override protected void updateLeftAttr(TableCardItemBody tableBody) { AuxLabel text = new AuxLabel(m_model.selfGo, "UIRoot/AttText"); text.text = tableBody.m_attack.ToString(); text = new AuxLabel(m_model.selfGo, "UIRoot/HpText"); text.text = tableBody.m_hp.ToString(); }
// 修改卡牌纹理 override protected void modifyTex(GameObject go_, TableCardItemBody tableBody) { // 头像是每一个卡牌一个配置 string path = string.Format("{0}{1}", Ctx.m_instance.m_cfg.m_pathLst[(int)ResPathType.ePathCardImage], tableBody.m_cardHeader); m_subTex[(int)CardSubPartType.eHeader].tex.selfGo = UtilApi.TransFindChildByPObjAndPath(go_, m_cardModelItem.m_headerSubModel); m_subTex[(int)CardSubPartType.eHeader].tex.texPath = path; m_subTex[(int)CardSubPartType.eHeader].tex.syncUpdateTex(); TableJobItemBody jobTable; // 边框 jobTable = Ctx.m_instance.m_tableSys.getItem(TableID.TABLE_JOB, (uint)(tableBody.m_career)).m_itemBody as TableJobItemBody; path = string.Format("{0}{1}", Ctx.m_instance.m_cfg.m_pathLst[(int)ResPathType.ePathCardImage], jobTable.m_frameImage); m_subTex[(int)CardSubPartType.eFrame].tex.selfGo = UtilApi.TransFindChildByPObjAndPath(go_, m_cardModelItem.m_frameSubModel); m_subTex[(int)CardSubPartType.eFrame].tex.texPath = path; m_subTex[(int)CardSubPartType.eFrame].tex.syncUpdateTex(); // 腰带 path = string.Format("{0}{1}", Ctx.m_instance.m_cfg.m_pathLst[(int)ResPathType.ePathCardImage], jobTable.m_yaoDaiImage); m_subTex[(int)CardSubPartType.eBelt].tex.selfGo = UtilApi.TransFindChildByPObjAndPath(go_, m_cardModelItem.m_yaoDaiSubModel); m_subTex[(int)CardSubPartType.eBelt].tex.texPath = path; m_subTex[(int)CardSubPartType.eBelt].tex.syncUpdateTex(); // 品质 m_subTex[(int)CardSubPartType.EQuality].tex.selfGo = UtilApi.TransFindChildByPObjAndPath(go_, m_cardModelItem.m_pinZhiSubModel); if (tableBody.m_quality == 0) // 品质 0 ,不显示 { UtilApi.SetActive(m_subTex[(int)CardSubPartType.EQuality].tex.selfGo, false); } else { path = string.Format("{0}{1}", Ctx.m_instance.m_cfg.m_pathLst[(int)ResPathType.ePathCardImage], UtilLogic.getImageByPinZhi(tableBody.m_quality)); m_subTex[(int)CardSubPartType.EQuality].tex.texPath = path; m_subTex[(int)CardSubPartType.EQuality].tex.syncUpdateTex(); } }
override public void setIdAndPnt(uint objId, GameObject pntGo_) { TableCardItemBody tableBody = Ctx.m_instance.m_tableSys.getItem(TableID.TABLE_CARD, objId).m_itemBody as TableCardItemBody; m_modelPath = Ctx.m_instance.m_dataPlayer.m_dataCard.m_sceneCardModelAttrItemList[tableBody.m_type].m_outModelPath; setTableItemAndPnt(tableBody, pntGo_); }
virtual public void updateModel(TableCardItemBody tableBody, GameObject pntGo_) { m_cardModelItem = Ctx.m_instance.m_dataPlayer.m_dataCard.m_sceneCardModelAttrItemList[tableBody.m_type]; m_model.pntGo = pntGo_; m_model.modelResPath = m_modelPath; m_model.syncUpdateModel(); }
// 修改卡牌纹理 override protected void modifyTex(GameObject go_, TableCardItemBody tableBody) { // 头像是每一个卡牌一个配置 string path = string.Format("{0}{1}", Ctx.m_instance.m_cfg.m_pathLst[(int)ResPathType.ePathCardImage], tableBody.m_dzCardHeader); m_subTex[0].tex.selfGo = UtilApi.TransFindChildByPObjAndPath(go_, m_cardModelItem.m_headerSubModel); // 场上 Hero 的纹理贴图 m_subTex[0].tex.texPath = path; m_subTex[0].tex.syncUpdateTex(); }
// 赋值卡牌显示 public static void updateCardDataNoChangeByTable(TableCardItemBody cardTableItem, GameObject gameObject) { AuxLabel text; text = new AuxLabel(gameObject, "UIRoot/NameText"); // 名字 text.text = cardTableItem.m_name; text.setSelfGo(gameObject, "UIRoot/DescText"); // 描述 text.text = cardTableItem.m_cardDesc; }
virtual public void setTableItemAndPnt(TableCardItemBody tableBody, GameObject pntGo_) { updateModel(tableBody, pntGo_); addUIAndBox(); // 继续添加 UI 和碰撞 updateLeftAttr(tableBody); // 更新剩余的属性 modifyTex(m_model.selfGo, tableBody); addHandle(); }
override protected void modifyTex(GameObject go_, TableCardItemBody tableBody) { // 头像是每一个卡牌一个配置 string path = string.Format("{0}{1}", Ctx.m_instance.m_cfg.m_pathLst[(int)ResPathType.ePathCardImage], tableBody.m_dzCardHeader); m_subTex[(int)CardSubPartType.eHeader].tex.selfGo = UtilApi.TransFindChildByPObjAndPath(go_, m_cardModelItem.m_outHeaderSubModel); m_subTex[(int)CardSubPartType.eHeader].tex.texPath = path; m_subTex[(int)CardSubPartType.eHeader].tex.syncUpdateTex(); }
public void copyFrom(SceneCardItem rhv) { if (m_svrCard == null) { m_svrCard = new t_Card(); } m_svrCard.copyFrom(rhv.m_svrCard); m_cardTableItem = rhv.m_cardTableItem; m_playerSide = rhv.m_playerSide; m_cardArea = rhv.m_cardArea; }
public static void updateCardDataChangeByTable(TableCardItemBody cardTableItem, GameObject gameObject) { AuxLabel text; text = new AuxLabel(gameObject, "UIRoot/AttText"); // 攻击 text.text = cardTableItem.m_attack.ToString(); text.setSelfGo(gameObject, "UIRoot/MpText"); // Magic text.text = cardTableItem.m_magicConsume.ToString(); text.setSelfGo(gameObject, "UIRoot/HpText"); // HP text.text = cardTableItem.m_hp.ToString(); }
override protected void updateLeftAttr(TableCardItemBody tableBody) { // 根据表中的数据更新,如果服务器有数据,还会根据服务器的数据更新一次,因为图鉴的数据是根据表中更新的,场景中的牌是根据服务器的数据更新的 UtilLogic.updateCardDataNoChangeByTable(tableBody, m_model.selfGo); UtilLogic.updateCardDataChangeByTable(tableBody, m_model.selfGo); AuxLabel raceText = new AuxLabel(m_model.selfGo, "UIRoot/RaceText"); // 更新种族 if (tableBody.m_race > 0) { TableRaceItemBody raceTableItem = Ctx.m_instance.m_tableSys.getItem(TableID.TABLE_RACE, (uint)tableBody.m_race).m_itemBody as TableRaceItemBody; raceText.text = raceTableItem.m_raceName; } else { GameObject raceGO = UtilApi.TransFindChildByPObjAndPath(m_model.selfGo, m_cardModelItem.m_raceSubModel); UtilApi.SetActive(raceGO, false); raceText.text = ""; } if (tableBody.m_type == (int)CardType.CARDTYPE_MAGIC)//法术牌 { GameObject raceGO = UtilApi.TransFindChildByPObjAndPath(m_model.selfGo, "gongji_kapai"); UtilApi.SetActive(raceGO, false); AuxLabel attText = new AuxLabel(m_model.selfGo, "UIRoot/AttText"); attText.text = ""; GameObject raceGO2 = UtilApi.TransFindChildByPObjAndPath(m_model.selfGo, "xue_kapai"); UtilApi.SetActive(raceGO2, false); AuxLabel hpText = new AuxLabel(m_model.selfGo, "UIRoot/HpText"); hpText.text = ""; } else if (tableBody.m_type == (int)CardType.CARDTYPE_EQUIP)//武器牌 { GameObject raceGO2 = UtilApi.TransFindChildByPObjAndPath(m_model.selfGo, "xue_kapai"); UtilApi.SetActive(raceGO2, false); AuxLabel hpText = new AuxLabel(m_model.selfGo, "UIRoot/HpText"); hpText.text = ""; } }
override protected void updateLeftAttr(TableCardItemBody tableBody) { // 根据表中的数据更新,如果服务器有数据,还会根据服务器的数据更新一次,因为图鉴的数据是根据表中更新的,场景中的牌是根据服务器的数据更新的 UtilLogic.updateCardDataNoChangeByTable(tableBody, m_model.selfGo); UtilLogic.updateCardDataChangeByTable(tableBody, m_model.selfGo); AuxLabel raceText = new AuxLabel(m_model.selfGo, "UIRoot/RaceText"); // 更新种族 if (tableBody.m_race > 0) { TableRaceItemBody raceTableItem = Ctx.m_instance.m_tableSys.getItem(TableID.TABLE_RACE, (uint)tableBody.m_race).m_itemBody as TableRaceItemBody; raceText.text = raceTableItem.m_raceName; } else { GameObject raceGO = UtilApi.TransFindChildByPObjAndPath(m_model.selfGo, m_cardModelItem.m_raceSubModel); UtilApi.SetActive(raceGO, false); raceText.text = ""; } if (tableBody.m_type == (int)CardType.CARDTYPE_MAGIC)//法术牌 { GameObject raceGO = UtilApi.TransFindChildByPObjAndPath(m_model.selfGo, "gongji_kapai"); UtilApi.SetActive(raceGO, false); AuxLabel attText = new AuxLabel(m_model.selfGo, "UIRoot/AttText"); attText.text = ""; GameObject raceGO2 = UtilApi.TransFindChildByPObjAndPath(m_model.selfGo, "xue_kapai"); UtilApi.SetActive(raceGO2, false); AuxLabel hpText = new AuxLabel(m_model.selfGo, "UIRoot/HpText"); hpText.text = ""; } else if(tableBody.m_type == (int)CardType.CARDTYPE_EQUIP)//武器牌 { GameObject raceGO2 = UtilApi.TransFindChildByPObjAndPath(m_model.selfGo, "xue_kapai"); UtilApi.SetActive(raceGO2, false); AuxLabel hpText = new AuxLabel(m_model.selfGo, "UIRoot/HpText"); hpText.text = ""; } }
override protected void updateLeftAttr(TableCardItemBody tableBody) { AuxLabel raceText = new AuxLabel(m_model.selfGo, "UIRoot/NumText"); UtilApi.SetActive(raceText.selfGo, false); base.updateLeftAttr(tableBody); }
override protected void updateLeftAttr(TableCardItemBody tableBody) { }
// 修改卡牌纹理 virtual protected void modifyTex(GameObject go_, TableCardItemBody tableBody) { }
virtual protected void updateLeftAttr(TableCardItemBody tableBody) { }