307 lines
20 KiB
C#
307 lines
20 KiB
C#
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using UnityEngine;
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using UnityEngine.UI;
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using System.Collections;
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using Games.Item;
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using GCGame.Table;
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using System.Collections.Generic;
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using GCGame;
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public class TargetPlayerEquipInfo : MonoBehaviour
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{
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#region
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//装备属性
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public UICameraTexture _UICameraTexture; // 人物模型
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public Text _NameText; // 昵称
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public Text _AbilityText; // 技能修为
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public Text _Level; // 等级
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public Text _Guild; // 帮派
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public UIImgText _CombotText; // 战斗力
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public CommonItemEquipItem[] _EquipItems; // 身上装备列表
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public GameObject baseAttrPanel; // 基础属性面板
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public GameObject detailAttrPanel; // 详细属性面板
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//人物属性
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public Slider m_HpSlider; // 气血
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public Text m_HpValue;
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public Slider m_MpSlider; // 魔法
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public Text m_MpValue;
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public Slider m_ExpSlider; // 经验
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public Text m_ExpValue;
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public UIContainerBase _SimpleAttrs; // 基础属性
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public UIContainerBase _DetailMainAttrs; // 重要属性
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public UIContainerBase _DetailBaseAttrs; // 基本属性
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public UIContainerBase _DetailSpecilAttrs; // 特殊属性
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public UIContainerBase _DetailEffectAttrs; // 效果属性
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public UIContainerBase _DetailExAttrs; // 元素属性
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#endregion
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public static TargetPlayerEquipInfo Instance;
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public TogglesControl toggleControl;
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void Awake()
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{
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Instance = this;
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}
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private void OnEnable()
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{
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toggleControl.OnTogglesSelect += ShowPage;
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}
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private void OnDisable()
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{
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toggleControl.OnTogglesSelect -= ShowPage;
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}
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private void OnDestroy()
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{
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Instance = null;
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}
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// 协议调用入口
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public void SetShowPage(int page)
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{
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UpdateEquipInfo();
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toggleControl.SetToggleOn(page);
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}
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// 控制显示页面
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public void ShowPage(int page)
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{
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if (page == 0)
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{
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baseAttrPanel.SetActive(true);
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detailAttrPanel.SetActive(false);
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}
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else if(page == 1)
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{
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baseAttrPanel.SetActive(false);
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detailAttrPanel.SetActive(true);
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}
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}
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public void UpdateEquipInfo()
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{
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_NameText.text = GameManager.gameManager.OtherPlayerData.Name;
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if(string.IsNullOrEmpty(GameManager.gameManager.OtherPlayerData.GuildName))
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{
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_Guild.text = StrDictionary.GetClientDictionaryString("#{8122}");
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}
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else
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{
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_Guild.text = GameManager.gameManager.OtherPlayerData.GuildName;
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}
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_Level.text = StrDictionary.GetClientDictionaryString("#{8113}", GameManager.gameManager.OtherPlayerData.Level);
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_AbilityText.text = GameManager.gameManager.OtherPlayerData.AbilityLevel.ToString();
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_CombotText.text = GameManager.gameManager.OtherPlayerData.CombatValue.ToString();
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GameItemContainer EquipPack = GameManager.gameManager.OtherPlayerData.EquipPack;
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for (int index = 0; index < EquipPack.ContainerSize; ++index)
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{
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GameItem equip = EquipPack.GetItem(GetEquipSlotByIndex(index));
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_EquipItems[index].SetStrength(GameManager.gameManager.OtherPlayerData.EquipSlotStrength[GetEquipSlotByIndex(index)].lv);
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_EquipItems[index].InitItem(equip);
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_EquipItems[index]._ClickEvent = OnEquipClick;
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}
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//显示模型
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UpdateShowModel();
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//刷新人物基础属性
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ShowSimpleAttrInfo();
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// 刷新任务详细属性
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ShowDetailAttrInfo();
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//刷新Slider
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InitRoleSliderValue();
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}
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//装备提示
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void OnEquipClick(object equipObj)
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{
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GameItem equipItem = equipObj as GameItem;
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EquipTooltipsLogic.ShowEquipTooltip(equipItem, ItemTooltipsLogic.ShowType.Info, transform.position);
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}
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// 显示模型
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public void UpdateShowModel()
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{
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_UICameraTexture.InitModel(GameManager.gameManager.OtherPlayerData.Profession,
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GlobalData.GetCharModelId(GameManager.gameManager.OtherPlayerData.Profession,
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GameManager.gameManager.OtherPlayerData.ModuleVisualID),
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GameManager.gameManager.OtherPlayerData.CurWeaponDataID,
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GameManager.gameManager.OtherPlayerData.WingAuraId,
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GameManager.gameManager.OtherPlayerData.WeaponEffectId,
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GameManager.gameManager.OtherPlayerData.EffectAuraId);
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}
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private int GetEquipSlotByIndex(int index)
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{
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switch (index)
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{
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//case 0: return (int)EquipPackSlot.Slot_HEAD;
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//case 1: return (int)EquipPackSlot.Slot_NECK;
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//case 2: return (int)EquipPackSlot.Slot_ARMOR;
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//case 3: return (int)EquipPackSlot.Slot_LEG_GUARD;
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//case 4: return (int)EquipPackSlot.Slot_WEAPON;
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//case 5: return (int)EquipPackSlot.Slot_BELT;
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//case 6: return (int)EquipPackSlot.Slot_AMULET;
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//case 7: return (int)EquipPackSlot.Slot_RING;
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//case 8: return (int)EquipPackSlot.Slot_SHOES;
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//case 9: return (int)EquipPackSlot.Slot_CUFF;
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case 0: return (int)EquipPackSlot.Slot_NECK; //项链
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case 1: return (int)EquipPackSlot.Slot_HEAD; //头部
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case 2: return (int)EquipPackSlot.Slot_WEAPON; //武器
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case 3: return (int)EquipPackSlot.Slot_ARMOR; //衣服
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case 4: return (int)EquipPackSlot.Slot_RING; //戒指
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case 5: return (int)EquipPackSlot.Slot_BELT; //腰带
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case 6: return (int)EquipPackSlot.Slot_AMULET; //护腕
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case 7: return (int)EquipPackSlot.Slot_LEG_GUARD; //手部
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case 8: return (int)EquipPackSlot.Slot_CUFF; //镯子
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case 9: return (int)EquipPackSlot.Slot_SHOES; //鞋子
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default:
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break;
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}
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return -1;
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}
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private void ShowSimpleAttrInfo()
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{
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List<RoleViewAttrPair.AttrPair> attrList = new List<RoleViewAttrPair.AttrPair>();
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attrList.Add(new RoleViewAttrPair.AttrPair(PropID.PropertyID.CONSTITU, GameManager.gameManager.OtherPlayerData.Constitu));
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attrList.Add(new RoleViewAttrPair.AttrPair(PropID.PropertyID.MORFIB, GameManager.gameManager.OtherPlayerData.Morfib));
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attrList.Add(new RoleViewAttrPair.AttrPair(PropID.PropertyID.STRENGTH, GameManager.gameManager.OtherPlayerData.Strength));
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attrList.Add(new RoleViewAttrPair.AttrPair(PropID.PropertyID.INTELLENG, GameManager.gameManager.OtherPlayerData.Intellenge));
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attrList.Add(new RoleViewAttrPair.AttrPair(PropID.PropertyID.AGILE, GameManager.gameManager.OtherPlayerData.Agile));
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attrList.Add(new RoleViewAttrPair.AttrPair(PropID.PropertyID.MAXHP, GameManager.gameManager.OtherPlayerData.MaxHP));
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attrList.Add(new RoleViewAttrPair.AttrPair(PropID.PropertyID.MAXMP, GameManager.gameManager.OtherPlayerData.MaxMp));
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attrList.Add(new RoleViewAttrPair.AttrPair(PropID.PropertyID.PYSATTACK, GameManager.gameManager.OtherPlayerData.PAttck));
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attrList.Add(new RoleViewAttrPair.AttrPair(PropID.PropertyID.MAGATTACK, GameManager.gameManager.OtherPlayerData.MAttack));
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attrList.Add(new RoleViewAttrPair.AttrPair(PropID.PropertyID.HIT, GameManager.gameManager.OtherPlayerData.Hit));
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attrList.Add(new RoleViewAttrPair.AttrPair(PropID.PropertyID.LEVEL, GameManager.gameManager.OtherPlayerData.Level));
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//attrList.Add(new RoleViewAttrPair.AttrPair(PropID.PropertyID.CUREAMOUNT, GameManager.gameManager.OtherPlayerData.CureMount));
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attrList.Add(new RoleViewAttrPair.AttrPair(PropID.PropertyID.PYSDEF, GameManager.gameManager.OtherPlayerData.PDefense));
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attrList.Add(new RoleViewAttrPair.AttrPair(PropID.PropertyID.MAGDEF, GameManager.gameManager.OtherPlayerData.MDefense));
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attrList.Add(new RoleViewAttrPair.AttrPair(PropID.PropertyID.DODGE, GameManager.gameManager.OtherPlayerData.Doge));
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_SimpleAttrs.InitContentItem(attrList);
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}
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// 显示详细数据
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public void ShowDetailAttrInfo()
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{
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List<RoleViewAttrPair.AttrPair> attrList = new List<RoleViewAttrPair.AttrPair>();
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//// 详细数据
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//attrList.Add(new RoleViewAttrPair.AttrPair(PropID.PropertyID.PROPUSER_EXP, GameManager.gameManager.OtherPlayerData.CurExp));//经验
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//// 仅在到达最大等级前显示下一级经验
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//Tab_LevelUp curTabLevelup = TableManager.GetLevelUpByID(GameManager.gameManager.OtherPlayerData.Level, 0);
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//if (curTabLevelup != null)
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//{
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// var maxExp = long.Parse(curTabLevelup.ExpNeed);
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// attrList.Add(new RoleViewAttrPair.AttrPair(PropID.PropertyID.LEVEL_UP_EXP, maxExp));
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//}
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//attrList.Add(new RoleViewAttrPair.AttrPair(PropID.PropertyID.ACTVAL, GameManager.gameManager.OtherPlayerData.ActVal));// 活力值
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attrList.Add(new RoleViewAttrPair.AttrPair(PropID.PropertyID.PKVAL, GameManager.gameManager.OtherPlayerData.PkVal));//pk值
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attrList.Add(new RoleViewAttrPair.AttrPair(PropID.PropertyID.LUCKYVAL, GameManager.gameManager.OtherPlayerData.LuckVal));//幸运值
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_DetailMainAttrs.InitContentItem(attrList);//显示重要属性
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attrList.Clear();
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attrList.Add(new RoleViewAttrPair.AttrPair(PropID.PropertyID.MAXHP, GameManager.gameManager.OtherPlayerData.MaxHP));//血量
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attrList.Add(new RoleViewAttrPair.AttrPair(PropID.PropertyID.MAXMP, GameManager.gameManager.OtherPlayerData.MaxMp));//法力
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attrList.Add(new RoleViewAttrPair.AttrPair(PropID.PropertyID.PYSATTACK, GameManager.gameManager.OtherPlayerData.PAttck));//物攻
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attrList.Add(new RoleViewAttrPair.AttrPair(PropID.PropertyID.MAGATTACK, GameManager.gameManager.OtherPlayerData.MAttack));//法攻
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//attrList.Add(new RoleViewAttrPair.AttrPair(PropID.PropertyID.CUREAMOUNT, GameManager.gameManager.OtherPlayerData.CureMount));
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attrList.Add(new RoleViewAttrPair.AttrPair(PropID.PropertyID.PYSDEF, GameManager.gameManager.OtherPlayerData.PDefense));//物防
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attrList.Add(new RoleViewAttrPair.AttrPair(PropID.PropertyID.MAGDEF, GameManager.gameManager.OtherPlayerData.MDefense));////法防
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attrList.Add(new RoleViewAttrPair.AttrPair(PropID.PropertyID.HIT, GameManager.gameManager.OtherPlayerData.Hit)); // 命中率
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attrList.Add(new RoleViewAttrPair.AttrPair(PropID.PropertyID.DODGE, GameManager.gameManager.OtherPlayerData.Doge));//闪避
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attrList.Add(new RoleViewAttrPair.AttrPair(PropID.PropertyID.CRITICAL, GameManager.gameManager.OtherPlayerData.Critical));//暴击
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attrList.Add(new RoleViewAttrPair.AttrPair(PropID.PropertyID.DECRITICAL, GameManager.gameManager.OtherPlayerData.DeCritical));//暴击抗性
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_DetailBaseAttrs.InitContentItem(attrList);//显示基础属性
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attrList.Clear();
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attrList.Add(new RoleViewAttrPair.AttrPair(PropID.PropertyID.STRIKE, GameManager.gameManager.OtherPlayerData.Strike));//穿透
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attrList.Add(new RoleViewAttrPair.AttrPair(PropID.PropertyID.DUCTICAL, GameManager.gameManager.OtherPlayerData.Ductical));//韧性
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attrList.Add(new RoleViewAttrPair.AttrPair(PropID.PropertyID.CRITIADD, GameManager.gameManager.OtherPlayerData.CriticalAdd));//暴击加成
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attrList.Add(new RoleViewAttrPair.AttrPair(PropID.PropertyID.CRITIMIS, GameManager.gameManager.OtherPlayerData.CriticalMis));//暴击减免
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attrList.Add(new RoleViewAttrPair.AttrPair(PropID.PropertyID.INGDEF, GameManager.gameManager.OtherPlayerData.IngDef)); // 无视防御
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attrList.Add(new RoleViewAttrPair.AttrPair(PropID.PropertyID.REDUCEDAM, GameManager.gameManager.OtherPlayerData.ReduceDam));// 伤害减免
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attrList.Add(new RoleViewAttrPair.AttrPair(PropID.PropertyID.VOCDAMAGERATE, Games.GlobeDefine.CharacterDefine.PROFESSION.TIANJI, GameManager.gameManager.OtherPlayerData.VOCDAMAGERATE_TianJi));// // 对天机伤害提升比
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attrList.Add(new RoleViewAttrPair.AttrPair(PropID.PropertyID.VOCDAMAGERATE,Games.GlobeDefine.CharacterDefine.PROFESSION.LIUSHAN,GameManager.gameManager.OtherPlayerData.VOCDAMAGERATE_LiuShan)); // 对六扇伤害提升比
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attrList.Add(new RoleViewAttrPair.AttrPair(PropID.PropertyID.VOCDAMAGERATE,Games.GlobeDefine.CharacterDefine.PROFESSION.SHUSHAN,GameManager.gameManager.OtherPlayerData.VOCDAMAGERATE_ShuShan)); // 对蜀山伤害提升比
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attrList.Add(new RoleViewAttrPair.AttrPair(PropID.PropertyID.VOCDAMAGERATE,Games.GlobeDefine.CharacterDefine.PROFESSION.XUANNV, GameManager.gameManager.OtherPlayerData.VOCDAMAGERATE_XuanNv)); // 对玄女伤害提升比
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_DetailSpecilAttrs.InitContentItem(attrList);//显示特殊属性
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attrList.Clear();
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attrList.Add(new RoleViewAttrPair.AttrPair(PropID.PropertyID.DIZZYENHANCE, GameManager.gameManager.OtherPlayerData.DizzyEnhance)); // 眩晕增强
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attrList.Add(new RoleViewAttrPair.AttrPair(PropID.PropertyID.DIZZYEDEF, GameManager.gameManager.OtherPlayerData.DizzyeDef)); // 眩晕抗性
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//attrList.Add(new RoleViewAttrPair.AttrPair(PropID.PropertyID.SILENTENHANCE, GameManager.gameManager.OtherPlayerData.SilentEnhance)); // 沉默增强
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//attrList.Add(new RoleViewAttrPair.AttrPair(PropID.PropertyID.SILENTDEF, GameManager.gameManager.OtherPlayerData.SilentDef)); // 沉默抗性
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attrList.Add(new RoleViewAttrPair.AttrPair(PropID.PropertyID.IMMOBENHANCE, GameManager.gameManager.OtherPlayerData.ImmobEnhance)); // 定身
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attrList.Add(new RoleViewAttrPair.AttrPair(PropID.PropertyID.IMMOBDEF, GameManager.gameManager.OtherPlayerData.ImmobDef)); // 定身抗性
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//attrList.Add(new RoleViewAttrPair.AttrPair(PropID.PropertyID.REPELENHANCE, GameManager.gameManager.OtherPlayerData.RepelEnhance));// 击退增强
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//attrList.Add(new RoleViewAttrPair.AttrPair(PropID.PropertyID.REPELDEF, GameManager.gameManager.OtherPlayerData.RepelDef));// 击退抗性
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//attrList.Add(new RoleViewAttrPair.AttrPair(PropID.PropertyID.POLYMORPHENHANCE, GameManager.gameManager.OtherPlayerData.PolymorphEnhance)); // 变羊增强
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//attrList.Add(new RoleViewAttrPair.AttrPair(PropID.PropertyID.POLYMORPHDEF, GameManager.gameManager.OtherPlayerData.PolymorphDef));// 变羊抗性
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attrList.Add(new RoleViewAttrPair.AttrPair(PropID.PropertyID.SMENHANCE, GameManager.gameManager.OtherPlayerData.SmEnhance)); // 失明增强
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attrList.Add(new RoleViewAttrPair.AttrPair(PropID.PropertyID.SMDEF, GameManager.gameManager.OtherPlayerData.SmDef)); // 失明抗性
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//attrList.Add(new RoleViewAttrPair.AttrPair(PropID.PropertyID.HMENHANCE, GameManager.gameManager.OtherPlayerData.HmEnhance));// 昏迷增强
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//attrList.Add(new RoleViewAttrPair.AttrPair(PropID.PropertyID.HMDEF, GameManager.gameManager.OtherPlayerData.HmDef)); // 昏迷抗性
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//attrList.Add(new RoleViewAttrPair.AttrPair(PropID.PropertyID.SHENHANCE, GameManager.gameManager.OtherPlayerData.ShEnhance)); // 石化增强
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//attrList.Add(new RoleViewAttrPair.AttrPair(PropID.PropertyID.SHDEF, GameManager.gameManager.OtherPlayerData.ShDef)); // 石化抗性
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attrList.Add(new RoleViewAttrPair.AttrPair(PropID.PropertyID.HLENHANCE, GameManager.gameManager.OtherPlayerData.HLENCHANCE)); // 混乱增强
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attrList.Add(new RoleViewAttrPair.AttrPair(PropID.PropertyID.HLDEF, GameManager.gameManager.OtherPlayerData.HlDef)); //抗混乱
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_DetailEffectAttrs.InitContentItem(attrList);//显示效果属性
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attrList.Clear();
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attrList.Add(new RoleViewAttrPair.AttrPair(PropID.PropertyID.DGDEF, GameManager.gameManager.OtherPlayerData.DgDef)); // 电抗
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attrList.Add(new RoleViewAttrPair.AttrPair(PropID.PropertyID.DGIGNDEF, GameManager.gameManager.OtherPlayerData.DgIgnDef)); // 忽视电抗
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attrList.Add(new RoleViewAttrPair.AttrPair(PropID.PropertyID.HUOGDEF, GameManager.gameManager.OtherPlayerData.HuogDef)); // 火抗
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attrList.Add(new RoleViewAttrPair.AttrPair(PropID.PropertyID.HUOGIGNDEF, GameManager.gameManager.OtherPlayerData.HuogIgnDef));// 忽视火抗
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attrList.Add(new RoleViewAttrPair.AttrPair(PropID.PropertyID.DUGDEF, GameManager.gameManager.OtherPlayerData.DugDef)); // 毒抗
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attrList.Add(new RoleViewAttrPair.AttrPair(PropID.PropertyID.DUGIGNDEF, GameManager.gameManager.OtherPlayerData.DugIgnDef)); // 忽视毒抗
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attrList.Add(new RoleViewAttrPair.AttrPair(PropID.PropertyID.BGDEF, GameManager.gameManager.OtherPlayerData.BgDef)); // 冰抗
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attrList.Add(new RoleViewAttrPair.AttrPair(PropID.PropertyID.BGIGNDEF, GameManager.gameManager.OtherPlayerData.BgIgnDef)); // 忽视冰抗
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attrList.Add(new RoleViewAttrPair.AttrPair(PropID.PropertyID.FGDEF, GameManager.gameManager.OtherPlayerData.FgDef)); // 风抗
|
|||
|
attrList.Add(new RoleViewAttrPair.AttrPair(PropID.PropertyID.FGIGNDEF, GameManager.gameManager.OtherPlayerData.FgIgnDef)); // 忽视风抗
|
|||
|
//attrList.Add(new RoleViewAttrPair.AttrPair(PropID.PropertyID.GGDEF, GameManager.gameManager.OtherPlayerData.GgDef)); // 光抗
|
|||
|
//attrList.Add(new RoleViewAttrPair.AttrPair(PropID.PropertyID.GGIGNDEF, GameManager.gameManager.OtherPlayerData.GgIgnDef)); // 忽视光抗
|
|||
|
//attrList.Add(new RoleViewAttrPair.AttrPair(PropID.PropertyID.HUANGDEF, GameManager.gameManager.OtherPlayerData.HuangDef));// 幻抗
|
|||
|
//attrList.Add(new RoleViewAttrPair.AttrPair(PropID.PropertyID.HUANGIFNDEF, GameManager.gameManager.OtherPlayerData.HuangIgnDef));// 忽视幻抗
|
|||
|
//attrList.Add(new RoleViewAttrPair.AttrPair(PropID.PropertyID.HLDEF, GameManager.gameManager.OtherPlayerData.HlDef)); // 混乱抗
|
|||
|
//attrList.Add(new RoleViewAttrPair.AttrPair(PropID.PropertyID.HLIGNDEF, GameManager.gameManager.OtherPlayerData.HlIgnDef)); // 忽视混乱抗
|
|||
|
|
|||
|
// Todo: New attr
|
|||
|
attrList.Add(new RoleViewAttrPair.AttrPair(PropID.PropertyID.DUGATTACK, GameManager.gameManager.OtherPlayerData.DuGAttack)); // 毒攻
|
|||
|
attrList.Add(new RoleViewAttrPair.AttrPair(PropID.PropertyID.HUOATTACK, GameManager.gameManager.OtherPlayerData.HuoAttack)); // 火攻
|
|||
|
attrList.Add(new RoleViewAttrPair.AttrPair(PropID.PropertyID.BGATTACK, GameManager.gameManager.OtherPlayerData.BGAttack)); // 冰攻
|
|||
|
attrList.Add(new RoleViewAttrPair.AttrPair(PropID.PropertyID.DGATTACK, GameManager.gameManager.OtherPlayerData.DGAttack));// 点攻
|
|||
|
attrList.Add(new RoleViewAttrPair.AttrPair(PropID.PropertyID.FGATTACK, GameManager.gameManager.OtherPlayerData.FGAttack)); // 风攻
|
|||
|
//attrList.Add(new RoleViewAttrPair.AttrPair(PropID.PropertyID.GGATTACK, GameManager.gameManager.OtherPlayerData.GGAttack)); // 光攻
|
|||
|
//attrList.Add(new RoleViewAttrPair.AttrPair(PropID.PropertyID.HUANGATTACK, GameManager.gameManager.OtherPlayerData.HuanGAttack)); // 幻攻
|
|||
|
|
|||
|
_DetailExAttrs.InitContentItem(attrList);//显示元素属性
|
|||
|
}
|
|||
|
|
|||
|
// 显示滑动条属性 血气、法力、经验值
|
|||
|
public void InitRoleSliderValue()
|
|||
|
{
|
|||
|
m_HpValue.text = GameManager.gameManager.OtherPlayerData.CurHp + "/" + GameManager.gameManager.OtherPlayerData.MaxHP;
|
|||
|
m_HpSlider.value = (float)GameManager.gameManager.OtherPlayerData.CurHp / (float)GameManager.gameManager.OtherPlayerData.MaxHP;
|
|||
|
|
|||
|
|
|||
|
m_MpValue.text = GameManager.gameManager.OtherPlayerData.CurMp + "/" + GameManager.gameManager.OtherPlayerData.MaxMp;
|
|||
|
m_MpSlider.value = (float)GameManager.gameManager.OtherPlayerData.CurMp / (float)GameManager.gameManager.OtherPlayerData.MaxMp;
|
|||
|
|
|||
|
// 用"万"字缩减数字长度
|
|||
|
// 目前只有经验值会超出百万范围
|
|||
|
m_ExpValue.text = string.Format("{0}/{1}", Utils.ConvertLargeNumToString(GameManager.gameManager.OtherPlayerData.CurExp), Utils.ConvertLargeNumToString(GameManager.gameManager.OtherPlayerData.MaxExp));
|
|||
|
m_ExpSlider.value = (float)GameManager.gameManager.OtherPlayerData.CurExp / (float)GameManager.gameManager.OtherPlayerData.MaxExp;
|
|||
|
}
|
|||
|
}
|