示例#1
0
    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;
        }
    }
示例#2
0
    //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);
    }