using System; using System.Security.Cryptography.X509Certificates; using Games.GlobeDefine; using Games.Item; using Games.LogicObj; using GCGame.Table; using UnityEngine; using System.Collections; using System.Collections.Generic; using Module.Log; using GCGame; public class OtherRoleViewLogic : MonoBehaviour { // Use this for initialization private static OtherRoleViewLogic m_Instance = null; public static OtherRoleViewLogic Instance() { return m_Instance; } public enum CONTENT_TYPE { CONTENT_TYPE_INVALID = -1, CONTENT_TYPE_ATTR = 0, // 属性 CONTENT_TYPE_GEM, // 宝石 } public enum OPEN_TYPE { OPEN_TYPE_INVALID = -1, OPEN_TYPE_FRIEND = 0, // 通过好友界面打开的 OPEN_TYPE_POPMENU = 1, OPEN_TYPE_LASTSPEAKER = 2, OPEN_TYPE_NUM, // } public GameObject m_AttrView;//属性视图 public GameObject m_GemView;//宝石视图 //public UISprite[] m_EquipSlotChooseSprite; //public UISprite[] m_EquipSlotIcon; //public UISprite[] m_EquipSlotQualityFrame; private string m_strName = ""; public string Name { get { return m_strName; } set { m_strName = value; } } private int m_nCombatValue = 0; public int CombatValue { get { return m_nCombatValue; } set { m_nCombatValue = value; } } private int m_nLevel = 0; public int Level { get { return m_nLevel; } set { m_nLevel = value; } } private int m_Profession = -1; public int Profession { get { return m_Profession; } set { m_Profession = value; } } private UInt64 m_RoleGUID = 0; public System.UInt64 RoleGUID { get { return m_RoleGUID; } set { m_RoleGUID = value; } } private int m_nCurHp = 0; public int CurHp { get { return m_nCurHp; } set { m_nCurHp = value; } } private int m_nMaxHP = 0; public int MaxHP { get { return m_nMaxHP; } set { m_nMaxHP = value; } } private int m_nCurMp = 0; public int CurMp { get { return m_nCurMp; } set { m_nCurMp = value; } } private int m_nMaxMp = 0; public int MaxMp { get { return m_nMaxMp; } set { m_nMaxMp = value; } } private long m_nCurExp = 0; public long CurExp { get { return m_nCurExp; } set { m_nCurExp = value; } } private long m_nMaxExp = 0; public long MaxExp { get { return m_nMaxExp; } set { m_nMaxExp = value; } } private int m_nPAttck = 0;//物攻 public int PAttck { get { return m_nPAttck; } set { m_nPAttck = value; } } private int m_nMAttack = 0;//法功 public int MAttack { get { return m_nMAttack; } set { m_nMAttack = value; } } private int m_nHit = 0; public int Hit { get { return m_nHit; } set { m_nHit = value; } } private int m_nCritical = 0;//暴击 public int Critical { get { return m_nCritical; } set { m_nCritical = value; } } private int m_nPDefense = 0;//物防 public int PDefense { get { return m_nPDefense; } set { m_nPDefense = value; } } private int m_MDefense = 0;//法防 public int MDefense { get { return m_MDefense; } set { m_MDefense = value; } } private int m_DeCritical = 0;//暴击抗性 public int DeCritical { get { return m_DeCritical; } set { m_DeCritical = value; } } private int m_nDoge = 0;//闪避 public int Doge { get { return m_nDoge; } set { m_nDoge = value; } } private int m_nStrike = 0;//穿透 public int Strike { get { return m_nStrike; } set { m_nStrike = value; } } private int m_nCriticalAdd = 0;//暴击加成 public int CriticalAdd { get { return m_nCriticalAdd; } set { m_nCriticalAdd = value; } } private int m_nDuctical = 0;//韧性 public int Ductical { get { return m_nDuctical; } set { m_nDuctical = value; } } private int m_nCriticalMis = 0;//暴击减免 public int CriticalMis { get { return m_nCriticalMis; } set { m_nCriticalMis = value; } } private string m_strGuildName = ""; // 帮会名称 public string GuildName { get { return m_strGuildName; } set { m_strGuildName = value; } } private int m_nVipLvl = 0; // Vip等级 public int VipLvl { get { return m_nVipLvl; } set { m_nVipLvl = value; } } public GameObject m_LeftAttrView_01; public GameObject m_LeftAttrView_02; public GameObject m_LeftAttrView_03; public GameObject m_ShowMoreInfoBt; public GameObject m_CancelShowInfoBt; public GameObject m_EquipPackGrid; public GameObject m_FakeObjTopLeft; public GameObject m_FakeObjBottomRight; //private int m_PlayerFakeObjID = GlobeVar.INVALID_ID; private GameObject m_FakeObjGameObject = null; private static OPEN_TYPE m_oPenType = OPEN_TYPE.OPEN_TYPE_INVALID; void Awake() { m_Instance = this; } void OnEnable() { } void OnDisable() { } void OnDestroy() { DestroyPartnerFakeObj(); m_Instance = null; } public static void OnShowOtherRoleVirew(bool bSuccess, object param) { if (!bSuccess) { LogModule.ErrorLog("load OtherRoleViewLogic error"); return; } if (null != OtherRoleViewLogic.Instance()) OtherRoleViewLogic.Instance().ShowOtherRoleView(); } public void ShowOtherRoleView() { //GameManager.gameManager.ActiveScene.InitFakeObjRoot(m_FakeObjTopLeft, m_FakeObjBottomRight); Name = GameManager.gameManager.OtherPlayerData.Name; CombatValue = GameManager.gameManager.OtherPlayerData.CombatValue; Level = GameManager.gameManager.OtherPlayerData.Level; Profession = GameManager.gameManager.OtherPlayerData.Profession; RoleGUID = GameManager.gameManager.OtherPlayerData.RoleGUID; CurHp = GameManager.gameManager.OtherPlayerData.CurHp; MaxHP = GameManager.gameManager.OtherPlayerData.MaxHP; CurMp = GameManager.gameManager.OtherPlayerData.CurMp; MaxMp = GameManager.gameManager.OtherPlayerData.MaxMp; CurExp = GameManager.gameManager.OtherPlayerData.CurExp; MaxExp = GameManager.gameManager.OtherPlayerData.MaxExp; PAttck = GameManager.gameManager.OtherPlayerData.PAttck; MAttack = GameManager.gameManager.OtherPlayerData.MAttack; Hit = GameManager.gameManager.OtherPlayerData.Hit; Critical = GameManager.gameManager.OtherPlayerData.Critical; PDefense = GameManager.gameManager.OtherPlayerData.PDefense; MDefense = GameManager.gameManager.OtherPlayerData.MDefense; DeCritical = GameManager.gameManager.OtherPlayerData.DeCritical; Doge = GameManager.gameManager.OtherPlayerData.Doge; Strike = GameManager.gameManager.OtherPlayerData.Strike; CriticalAdd = GameManager.gameManager.OtherPlayerData.CriticalAdd; Ductical = GameManager.gameManager.OtherPlayerData.Ductical; CriticalMis = GameManager.gameManager.OtherPlayerData.CriticalMis; GuildName = GameManager.gameManager.OtherPlayerData.GuildName; VipLvl = GameManager.gameManager.OtherPlayerData.VipLvl; if (m_EquipPackGrid != null) { } m_LeftAttrView_01.SetActive(true); m_LeftAttrView_02.SetActive(false); m_LeftAttrView_03.SetActive(false); m_ShowMoreInfoBt.SetActive(true); m_CancelShowInfoBt.SetActive(false); AttrBtClick(); } /// /// /// public static void SetOpenType(OPEN_TYPE opentype) { m_oPenType = opentype; } /// /// 点击属性按钮 /// public void AttrBtClick() { if (m_AttrView != null) { m_AttrView.SetActive(true); } if (m_GemView != null) { m_GemView.SetActive(false); } UpdateAttrView(); if (m_LeftAttrView_02.activeInHierarchy) { m_CancelShowInfoBt.SetActive(true); m_ShowMoreInfoBt.SetActive(false); //隐藏预览模型 } } /// /// 更新属性页面 /// public void UpdateAttrView() { //更新预览模型 CreatePartnerFakeObj(); } /// /// 销毁FakeObj /// private void DestroyPartnerFakeObj() { } /// /// 创建FakeObj /// /// private void CreatePartnerFakeObj() { CharacterDefine.PROFESSION profession = (CharacterDefine.PROFESSION)m_Profession; //对应FakeObject.txt配置 int fakeObjId = -1; switch (profession) { case CharacterDefine.PROFESSION.TIANJI: fakeObjId = 7; break; case CharacterDefine.PROFESSION.LIUSHAN: fakeObjId = 8; break; case CharacterDefine.PROFESSION.SHUSHAN: fakeObjId = 10; break; case CharacterDefine.PROFESSION.XUANNV: fakeObjId = 9; break; default: fakeObjId = 7; break; } } }