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