private void SetButtonState(UpgradeSkillType upgradeSkillType) { switch (upgradeSkillType) { case UpgradeSkillType.True: InadequateLevelLabel.enabled = false; UpgradeButton.gameObject.SetActive(true); break; case UpgradeSkillType.NeedMoney: InadequateLevelLabel.enabled = false; UpgradeButton.gameObject.SetActive(true); break; case UpgradeSkillType.NeedLevel: InadequateLevelLabel.enabled = true; InadequateLevelLabel.SetText(LanguageTextManager.GetString("IDS_H1_515")); UpgradeButton.gameObject.SetActive(false); break; case UpgradeSkillType.NeedItem: InadequateLevelLabel.enabled = false; UpgradeButton.gameObject.SetActive(true); break; case UpgradeSkillType.FullLevel: InadequateLevelLabel.enabled = true; InadequateLevelLabel.SetText(LanguageTextManager.GetString("IDS_H1_516")); UpgradeButton.gameObject.SetActive(false); break; default: break; } }
//private bool IsSkillCanUpgrade(SingleSkillInfo selectedSkillInfo) //{ // bool canUpgrade = selectedSkillInfo.CanUpgrade; // int consumeMoneyValue = selectedSkillInfo.localSkillData.m_upgradeMoneyParams.Length < selectedSkillInfo.SkillLevel ? selectedSkillInfo.localSkillData.m_upgradeMoneyParams[selectedSkillInfo.SkillLevel - 1] : 0;//升级所需钱币 // int levelNeed = selectedSkillInfo.localSkillData.m_unlockLevel + selectedSkillInfo.SkillLevel * selectedSkillInfo.localSkillData.m_UpdateInterval; // if (levelNeed > PlayerManager.Instance.FindHeroDataModel().UnitValues.sMsgPropCreateEntity_SC_UnitVisibleValue.UNIT_FIELD_LEVEL||//等级判断 // consumeMoneyValue>PlayerManager.Instance.FindHeroDataModel().PlayerValues.PLAYER_FIELD_HOLDMONEY)//消耗钱币判读 // { // //UI.MessageBox.Instance.ShowTips(3, LanguageTextManager.GetString("IDS_H2_6"), 1); //提示等级不足 // canUpgrade = false; // } // return canUpgrade; //} private UpgradeSkillType GetSkillCanUpgradeType(SingleSkillInfo selectedSkillInfo) { UpgradeSkillType upgradeSkillType = UpgradeSkillType.True; int UpgradeItemCount = selectedSkillInfo.localSkillData.m_upgradeItemCount; if (UpgradeItemCount > 0) { upgradeSkillType = UI.MainUI.ContainerInfomanager.Instance.GetItemNumber(selectedSkillInfo.localSkillData.m_upgradeItemId) >= UpgradeItemCount ? upgradeSkillType : UpgradeSkillType.NeedItem; //canUpgrade &= ContainerInfomanager.Instance.GetItemNumber(selectedSkillInfo.localSkillData.m_upgradeItemId) >= UpgradeItemCount; } //int UpgradeMoney = SkillValue.GetSkillValue(selectedSkillInfo.SkillLevel, selectedSkillInfo.localSkillData.m_upgradeMoneyParams); int UpgradeMoney = selectedSkillInfo.localSkillData.m_upgradeMoneyParams.Length >= selectedSkillInfo.SkillLevel ? selectedSkillInfo.localSkillData.m_upgradeMoneyParams[selectedSkillInfo.SkillLevel - 1] : 0;//升级所需钱币 if (UpgradeMoney > 0) { upgradeSkillType = PlayerManager.Instance.FindHeroDataModel().PlayerValues.PLAYER_FIELD_HOLDMONEY >= UpgradeMoney ? upgradeSkillType : UpgradeSkillType.NeedMoney; //canUpgrade &= PlayerManager.Instance.FindHeroDataModel().PlayerValues.PLAYER_FIELD_HOLDMONEY > UpgradeMoney; } int UpgradeLevel = selectedSkillInfo.localSkillData.m_unlockLevel + selectedSkillInfo.SkillLevel * selectedSkillInfo.localSkillData.m_UpdateInterval; upgradeSkillType = UpgradeLevel > PlayerManager.Instance.FindHeroDataModel().UnitValues.sMsgPropCreateEntity_SC_UnitVisibleValue.UNIT_FIELD_LEVEL?UpgradeSkillType.NeedLevel:upgradeSkillType; upgradeSkillType = selectedSkillInfo.SkillLevel >= selectedSkillInfo.localSkillData.m_maxLv ? UpgradeSkillType.FullLevel : upgradeSkillType; return(upgradeSkillType); }