public void clearInfo() { id = 0; info = null; num = 0; numlabel.enabled = false; }
public void setid(int id) { this.id = id; objectinfo info = objectsinfo._instance.GetObjectInFoById(id); setinfo(info); }
public objectinfo GetObjectInFoById(int id) { objectinfo info = null; objectinfodict.TryGetValue(id, out info); return(info); }
void plusProperty(Equipmentitem item) { if (item != null) { objectinfo equipinfo = objectsinfo._instance.GetObjectInFoById(item.id); this.attack += equipinfo.attack; this.def += equipinfo.def; this.speed += equipinfo.speed; } }
public void SetInventory(int id) { this.id = id; objectinfo = objectsinfo._instance.GetObjectInFoById(id); if (objectinfo.type == objectType.Drug) { icon.gameObject.SetActive(true); icon.spriteName = objectinfo.icon_name; type = shortcuttype.Drug; } }
private string GetEquipDes(objectinfo info) { string str = ""; str += "名称: " + info.name + "\n"; switch (info.dressType) { case DressType.Headgear: str += "穿戴类型:头盔\n"; break; case DressType.Armor: str += "穿戴类型:盔甲\n"; break; case DressType.RightHand: str += "穿戴类型:右手\n"; break; case DressType.LeftHand: str += "穿戴类型:左手\n"; break; case DressType.Shoe: str += "穿戴类型:鞋\n"; break; case DressType.Accessory: str += "穿戴类型:饰品\n"; break; } switch (info.applictiontype) { case ApplicationType.Swordman: str += "适用类型:剑士\n"; break; case ApplicationType.Megiclan: str += "适用类型:魔法师\n"; break; case ApplicationType.Commoon: str += "适用类型:通用\n"; break; } str += "伤害值: " + info.attack + "\n"; str += "防御值: " + info.def + "\n"; str += "速度值: " + info.speed + "\n"; str += "出售价: " + info.price_sell + "\n"; str += "购买价: " + info.price_buy; return(str); }
public void selid(int id, int num = 1) { this.id = id; info = objectsinfo._instance.GetObjectInFoById(id); inventoryitem item = this.GetComponentInChildren <inventoryitem>(); item.setIconName(id, info.icon_name); numlabel.enabled = true; this.num = num; numlabel.text = num.ToString(); }
private string GetDrugDse(objectinfo info) { string str = ""; str += "名称: " + info.name + "\n"; str += "+HP: " + info.hp + "\n"; str += "+MP: " + info.mp + "\n"; str += "出售价: " + info.price_sell + "\n"; str += "购买价: " + info.price_buy; return(str); }
public void OndrugUse() { bool success = inventory._instance.MinusId(id, 1); if (success) { ps.GetDrug(objectinfo.hp, objectinfo.mp); } else { type = shortcuttype.None; icon.gameObject.SetActive(false); id = 0; skillinfo = null; objectinfo = null; } }
public void onokButtonclick() { int count = int.Parse(numberInput.value); objectinfo info = objectsinfo._instance.GetObjectInFoById(buy_id); int price = info.price_buy; int price_total = price * count; bool success = inventory._instance.GetCoin(price_total); if (success) { if (count > 0) { inventory._instance.GetId(buy_id, count); } } numberdialog.SetActive(false); }
public void show(int id) { this.gameObject.SetActive(true); timer = 0.1f; transform.position = UICamera.currentCamera.ScreenToWorldPoint(Input.mousePosition); objectinfo info = objectsinfo._instance.GetObjectInFoById(id); string des = ""; switch (info.type) { case objectType.Drug: des = GetDrugDse(info); break; case objectType.Equip: des = GetEquipDes(info); break; case objectType.Mat: break; } label.text = des; }
public void setid(int id) { this.id = id; info = objectsinfo._instance.GetObjectInFoById(id); Icon_sprite.spriteName = info.icon_name; name_label.text = info.name; if (info.attack > 0) { effect_label.text = "+伤害 " + info.attack; } else if (info.def > 0) { effect_label.text = "防御 " + info.def; } else if (info.speed > 0) { effect_label.text = "速度 " + info.speed; } pricesell_label.text = info.price_sell.ToString(); }
public void setinfo(objectinfo info) { this.id = info.id; sprite.spriteName = info.icon_name; }
void ReadInfo() { string text = objectsInfoListText.text; string[] strArray = text.Split('\n'); foreach (string str in strArray) { string[] proArray = str.Split(','); objectinfo info = new objectinfo(); int id = int.Parse(proArray[0]); string name = proArray[1]; string icon_name = proArray[2]; string str_type = proArray[3]; objectType type = objectType.Drug; switch (str_type) { case "Drug": type = objectType.Drug; break; case "Equip": type = objectType.Equip; break; case "Mat": type = objectType.Mat; break; } info.id = id; info.name = name; info.icon_name = icon_name; info.type = type; if (type == objectType.Drug) { int hp = int.Parse(proArray[4]); int mp = int.Parse(proArray[5]); int price_sell = int.Parse(proArray[6]); int price_buy = int.Parse(proArray[7]); info.hp = hp; info.mp = mp; info.price_buy = price_buy; info.price_sell = price_sell; } else if (type == objectType.Equip) { info.attack = int.Parse(proArray[4]); info.def = int.Parse(proArray[5]); info.speed = int.Parse(proArray[6]); info.price_sell = int.Parse(proArray[9]); info.price_buy = int.Parse(proArray[10]); string str_dresstype = proArray[7]; switch (str_dresstype) { case "Headgear": info.dressType = DressType.Headgear; break; case "Armor": info.dressType = DressType.Armor; break; case "RightHand": info.dressType = DressType.RightHand; break; case "LeftHand": info.dressType = DressType.LeftHand; break; case "Shoe": info.dressType = DressType.Shoe; break; case "Accessory": info.dressType = DressType.Accessory; break; } string str_apptype = proArray[8]; switch (str_apptype) { case "Swordman": info.applictiontype = ApplicationType.Swordman; break; case "Magician": info.applictiontype = ApplicationType.Megiclan; break; case "Common": info.applictiontype = ApplicationType.Commoon; break; } } objectinfodict.Add(id, info);//添加到字典中,id为key,可以通过id查找到info } //id //名称 //icon名称 //类型(药品drag) //加血量值 //加魔法值 //出售价 //购买 }
public void SetId(int id) { objectinfo info = objectsinfo._instance.GetObjectInFoById(id); sprite.spriteName = info.icon_name; }
public bool Dress(int id) { objectinfo info = objectsinfo._instance.GetObjectInFoById(id); if (info.type != objectType.Equip) { return(false);//穿戴不成功 } if (ps.heroType == HeroType.Megiclan) { if (info.applictiontype == ApplicationType.Swordman) { return(false); } } if (ps.heroType == HeroType.Swordman) { if (info.applictiontype == ApplicationType.Megiclan) { return(false); } } GameObject parent = null; switch (info.dressType) { case DressType.Headgear: parent = heargear; break; case DressType.Armor: parent = armor; break; case DressType.RightHand: parent = righthand; break; case DressType.LeftHand: parent = lefthand; break; case DressType.Shoe: parent = shoe; break; case DressType.Accessory: parent = accessoty; break; } Equipmentitem item = parent.GetComponentInChildren <Equipmentitem>(); if (item != null)//说明穿了同样类型的装备 { inventory._instance.GetId(item.id); item.setinfo(info); } else { GameObject itemGo = NGUITools.AddChild(parent, equipmentItem); itemGo.transform.localPosition = Vector3.zero; itemGo.GetComponent <Equipmentitem>().setinfo(info); } UpdateProperty(); return(true); }