少年修仙传客户端代码仓库
client_Zxw
2018-12-24 100e524e1bf74838fa4c10873876e442b357c7dc
5398 子 【开发】【1.4】跨服竞技场 / 【前端】【1.4】跨服竞技场开发
2个文件已修改
53 ■■■■ 已修改文件
System/CrossServerOneVsOne/FightingPKWin.cs 43 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
System/CrossServerOneVsOne/RoleInformation.cs 10 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
System/CrossServerOneVsOne/FightingPKWin.cs
@@ -12,8 +12,9 @@
namespace Snxxz.UI {
    public class FightingPKWin : Window
    {
    {
        [SerializeField] RoleInformation m_RoleInformation1;
        [SerializeField] RoleInformation m_RoleInformation2;
        #region Built-in
        protected override void BindController()
        {
@@ -25,21 +26,49 @@
        protected override void OnPreOpen()
        {
            m_RoleInformation1.SetHeroHead(PlayerDatas.Instance.baseData.Job,0);
            string PlayerName = UIHelper.ServerStringTrim(PlayerDatas.Instance.baseData.PlayerName);
            m_RoleInformation1.SetHeroLvAndName((int)PlayerDatas.Instance.baseData.LV, PlayerName);
            m_RoleInformation1.SetHeroHP((int)PlayerDatas.Instance.baseData.HP, PlayerDatas.Instance.extersion.MaxHP);
            m_RoleInformation1.SetShieldNumber(PlayerDatas.Instance.extersion.MaxProDef, (int)PlayerDatas.Instance.baseData.ExAttr4);
        }
        protected override void OnAfterOpen()
        {
            PlayerDatas.Instance.PlayerDataRefreshInfoEvent += Updatefighting;//数据的刷新(h0418)
        }
        protected override void OnPreClose()
        {
        }
        {
            PlayerDatas.Instance.PlayerDataRefreshInfoEvent -= Updatefighting;//数据的刷新(h0418)
        }
        protected override void OnAfterClose()
        {
        }
        }
        #endregion
        private void Updatefighting(PlayerDataRefresh _tCDBPlayerRefresh)
        {
            switch (_tCDBPlayerRefresh)
            {
                case PlayerDataRefresh.FightPower://战斗力的刷新83
                    break;
                case PlayerDataRefresh.LV://等级的刷新8
                    string PlayerName = UIHelper.ServerStringTrim(PlayerDatas.Instance.baseData.PlayerName);
                    m_RoleInformation1.SetHeroLvAndName((int)PlayerDatas.Instance.baseData.LV, PlayerName);
                    break;
                case PlayerDataRefresh.MaxHP://最大血量的刷新28
                case PlayerDataRefresh.HP://当前血量29
                    m_RoleInformation1.SetHeroHP((int)PlayerDatas.Instance.baseData.HP, PlayerDatas.Instance.extersion.MaxHP);
                    break;
                case PlayerDataRefresh.ExAttr4://当前护盾值
                case PlayerDataRefresh.MaxProDef://最大护盾值
                    m_RoleInformation1.SetShieldNumber(PlayerDatas.Instance.extersion.MaxProDef, (int)PlayerDatas.Instance.baseData.ExAttr4);
                    break;
            }
        }
    }
}
System/CrossServerOneVsOne/RoleInformation.cs
@@ -16,7 +16,7 @@
        [SerializeField] Text m_LVText;//角色等级
        [SerializeField] Image m_Shield;//护盾
        [SerializeField] Text m_NameInformationText;//角色信息
        [SerializeField] Slider m_HPSlider;//血条
        [SerializeField] Image m_HPSlider;//血条
        [SerializeField] Text m_HpNumber;//血量
        [SerializeField] Button m_BuffButton;//Buff
        public Button BuffButton
@@ -28,10 +28,10 @@
        {
            m_Head.SetSprite(GeneralDefine.GetJobHeadPortrait(_jobID, _ReincarnationLv));
        }
        public void SetHeroLvAndName(int Lv, string Name, string ServiceName)//设置等级和角色名称
        public void SetHeroLvAndName(int Lv, string Name)//设置等级和角色名称
        {
            m_LVText.text = Lv.ToString();
            m_NameInformationText.text = ServiceName + Name;
            m_NameInformationText.text = Name;
        }
        public void SetShieldNumber(int Max, int Now)//设置角色护盾属性值
        {
@@ -51,11 +51,11 @@
            m_HpNumber.text = NowHp.ToString() + "/" + MaxHp.ToString();
            if (MaxHp > 0)
            {
                m_HPSlider.value = (float)Math.Round((float)NowHp / MaxHp, 2, MidpointRounding.AwayFromZero);//血条的初始化
                m_HPSlider.fillAmount = (float)Math.Round((float)NowHp / MaxHp, 2, MidpointRounding.AwayFromZero);//血条的初始化
            }
            else
            {
                m_HPSlider.value = 1f;
                m_HPSlider.fillAmount = 1f;
            }
        }
    }