; } if (skillInfo.SkillType == (int)ENSkillType.enPassive) {//被动技能 IResult r = BattleFactory.Singleton.CreateResult(ENResult.AddBuff, ID, ID, 0, 0, skillInfo.BuffIDList.ToArray()); if (r != null) { r.ResultExpr(skillInfo.BuffIDList.ToArray()); BattleFactory.Singleton.DispatchResult(r); } } } //通知UISwitchSkill //NotifyChanged((int)ENPropertyChanged.enSwitchSkill, null); }
public override void OnInitSkillBag(bool isNotifyUI = false) { if (SkillBag == null) { SkillBag = new List <ActorSkillInfo>(); } SkillBag.Clear(); //normal skill foreach (var item in CurrentTableInfo.NormalSkillIDList) { SkillInfo skillInfo = GameTable.SkillTableAsset.Lookup(item); if (skillInfo == null) { continue; } if (null == SkillBag.Find(info => info.SkillTableInfo.ID == item)) { SkillBag.Add(new ActorSkillInfo(skillInfo, 0)); } } { //open box skill SkillInfo skillInfo = GameTable.SkillTableAsset.Lookup(CurrentTableInfo.OpenBoxSkillID); if (skillInfo != null) { if (null == SkillBag.Find(info => info.SkillTableInfo.ID == skillInfo.ID)) { SkillBag.Add(new ActorSkillInfo(skillInfo, 0)); } } } base.OnInitSkillBag(isNotifyUI); }
public override void OnInitSkillBag(bool isNotifyUI = false) { if (SkillBag == null) { SkillBag = new List <ActorSkillInfo>(); } SkillBag.Clear(); base.OnInitSkillBag(isNotifyUI); //luozhijia test //skill bag //PropertyValueIntListView tmpPropVal = Props.GetProperty_Custom(ENProperty.SkillList) as PropertyValueIntListView; //foreach (var item in tmpPropVal.m_list) //{ // SkillInfo info = GameTable.SkillTableAsset.Lookup(item); // if (info != null) // { // SkillBag.Add(new ActorSkillInfo(info)); // } //} ////被动技能 //tmpPropVal = Props.GetProperty_Custom(ENProperty.PassiveSkillList) as PropertyValueIntListView; //foreach (var item in tmpPropVal.m_list) //{ // SkillInfo skillInfo = GameTable.SkillTableAsset.Lookup(item); // if (skillInfo == null) continue; // if (skillInfo.SkillType == (int)ENSkillType.enPassive) // { // IResult r = BattleFactory.Singleton.CreateResult(ENResult.AddBuff, ID, ID); // if (r != null) // { // r.ResultExpr(skillInfo.BuffIDList.ToArray()); // BattleFactory.Singleton.DispatchResult(r); // } // } //} }