示例#1
0
文件: SkillInfo.cs 项目: PenpenLi/BWM
    /// <summary>
    /// 显示技能详细信息
    /// </summary>
    /// <param name="view"></param>
    private void PresentInfo(SkillInfoItem view)
    {
        selected = view;
        // 重置施法按钮为默认状态
        PresentFireThumbs(this.uiSkillFireThumbs);
        // 基础攻击技能和未学习技能的施法按钮无法配置
        foreach (var button in this.uiSkillFireThumbs.Concat(uiSkillFireOK))
        {
            button.gameObject.SetActive(selected.Skill.Value != null && selected.Skill.Value.IsBasic == false);
        }

        // 基本技能信息显示
        var s = view.Skill.Value ?? table.TableSkill.First(view.Skill.Key);

        infoName.text    = string.Format("[e28c00]{0}  {1}级[-]", s.name, s.level);
        infoRequire.text = string.Format("[e28c00]消耗真气: [-]{0}点  距离{1}码", s.requirePoint, s.radius);
        infoCD.text      = string.Format("[e28c00]冷却时间: [-]{0}秒", s.cd);
        infoDesc.text    = s.desc;

        // 升级/学习 按钮
        infoUpgrade.isEnabled = view.Skill.Value == null || view.Skill.Value.level < view.Skill.Value.MaxLevel;
        infoUpgrade.GetComponentInChildren <UILabel>().text = view.Skill.Value != null ? "升级" : "学习";
    }
示例#2
0
文件: SkillInfo.cs 项目: PenpenLi/BWM
    /// <summary>
    /// 显示最上面的技能按钮
    /// </summary>
    /// <param name="manager"></param>
    private void PresentIcons(SkillManager manager)
    {
        if (this.gameObject.activeSelf == false || items == null)
        {
            return;
        }
        // 为每个按钮关联对应的技能
        foreach (var i in items.Zip(from s in manager where s.Value == null || s.Value.IsBasic == false orderby s.Key select s))
        {
            i.Item1.Skill = i.Item2;
        }

        // 默认选中第一个学会的技能
        if (selected == null)
        {
            foreach (var i in items)
            {
                if (i.Skill.Value == null)
                {
                    continue;
                }
                selected = i;
                break;
            }
        }
        // 更新选中技能信息
        if (selected != null)
        {
            var click = UIEventListener.Get(selected.uiIcon.gameObject).onClick;
            if (click != null)
            {
                click(selected.uiIcon.gameObject);
            }
            selected.uiIcon.GetComponent <UIToggle>().value = true;
        }
    }
示例#3
0
	/// <summary>
	/// 显示最上面的技能按钮
	/// </summary>
	/// <param name="manager"></param>
	private void PresentIcons(SkillManager manager)
	{
		if (this.gameObject.activeSelf == false || items == null)
			return;
		// 为每个按钮关联对应的技能
		foreach (var i in items.Zip(from s in manager where s.Value == null || s.Value.IsBasic == false orderby s.Key select s))
			i.Item1.Skill = i.Item2;

		// 默认选中第一个学会的技能
		if (selected == null)
		{
			foreach (var i in items)
			{
				if (i.Skill.Value == null)
					continue;
				selected = i;
				break;
			}
		}
		// 更新选中技能信息
		if (selected != null)
		{
			var click = UIEventListener.Get(selected.uiIcon.gameObject).onClick;
			if (click != null)
				click(selected.uiIcon.gameObject);
			selected.uiIcon.GetComponent<UIToggle>().value = true;
		}
	}
示例#4
0
	/// <summary>
	/// 显示技能详细信息
	/// </summary>
	/// <param name="view"></param>
	private void PresentInfo(SkillInfoItem view)
	{
		selected = view;
		// 重置施法按钮为默认状态
		PresentFireThumbs(this.uiSkillFireThumbs);
		// 基础攻击技能和未学习技能的施法按钮无法配置
		foreach (var button in this.uiSkillFireThumbs.Concat(uiSkillFireOK))
			button.gameObject.SetActive(selected.Skill.Value != null && selected.Skill.Value.IsBasic == false);

		// 基本技能信息显示
		var s = view.Skill.Value ?? table.TableSkill.First(view.Skill.Key);
		infoName.text = string.Format("[e28c00]{0}  {1}级[-]", s.name, s.level);
		infoRequire.text = string.Format("[e28c00]消耗真气: [-]{0}点  距离{1}码", s.requirePoint, s.radius);
		infoCD.text = string.Format("[e28c00]冷却时间: [-]{0}秒", s.cd);
		infoDesc.text = s.desc;

		// 升级/学习 按钮
		infoUpgrade.isEnabled = view.Skill.Value == null || view.Skill.Value.level < view.Skill.Value.MaxLevel;
		infoUpgrade.GetComponentInChildren<UILabel>().text = view.Skill.Value != null ? "升级" : "学习";
	}