/// <summary> /// 刷新角色 /// </summary> public void RefreshSelectedRolesView() { int totalHP = 0; for (int i = 0; i < selectedIcons.Count; i++) { if (selectedRolesData.Count > i) { selectedIcons[i].gameObject.SetActive(true); selectedIcons[i].sprite = Statics.GetIconSprite(selectedRolesData[i].IconId); totalHP += selectedRolesData[i].MaxHP; } else { selectedIcons[i].gameObject.SetActive(false); } } totalText.text = string.Format("总气血:{0} 干粮:{1}/{2} 可出战侠客数:{3}", totalHP, foodData.Num, foodData.MaxNum, userData.MaxRoleNum); for (int i = 1; i < rolesData.Count; i++) { roleContainers[i - 1].EnableSelectBtn(selectedRolesData.Count < userData.MaxRoleNum); } for (int i = 0, len = seatCovers.Count; i < len; i++) { seatCovers[i].gameObject.SetActive(i >= userData.MaxRoleNum); } }
public void RefreshView() { Icon.sprite = Statics.GetIconSprite(itemData.IconId); NameText.text = string.Format("<color=\"#1ABDE6\">{0}</color>", itemData.Name); PriceText.text = itemData.BuyPrice.ToString(); TypeText.text = string.Format("类型:{0}", Statics.GetItemTypeName(itemData.Type)); }
public override void RefreshView() { foodIcon.sprite = Statics.GetIconSprite(foodIcondId); refreshFoodProcess(false); areaNameText.text = areaName; RefreshDifficultyView(); }
public void RefreshView() { Icon.sprite = Statics.GetIconSprite(bookData.IconId); Name.text = string.Format("<color=\"{0}\">{1}</color>", Statics.GetQualityColorString(bookData.Quality), bookData.Name); Image iconImage; for (int i = 0; i < SkillIcons.Length; i++) { iconImage = SkillIcons[i]; if (bookData.Skills.Count > i) { iconImage.gameObject.SetActive(true); iconImage.sprite = Statics.GetIconSprite(bookData.Skills[i].IconId); } else { iconImage.gameObject.SetActive(false); } } DescText.gameObject.SetActive(bookData.Skills.Count == 0); if (bookData.BeUsingByRoleId != "") { UseBtn.gameObject.SetActive(false); UnuseBtn.gameObject.SetActive(true); bg.sprite = Statics.GetSprite("Border12"); } else { UseBtn.gameObject.SetActive(true); UnuseBtn.gameObject.SetActive(false); bg.sprite = Statics.GetSprite("Border11"); } }
public void RefreshView() { Name.text = npcData.Name; icon.sprite = Statics.GetIconSprite(npcData.IconId); FightFlagImage.gameObject.SetActive(npcData.Type == NpcType.Fight); if (npcData.Id == "05002001") { State.DOKill(); if (DbManager.Instance.HostData.Occupation == OccupationType.None) { State.gameObject.SetActive(true); if (!DbManager.Instance.HasAnyTask((new List <string>() { "task_occupation0", "task_occupation1", "task_occupation2", "task_occupation3", "task_occupation4", "task_occupation5" }).ToArray())) { State.sprite = Statics.GetSprite("TaskState1"); State.DOFade(0.5f, 0.5f).SetLoops(-1, LoopType.Yoyo); } else { State.sprite = Statics.GetSprite("TaskState2"); } } else { State.gameObject.SetActive(false); } } }
public void RefreshView() { Icon.sprite = Statics.GetIconSprite(itemData.IconId); NameText.text = string.Format("<color=\"#1ABDE6\">{0}</color>", itemData.Name); TypeText.text = string.Format("类型:{0}", Statics.GetItemTypeName(itemData.Type)); NumText.text = string.Format("数量:{0}/{1}", itemData.Num, itemData.MaxNum); }
public override void RefreshView() { RoleData roleData; Image icon; for (int i = 0; i < icons.Count; i++) { icon = icons[i]; if (roleDataList.Count > i) { icon.gameObject.SetActive(true); roleData = roleDataList[i]; icon.sprite = Statics.GetIconSprite(roleData.IconId); icon.color = roleData.IsDie ? Color.red : Color.white; if (roleData.Injury != InjuryType.None) { injuryImages[i].gameObject.SetActive(true); injuryImages[i].color = Statics.GetInjuryColor(roleData.Injury); } else { injuryImages[i].gameObject.SetActive(false); } } else { icon.gameObject.SetActive(false); injuryImages[i].gameObject.SetActive(false); } } RefreshRedPoint(); }
public void RefreshView() { IconImage.sprite = Statics.GetIconSprite(secretData.IconId); FlashImage.gameObject.SetActive(((int)secretData.Quality) >= ((int)QualityType.FlashGold)); NameText.text = string.Format("<color=\"{0}\">{1}</color>", Statics.GetQualityColorString(secretData.Quality), secretData.Name); DescText.text = secretData.GetDesc(); StudyBtn.gameObject.SetActive(string.IsNullOrEmpty(secretData.BelongToBookId)); ForgetBtn.gameObject.SetActive(!string.IsNullOrEmpty(secretData.BelongToBookId)); }
public void RefreshView() { Icon.sprite = Statics.GetIconSprite(bookData.IconId); Name.text = string.Format("<color=\"{0}\">{1}</color>", Statics.GetQualityColorString(bookData.Quality), bookData.Name); Flag.gameObject.SetActive(bookData.State == BookStateType.Read); MakeButtonEnable(MakeBtn, bookData.State == BookStateType.Unread); //判断是否为新增秘籍,控制新增标记显示隐藏 NewFlag.gameObject.SetActive(string.IsNullOrEmpty(PlayerPrefs.GetString(PlayerPrefs.GetString("CurrentRoleId") + "_" + "BookIdOfCurrentForbiddenAreaNewFlagIsHide_" + bookData.Id))); }
public void RefreshView() { Icon.sprite = Statics.GetIconSprite(roleData.IconId); if (roleData.State == RoleStateType.InTeam) { bg.sprite = Statics.GetSprite("Border12"); } else { bg.sprite = Statics.GetSprite("Border11"); } Desc.text = string.Format("称谓:{0}\n门派:{1}\n地位:{2}\n状态:{3}", roleData.Name, Statics.GetOccupationName(roleData.Occupation), roleData.IsHost ? "当家" : "门客", Statics.GetInjuryName(roleData.Injury)); if (roleData.Weapon != null) { WeaponNameText.text = string.Format("<color=\"{0}\">{1}</color>", Statics.GetQualityColorString(roleData.Weapon.Quality), roleData.Weapon.Name); WeaponWidth.rectTransform.sizeDelta = new Vector2(100f * (roleData.Weapon.Width / 100f) * 0.5f, WeaponWidth.rectTransform.sizeDelta.y); WeaponIcon.gameObject.SetActive(true); WeaponIcon.sprite = Statics.GetIconSprite(roleData.Weapon.IconId); WeaponFlashImage.gameObject.SetActive(((int)roleData.Weapon.Quality) >= ((int)QualityType.FlashGold)); } else { WeaponNameText.text = "赤手空拳"; WeaponIcon.gameObject.SetActive(false); WeaponFlashImage.gameObject.SetActive(false); } for (int i = 0; i < 3; i++) { if (roleData.Books.Count > i) { BookIcons[i].gameObject.SetActive(true); BookIcons[i].sprite = Statics.GetIconSprite(roleData.Books[i].IconId); BookFlashImages[i].gameObject.SetActive(((int)roleData.Books[i].Quality) >= ((int)QualityType.FlashGold)); } else { BookIcons[i].gameObject.SetActive(false); BookFlashImages[i].gameObject.SetActive(false); } } if (roleData.IsHost) { SelectBtn.gameObject.SetActive(false); CancelBtn.gameObject.SetActive(false); } else { SelectBtn.gameObject.SetActive(roleData.State == RoleStateType.OutTeam); CancelBtn.gameObject.SetActive(roleData.State == RoleStateType.InTeam); if (roleData.Injury == InjuryType.Moribund) { MakeButtonEnable(SelectBtn, false); MakeButtonEnable(CancelBtn, false); } } }
public void RefreshView() { Icon.sprite = Statics.GetIconSprite(roleData.IconId); Name.text = roleData.Name; Flag.gameObject.SetActive(roleData.State != RoleStateType.NotRecruited); // MakeBtn.gameObject.SetActive(roleData.State == RoleStateType.NotRecruited); MakeButtonEnable(MakeBtn, roleData.State == RoleStateType.NotRecruited); //判断是否为新增侠客,控制新增标记显示隐藏 NewFlag.gameObject.SetActive(string.IsNullOrEmpty(PlayerPrefs.GetString(PlayerPrefs.GetString("CurrentRoleId") + "_" + "RoleOfWinShopNewFlagIsHide_" + roleData.Id))); }
/// <summary> /// 设置Icon图标 /// </summary> /// <param name="ids">Identifiers.</param> public void SetIconIds(List <string> ids) { skillIconIds = ids; for (int i = 0; i < SkillIconImages.Length; i++) { if (skillIconIds.Count > i && skillIconIds[i] != null) { SkillIconImages[i].sprite = Statics.GetIconSprite(skillIconIds[i]); } } }
public void RefreshView() { Icon.sprite = Statics.GetIconSprite(roleData.IconId); Name.text = roleData.Name; InjuryImage.gameObject.SetActive(roleData.Injury != InjuryType.None); CureBtn.gameObject.SetActive(roleData.Injury != InjuryType.None); if (roleData.Injury != InjuryType.None) { InjuryImage.color = Statics.GetInjuryColor(roleData.Injury); } }
public override void RefreshView() { DrugIconImage.sprite = Statics.GetIconSprite(drugData.IconId); if (drugData.Num > 0) { MakeImageDefault(DrugIconImage); } else { MakeImageGrey(DrugIconImage); } CountText.text = drugData.Num > 1 ? drugData.Num.ToString() : ""; }
public override void RefreshView() { if (bookData != null) { BookNameText.text = string.Format("<color=\"{0}\">{1}</color>", Statics.GetQualityColorString(bookData.Quality), bookData.Name); BookIconImage.transform.parent.gameObject.SetActive(true); BookIconImage.sprite = Statics.GetIconSprite(bookData.IconId); } else { BookNameText.text = "无"; BookIconImage.transform.parent.gameObject.SetActive(false); } }
void updateRoles(int index) { if (index < 0 || index >= roleDataList.Count) { return; } //处理头像 RoleData currentRole = roleDataList[index]; roleDataList[index] = roleDataList[0]; roleDataList[0] = currentRole; //处理书 RoleData fightingRole = roleDataList[0]; Image book; Button bookBtn; BookData bookData; for (int i = 0; i < books.Count; i++) { book = books[i]; if (fightingRole.Books != null && fightingRole.Books.Count > i) { bookData = fightingRole.Books[i]; book.gameObject.SetActive(true); book.sprite = Statics.GetIconSprite(bookData.IconId); bookBtn = bookBtns[i]; if (currentRole.SelectedBookIndex == i) { // ChangeButtonColorToDefault(bookBtn); book.color = new Color(1, 1, 1); book.transform.localScale = Vector3.one; } else { // ChangeButtonColor(bookBtn, new Color(0.8f, 0.8f, 0.2f, 1)); book.color = new Color(0.3f, 0.3f, 0.3f); book.transform.localScale = new Vector3(0.7f, 0.7f, 0.7f); } mindBookMasks[i].gameObject.SetActive(bookData.IsMindBook); } else { book.gameObject.SetActive(false); mindBookMasks[i].gameObject.SetActive(false); } } }
public override void RefreshView() { icon.sprite = Statics.GetIconSprite(itemData.IconId); nameText.text = string.Format("<color=\"#1ABDE6\">{0}</color>", itemData.Name); typeText.text = string.Format("类型:{0}", Statics.GetItemTypeName(itemData.Type)); lvText.text = string.Format("等级:{0}级", itemData.Lv); numText.text = string.Format("数量:{0}/{1}", itemData.Num, itemData.MaxNum); if (itemData.SellPrice >= 0) { sellFlagText.text = "回收:"; silverImage.gameObject.SetActive(true); sellPriceText.text = itemData.SellPrice.ToString(); } else { sellFlagText.text = "<color=\"#FF0000\">不可回收</color>"; silverImage.gameObject.SetActive(false); } discardFlagText.text = itemData.CanDiscard ? "<color=\"#00FF00\">可以丢弃</color>" : "<color=\"#FF0000\">不可丢弃</color>"; bg.rectTransform.sizeDelta = new Vector2(bg.rectTransform.sizeDelta.x, 600); destroyBtn.gameObject.SetActive(false); useBtn.gameObject.SetActive(false); if (_fromBag && itemData.CanDiscard) { bg.rectTransform.sizeDelta = new Vector2(bg.rectTransform.sizeDelta.x, 600); destroyBtn.gameObject.SetActive(true); } switch (itemData.Type) { case ItemType.Food: //干粮可以直接吃补充区域大地图体力 bg.rectTransform.sizeDelta = new Vector2(bg.rectTransform.sizeDelta.x, 600); useBtn.gameObject.SetActive(_fromBag); useBtn.GetComponentInChildren <Text>().text = "吃"; break; case ItemType.Weapon: case ItemType.Book: case ItemType.RandomSecre: bg.rectTransform.sizeDelta = new Vector2(bg.rectTransform.sizeDelta.x, 600); useBtn.gameObject.SetActive(true); useBtn.GetComponentInChildren <Text>().text = "打开"; break; default: break; } descText.text = string.Format("描述\n{0}", itemData.Desc); }
public override void RefreshView() { iconImage.sprite = Statics.GetIconSprite(fromRoleData.IconId); hpFromText.text = fromRoleData.MaxHP.ToString(); hpToText.text = toRoleData.MaxHP.ToString(); physicsAttackFromText.text = fromRoleData.PhysicsAttack.ToString(); physicsAttackToText.text = toRoleData.PhysicsAttack.ToString(); physicsDefenseFromText.text = fromRoleData.PhysicsDefense.ToString(); physicsDefenseToText.text = toRoleData.PhysicsDefense.ToString(); magicAttackFromText.text = fromRoleData.MagicAttack.ToString(); magicAttackToText.text = toRoleData.MagicAttack.ToString(); magicDefenseFromText.text = fromRoleData.MagicDefense.ToString(); magicDefenseToText.text = toRoleData.MagicDefense.ToString(); dodgeFromText.text = fromRoleData.Dodge.ToString(); dodgeToText.text = toRoleData.Dodge.ToString(); }
public override void RefreshView() { icon.sprite = Statics.GetIconSprite(weaponData.IconId); nameText.text = string.Format("<color=\"{0}\">{1}</color>", Statics.GetQualityColorString(weaponData.Quality), weaponData.Name); weaponWidthScript.UpdateData(weaponData); weaponWidthScript.RefreshView(); infoText.text = info; if (weaponData.BelongToRoleId == "") { occupationText.text = string.Format("门派限制:{0}", weaponData.Occupation != OccupationType.None ? Statics.GetOccupationName(weaponData.Occupation) : "无限制"); } else { occupationText.text = string.Format("仅限 {0} 使用", JsonManager.GetInstance().GetMapping <RoleData>("RoleDatas", weaponData.BelongToRoleId).Name); } }
void refreshEnemy() { RoleData enemy = BattleLogic.Instance.CurrentEnemyRole; enemyBody.sprite = Statics.GetHalfBodySprite(enemy.HalfBodyId); enemyBody.SetNativeSize(); refreshEnemyBlood(); enemyNameText.text = enemy.Name; if (enemy.GetCurrentBook() != null) { enemyBookIconImage.transform.parent.gameObject.SetActive(true); enemyBookIconImage.sprite = Statics.GetIconSprite(enemy.GetCurrentBook().IconId); enemyBookIconImage.SetNativeSize(); } else { enemyBookIconImage.transform.parent.gameObject.SetActive(false); } }
public override void RefreshView() { if (roleData.Weapon != null) { weaponIconImage.gameObject.SetActive(true); weaponIconImage.sprite = Statics.GetIconSprite(roleData.Weapon.IconId); } else { weaponIconImage.gameObject.SetActive(false); } if (roleData.Books.Count > 0) { bookIconImage0.gameObject.SetActive(true); bookIconImage0.sprite = Statics.GetIconSprite(roleData.Books[0].IconId); } else { bookIconImage0.gameObject.SetActive(false); } if (roleData.Books.Count > 1) { bookIconImage1.gameObject.SetActive(true); bookIconImage1.sprite = Statics.GetIconSprite(roleData.Books[1].IconId); } else { bookIconImage1.gameObject.SetActive(false); } if (roleData.Books.Count > 2) { bookIconImage2.gameObject.SetActive(true); bookIconImage2.sprite = Statics.GetIconSprite(roleData.Books[2].IconId); } else { bookIconImage2.gameObject.SetActive(false); } roleIconImage.sprite = Statics.GetIconSprite(roleData.IconId); descText.text = desc; infoText.text = info; }
public override void RefreshView() { icon.sprite = Statics.GetIconSprite(weaponData.IconId); flashImage.gameObject.SetActive(((int)weaponData.Quality) >= ((int)QualityType.FlashGold)); nameText.text = string.Format("<color=\"{0}\">{1}</color> {2}", Statics.GetQualityColorString(weaponData.Quality), weaponData.Name, weaponLVData.LV > 0 ? ("+" + weaponLVData.LV) : ""); // weaponWidthScript.UpdateData(weaponData); // weaponWidthScript.RefreshView(); infoText.text = info; if (weaponData.BelongToRoleId == "") { occupationText.text = string.Format("门派限制:{0}", weaponData.Occupation != OccupationType.None ? Statics.GetOccupationName(weaponData.Occupation) : "无限制"); } else { occupationText.text = string.Format("仅限 {0} 使用", JsonManager.GetInstance().GetMapping <RoleData>("RoleDatas", weaponData.BelongToRoleId).Name); } lvFullNoticeText.gameObject.SetActive(weaponData.Quality >= QualityType.FlashGold && weaponLVData.LV >= weaponLVData.MaxLV); lvUpgradeBtn.gameObject.SetActive(weaponData.Quality >= QualityType.FlashGold && weaponLVData.LV < weaponLVData.MaxLV); StartCoroutine(refreshHeight()); }
public void RefreshView() { if (weaponData == null) { return; } Icon.sprite = Statics.GetIconSprite(weaponData.IconId); Name.text = string.Format("<color=\"{0}\">{1}</color>", Statics.GetQualityColorString(weaponData.Quality), weaponData.Name); string costStr = ""; ResourceData need; for (int i = 0; i < weaponData.Needs.Count; i++) { need = weaponData.Needs[i]; costStr += string.Format("{0}-{1}\n", Statics.GetResourceName(need.Type), need.Num); } Cost.text = costStr; //判断是否为新增兵器,控制新增标记显示隐藏 NewFlag.gameObject.SetActive(string.IsNullOrEmpty(PlayerPrefs.GetString(PlayerPrefs.GetString("CurrentRoleId") + "_" + "WeaponIdOfWorkShopNewFlagIsHide_" + weaponData.Id))); }
public override void RefreshView() { if (rolesData.Count > 0) { hostRoleContainer.UpdateData(rolesData[0]); hostRoleContainer.RefreshView(); if (prefabObj == null) { prefabObj = Statics.GetPrefab("Prefabs/UI/GridItems/ReadyToTraveRoleContainer"); } GameObject itemPrefab; RoleData role; ReadyToTraveRoleContainer container; for (int i = 1; i < rolesData.Count; i++) { role = rolesData[i]; if (roleContainers.Count <= (i - 1)) { itemPrefab = Statics.GetPrefabClone(prefabObj); MakeToParent(grid.transform, itemPrefab.transform); container = itemPrefab.GetComponent <ReadyToTraveRoleContainer>(); roleContainers.Add(container); } else { container = roleContainers[i - 1]; } container.UpdateData(role); container.RefreshView(); } RectTransform trans = grid.GetComponent <RectTransform>(); float y = (grid.cellSize.y + grid.spacing.y) * roleContainers.Count - grid.spacing.y; y = y < 0 ? 0 : y; trans.sizeDelta = new Vector2(trans.sizeDelta.x, y); } foodIcon.sprite = Statics.GetIconSprite("600000"); foodNumText.text = string.Format("{0}/{1}", foodData.Num, foodData.MaxNum); RefreshSelectedRolesView(); }
public override void RefreshView() { iconImage.sprite = Statics.GetIconSprite(bookData.IconId); nameText.text = string.Format("<color=\"{0}\">{1}</color>", Statics.GetQualityColorString(bookData.Quality), bookData.Name); descText.text = string.Format("{0}{1}描述:\n{2}", bookData.LimitWeaponType != WeaponType.None ? string.Format("兵器限制:{0}\n", Statics.GetEnmuDesc <WeaponType>(bookData.LimitWeaponType)) : "", info != "" ? string.Format("附加属性:\n<color=\"#00FF00\">{0}</color>", info) : "", bookData.Desc); if (prefabObj == null) { prefabObj = Statics.GetPrefab("Prefabs/UI/GridItems/SkillItemContainer"); } if (bookData.Skills.Count > 0) { emptyImage.gameObject.SetActive(false); SkillData skill; GameObject itemPrefab; SkillItemContainer container; for (int i = 0; i < bookData.Skills.Count; i++) { skill = bookData.Skills[i]; if (containers.Count <= i) { itemPrefab = Statics.GetPrefabClone(prefabObj); MakeToParent(gridTrans.transform, itemPrefab.transform); container = itemPrefab.GetComponent <SkillItemContainer>(); containers.Add(container); } else { container = containers[i]; } container.UpdateData(skill, i != bookData.Skills.Count - 1); container.RefreshView(); } } else { emptyImage.gameObject.SetActive(true); } }
public void RefreshView() { if (weaponData == null) { return; } BreakBtn.gameObject.SetActive(weaponData.BeUsingByRoleId == ""); Icon.sprite = Statics.GetIconSprite(weaponData.IconId); Name.text = string.Format("<color=\"{0}\">{1}</color>", Statics.GetQualityColorString(weaponData.Quality), weaponData.Name); string gotStr = ""; ResourceData need; for (int i = 0; i < weaponData.Needs.Count; i++) { need = weaponData.Needs[i]; if (need.Num > 0) { gotStr += string.Format("{0}+{1}\n", Statics.GetResourceName(need.Type), need.Num); } } gotStr = gotStr == "" ? "无" : gotStr; Got.text = gotStr; }
public void RefreshView() { Name.text = npcData.Name; icon.sprite = Statics.GetIconSprite(npcData.IconId); FightFlagImage.gameObject.SetActive(npcData.Type == NpcType.Fight); }
public void RefreshView() { IconImage.sprite = Statics.GetIconSprite(dropData.Item.IconId); NameText.text = string.Format("<color=\"#1ABDE6\">{0}</color>", dropData.Item.Name); NumText.text = string.Format("<color=\"#00FF00\">+ {0}</color>", dropData.Item.Num); }
public void RefreshView() { Icon.sprite = Statics.GetIconSprite(bookData.IconId); FlashImage.gameObject.SetActive(((int)bookData.Quality) >= ((int)QualityType.FlashGold)); Name.text = string.Format("<color=\"{0}\">{1}</color>", Statics.GetQualityColorString(bookData.Quality), bookData.Name); TitleText.gameObject.SetActive(bookData.IsLostKnowledge); // Image iconImage; // for (int i = 0; i < SkillIcons.Length; i++) { // iconImage = SkillIcons[i]; // if (bookData.Skills.Count > i) { // iconImage.gameObject.SetActive(true); // iconImage.sprite = Statics.GetIconSprite(bookData.Skills[i].IconId); // } // else { // iconImage.gameObject.SetActive(false); // } // } // DescText.gameObject.SetActive(bookData.Skills.Count == 0); string attrsStr = ""; if (bookData.MagicAttackPlus > 0) { attrsStr += string.Format("内功+{0} ", bookData.MagicAttackPlus); } if (bookData.MagicDefensePlus > 0) { attrsStr += string.Format("内防+{0} ", bookData.MagicDefensePlus); } if (bookData.PhysicsDefensePlus > 0) { attrsStr += string.Format("外防+{0} ", bookData.PhysicsDefensePlus); } if (bookData.DodgePlus > 0) { attrsStr += string.Format("轻功+{0} ", bookData.DodgePlus); } if (bookData.HurtCutRatePlus > 0) { attrsStr += string.Format("伤害减免{0}% ", (int)(bookData.HurtCutRatePlus * 100 + 0.5f)); } if (bookData.MaxHPPlus > 0) { attrsStr += string.Format("气血+{0} ", bookData.MaxHPPlus); } if (bookData.CanNotMoveResistance > 0) { attrsStr += string.Format("抗定身+{0} ", bookData.CanNotMoveResistance); } if (bookData.ChaosResistance > 0) { attrsStr += string.Format("抗混乱+{0} ", bookData.ChaosResistance); } if (bookData.DisarmResistance > 0) { attrsStr += string.Format("抗缴械+{0} ", bookData.DisarmResistance); } if (bookData.DrugResistance > 0) { attrsStr += string.Format("抗毒+{0} ", bookData.DrugResistance); } if (bookData.SlowResistance > 0) { attrsStr += string.Format("抗迟缓+{0} ", bookData.SlowResistance); } if (bookData.VertigoResistance > 0) { attrsStr += string.Format("抗眩晕+{0} ", bookData.VertigoResistance); } DescText.text = string.Format("{0}", bookData.GetCurrentSkill() != null ? bookData.GetCurrentSkill().Desc.Replace(" ", "") : "<color=\"#00FFFF\">内功心法</color>\n(可以与秘籍同时装备)"); if (bookData.BeUsingByRoleId != "") { UseBtn.gameObject.SetActive(false); UnuseBtn.gameObject.SetActive(true); bg.sprite = Statics.GetSprite("Border12"); } else { UseBtn.gameObject.SetActive(true); UnuseBtn.gameObject.SetActive(false); bg.sprite = Statics.GetSprite("Border11"); } }
public void RefreshView() { Icon.sprite = Statics.GetIconSprite(weaponData.IconId); FlashImage.gameObject.SetActive(((int)weaponData.Quality) >= ((int)QualityType.FlashGold)); Name.text = string.Format("<color=\"{0}\">{1}</color>", Statics.GetQualityColorString(weaponData.Quality), weaponData.Name); // WeaponWidth.rectTransform.sizeDelta = new Vector2(100f * (weaponData.Width / 100f), WeaponWidth.rectTransform.sizeDelta.y); // PowerIndexDesc0.text = string.Format("+100%伤害概率: {0}%", (int)(weaponData.Rates[1] * 100)); // PowerIndexDesc1.text = string.Format("+50%伤害概率: {0}%", (int)(weaponData.Rates[2] * 100)); // PowerIndexDesc2.text = string.Format("+25%伤害概率: {0}%", (int)(weaponData.Rates[3] * 100)); if (weaponData.BeUsingByRoleId != "") { Btn.gameObject.SetActive(false); bg.sprite = Statics.GetSprite("Border12"); // PowerIndexFlag0.gameObject.SetActive(false); // PowerIndexFlag1.gameObject.SetActive(false); // PowerIndexFlag2.gameObject.SetActive(false); State.text = "已装备"; TakeOffBtn.gameObject.SetActive(true); } else { TakeOffBtn.gameObject.SetActive(false); if (weaponData.Occupation == OccupationType.None || weaponData.Occupation == hostRoleData.Occupation) { Btn.gameObject.SetActive(true); State.text = "已装备"; } else { Btn.gameObject.SetActive(false); State.text = string.Format("<color=\"#FF0000\">限{0}</color>", Statics.GetOccupationName(weaponData.Occupation)); } // if (hostWeaponData != null) { // if (weaponData.Rates[1] != hostWeaponData.Rates[1]) { // PowerIndexFlag0.gameObject.SetActive(true); // PowerIndexFlag0.sprite = Statics.GetSprite(weaponData.Rates[1] > hostWeaponData.Rates[1] ? "StateUp" : "StateDown"); // } // else { // PowerIndexFlag0.gameObject.SetActive(false); // } // // if (weaponData.Rates[2] != hostWeaponData.Rates[2]) { // PowerIndexFlag1.gameObject.SetActive(true); // PowerIndexFlag1.sprite = Statics.GetSprite(weaponData.Rates[2] > hostWeaponData.Rates[2] ? "StateUp" : "StateDown"); // } // else { // PowerIndexFlag1.gameObject.SetActive(false); // } // if (weaponData.Rates[3] != hostWeaponData.Rates[3]) { // PowerIndexFlag2.gameObject.SetActive(true); // PowerIndexFlag2.sprite = Statics.GetSprite(weaponData.Rates[3] > hostWeaponData.Rates[3] ? "StateUp" : "StateDown"); // } // else { // PowerIndexFlag2.gameObject.SetActive(false); // } // } // else { // PowerIndexFlag0.gameObject.SetActive(false); // PowerIndexFlag1.gameObject.SetActive(false); // PowerIndexFlag2.gameObject.SetActive(false); // } } OccupationText.text = weaponData.Occupation != OccupationType.None ? string.Format("门派:{0}", Statics.GetOccupationName(weaponData.Occupation)) : ""; string info = ""; if (weaponData.FixedDamagePlus != 0) { info += info == "" ? "" : "\n"; info += string.Format("固定伤害:{0}", (weaponData.FixedDamagePlus > 0 ? "+" : "") + weaponData.FixedDamagePlus.ToString()); } if (weaponData.DamageRatePlus != 0) { info += info == "" ? "" : "\n"; info += string.Format("最终伤害:{0}%", (weaponData.DamageRatePlus > 0 ? "+" : "") + (weaponData.DamageRatePlus * 100).ToString()); } if (weaponData.PhysicsAttackPlus != 0) { info += info == "" ? "" : "\n"; info += string.Format("外功:{0}", (weaponData.PhysicsAttackPlus > 0 ? "+" : "") + weaponData.PhysicsAttackPlus.ToString()); } DescText.text = info; }