少年修仙传客户端代码仓库
client_Wu Xijin
2019-04-26 af6e68ccf11b778a4f9e37d767ef69f2114116a0
3335 编写查看其他玩家的界面显示逻辑
6个文件已添加
1个文件已修改
318 ■■■■■ 已修改文件
System/ItemTip/ItemTipUtility.cs 71 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
System/RoleParticulars/OtherPlayerEquipSlotBehaviour.cs 82 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
System/RoleParticulars/OtherPlayerEquipSlotBehaviour.cs.meta 12 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
System/RoleParticulars/OtherPlayerEquipWin.cs 109 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
System/RoleParticulars/OtherPlayerEquipWin.cs.meta 12 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
System/RoleParticulars/OtherPlayerSuitWidget.cs 20 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
System/RoleParticulars/OtherPlayerSuitWidget.cs.meta 12 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
System/ItemTip/ItemTipUtility.cs
@@ -131,6 +131,22 @@
            public int level;
        }
        public struct OtherPlayerEquipInfo
        {
            public int job;
            public int itemId;
            public int sorce;
            public List<Int2> legendProperties;
            public List<int> suitPlaces;
            public Dictionary<EquipSuitType, int> suitLevels;
            public int strengthenLevel;
            public int starLevel;
            public List<Int2> trainProperties;
            public Dictionary<int, bool> activeStates;
            public Dictionary<int, int> gems;
            public List<int> skills;
        }
        static PackModel packModel { get { return ModelCenter.Instance.GetModel<PackModel>(); } }
        static EquipModel equipModel { get { return ModelCenter.Instance.GetModel<EquipModel>(); } }
        static EquipStarModel starModel { get { return ModelCenter.Instance.GetModel<EquipStarModel>(); } }
@@ -320,6 +336,13 @@
            }
        }
        public static void ShowOtherPlayerEquip(OtherPlayerEquipInfo info)
        {
            secondaryData = null;
            mainTipData = CreateOtherPlayerEquipData(info);
            WindowCenter.Instance.Open<EquipTipWin>();
        }
        public static void ShowGatherSoul(PackType packType, int index)
        {
            if (packType == PackType.GatherSoul || packType == PackType.InterimPack)
@@ -389,6 +412,54 @@
            };
        }
        static TipData CreateOtherPlayerEquipData(OtherPlayerEquipInfo info)
        {
            var config = ItemConfig.Get(info.itemId);
            var baseInfo = new BaseInfo()
            {
                itemId = info.itemId,
                star = info.starLevel,
                strengthenLevel = info.strengthenLevel,
                score = info.sorce,
            };
            var baseProperty = GetBaseProperty(info.itemId);
            if (info.starLevel > 0)
            {
                var starProperties = new List<Int2>();
                baseProperty.star = info.starLevel;
                var starConfig = EquipStarConfig.Get(config.LV, config.EquipPlace, info.starLevel);
                starProperties.AddRange(starConfig.BaseAttrInfo);
                baseProperty.starProperties = starProperties;
            }
            var legendProperty = new LegendProperty()
            {
                properties=info.legendProperties,
            };
            var skillInfo = GetSkillInfo(info.itemId);
            var suitInfo = new SuitInfo()
            {
            };
            return new TipData()
            {
                itemId = info.itemId,
                baseInfo = baseInfo,
                baseProperty = baseProperty,
                legendProperty = legendProperty,
                skillInfo = skillInfo,
                suitInfo = GetSuitInfo(guid),
                starInfo = GetStarInfo(guid),
                strengthenProperty = GetStrengthenProperty(guid),
                gemInfo = GetGemInfo(guid),
                trainProperty = GetTrainProperty(guid),
            };
        }
        static TipData CreateGoodEquipData(int itemId, int goodId)
        {
            return new TipData()
System/RoleParticulars/OtherPlayerEquipSlotBehaviour.cs
New file
@@ -0,0 +1,82 @@
//--------------------------------------------------------
//    [Author]:           第二世界
//    [  Date ]:           Friday, April 26, 2019
//--------------------------------------------------------
using UnityEngine;
using System.Collections;
using UnityEngine.UI;
namespace Snxxz.UI
{
    public class OtherPlayerEquipSlotBehaviour : MonoBehaviour
    {
        [SerializeField] Button m_ViewDetials;
        [SerializeField] Text m_SlotName;
        [SerializeField] Image m_Icon;
        [SerializeField] Image m_IconFrame;
        [SerializeField] Text m_Star;
        int place;
        int itemId;
        int star;
        public void Display(int place, int itemId, int star)
        {
            this.place = place;
            this.itemId = itemId;
            this.star = star;
            DisplayBaseInfo();
        }
        public void Dispose()
        {
        }
        private void DisplayBaseInfo()
        {
            m_SlotName.text = UIHelper.GetEquipPlaceName(place);
            var hasEquip = this.itemId != 0;
            m_SlotName.gameObject.SetActive(!hasEquip);
            if (hasEquip)
            {
                var config = ItemConfig.Get(this.itemId);
                m_Icon.SetSprite(config.IconKey);
                m_IconFrame.SetItemBackGround(config.ItemColor);
                m_Star.gameObject.SetActive(true);
                m_Star.text = this.star >= 1 ? string.Format("{0}星", this.star) : "";
            }
            else
            {
                m_Star.gameObject.SetActive(false);
                m_Icon.SetSprite(GetDefaultEquipIcon(place));
                m_IconFrame.SetSprite("ItemNormal_a");
            }
        }
        private string GetDefaultEquipIcon(int place)
        {
            return StringUtility.Contact("EquipDefaultIcon_", place);
        }
        private void Start()
        {
            m_ViewDetials.SetListener(ViewEquipDetails);
        }
        private void ViewEquipDetails()
        {
        }
    }
}
System/RoleParticulars/OtherPlayerEquipSlotBehaviour.cs.meta
New file
@@ -0,0 +1,12 @@
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System/RoleParticulars/OtherPlayerEquipWin.cs
New file
@@ -0,0 +1,109 @@
//--------------------------------------------------------
//    [Author]:           第二世界
//    [  Date ]:           Friday, April 26, 2019
//--------------------------------------------------------
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
namespace Snxxz.UI
{
    public class OtherPlayerEquipWin : Window
    {
        [SerializeField] Button m_Close;
        [SerializeField] CyclicScroll m_EquipLevelScroll;
        [SerializeField] EquipSlots m_EquipSlots;
        [SerializeField] Text m_FightPoint;
        [SerializeField] RawImage m_Role;
        #region Built-in
        protected override void BindController()
        {
        }
        protected override void AddListeners()
        {
        }
        protected override void OnPreOpen()
        {
        }
        protected override void OnAfterOpen()
        {
        }
        protected override void OnPreClose()
        {
        }
        protected override void OnAfterClose()
        {
        }
        #endregion
        [System.Serializable]
        public class EquipSlots
        {
            public OtherPlayerEquipSlotBehaviour weapon;
            public OtherPlayerEquipSlotBehaviour secondary;
            public OtherPlayerEquipSlotBehaviour hat;
            public OtherPlayerEquipSlotBehaviour clothes;
            public OtherPlayerEquipSlotBehaviour belt;
            public OtherPlayerEquipSlotBehaviour trousers;
            public OtherPlayerEquipSlotBehaviour shoes;
            public OtherPlayerEquipSlotBehaviour glove;
            public OtherPlayerEquipSlotBehaviour neck;
            public OtherPlayerEquipSlotBehaviour fairy1;
            public OtherPlayerEquipSlotBehaviour fairy2;
            public OtherPlayerEquipSlotBehaviour jade;
            public OtherPlayerEquipSlotBehaviour this[int place] {
                get {
                    switch ((RoleEquipType)place)
                    {
                        case RoleEquipType.Weapon:
                            return weapon;
                        case RoleEquipType.Weapon2:
                            return secondary;
                        case RoleEquipType.Hat:
                            return hat;
                        case RoleEquipType.Clothes:
                            return clothes;
                        case RoleEquipType.Belt:
                            return belt;
                        case RoleEquipType.Trousers:
                            return trousers;
                        case RoleEquipType.Shoes:
                            return shoes;
                        case RoleEquipType.Glove:
                            return glove;
                        case RoleEquipType.Neck:
                            return neck;
                        case RoleEquipType.FairyCan1:
                            return fairy1;
                        case RoleEquipType.FairyCan2:
                            return fairy2;
                        case RoleEquipType.Jade:
                            return jade;
                        default:
                            return null;
                    }
                }
            }
        }
    }
}
System/RoleParticulars/OtherPlayerEquipWin.cs.meta
New file
@@ -0,0 +1,12 @@
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System/RoleParticulars/OtherPlayerSuitWidget.cs
New file
@@ -0,0 +1,20 @@
//--------------------------------------------------------
//    [Author]:           第二世界
//    [  Date ]:           Friday, April 26, 2019
//--------------------------------------------------------
using UnityEngine;
using System.Collections;
using UnityEngine.UI;
namespace Snxxz.UI {
    public class OtherPlayerSuitWidget:MonoBehaviour {
    }
}
System/RoleParticulars/OtherPlayerSuitWidget.cs.meta
New file
@@ -0,0 +1,12 @@
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