//--------------------------------------------------------  
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//    [Author]:           第二世界  
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//    [  Date ]:           Friday, December 21, 2018  
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//--------------------------------------------------------  
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using UnityEngine;  
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using System.Collections;  
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using UnityEngine.UI;  
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using System;  
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namespace vnxbqy.UI  
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{  
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    public class RoleInformation : MonoBehaviour  
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    {  
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        [SerializeField] AvatarCell avatarCell;  
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        [SerializeField] Text m_LVText;//角色等级  
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        [SerializeField] Image m_Shield;//护盾条  
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        [SerializeField] TextEx m_ShieldValue;//护盾值  
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        [SerializeField] Text m_NameInformationText;//角色信息  
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        [SerializeField] Image m_HPSlider;//血条   
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        [SerializeField] Text m_HpNumber;//血量  
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        [SerializeField] Button m_BuffButton;//Buff  
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        [SerializeField] Text m_BuffNumber;//buff数量  
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        [SerializeField] Image m_realmImg;//等级  
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        public Button BuffButton  
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        {  
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            get { return m_BuffButton; }  
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            set { m_BuffButton = value; }  
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        }  
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        public Text BuffNumber  
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        {  
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            get { return m_BuffNumber; }  
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            set { m_BuffNumber = value; }  
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        }  
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        public void SetHeroHead(int playerId,int face,int facePic,int job)//关于人物头像的赋值  
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        {  
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            avatarCell.InitUI(AvatarHelper.GetAvatarModel(playerId, face, facePic, job));  
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        }  
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        public void SetHeroLvAndName(int Lv, string Name)//设置等级和角色名称  
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        {  
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            m_LVText.text = Lv.ToString();  
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            m_NameInformationText.text = Name;  
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        }  
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        public void SetHeroLvAndNameLV(int Lv, string Name,int realmLv)//设置等级和角色名称  
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        {  
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            m_LVText.text = Lv.ToString();  
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            m_NameInformationText.text = Name;             
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            RealmConfig presentCfg = RealmConfig.Get(realmLv);  
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            if (realmLv > 0 && presentCfg != null)  
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            {  
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                m_realmImg.SetActive(true);  
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                m_realmImg.SetSprite(presentCfg.Img);  
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                m_realmImg.SetNativeSize();  
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            }  
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            else  
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            {  
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                m_realmImg.SetActive(false);  
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            }  
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        }  
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        public void SetShieldNumber(int Max, int Now)//设置角色护盾属性值  
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        {  
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            if (Max != 0)  
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            {  
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                float fillAmount = (float)Math.Round((double)Now / Max, 2, MidpointRounding.AwayFromZero);  
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                m_Shield.fillAmount = fillAmount;  
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                m_ShieldValue.text = StringUtility.Contact(Now, "/", Max);  
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            }  
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            else  
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            {  
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                m_Shield.fillAmount = 1;  
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                m_ShieldValue.text = StringUtility.Contact(0, "/", 0);  
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            }  
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        }  
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        public void SetHeroHP(ulong MaxHp, ulong NowHp)//设置角色Hp值  
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        {  
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            m_HpNumber.text = NowHp.ToString() + "/" + MaxHp.ToString();  
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            if (MaxHp > 0)  
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            {  
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                m_HPSlider.fillAmount = (float)Math.Round((float)NowHp / MaxHp, 2, MidpointRounding.AwayFromZero);//血条的初始化  
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            }  
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            else  
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            {  
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                m_HPSlider.fillAmount = 1f;  
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            }  
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        }  
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    }  
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}  
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