少年修仙传客户端代码仓库
client_Wu Xijin
2018-11-23 b5b48926a9409b96c2cae66bfb6e5f619fdfa111
Merge branch 'master' of http://192.168.0.87:10010/r/snxxz_scripts
4个文件已修改
128 ■■■■ 已修改文件
System/Role/GodWeaponPreviewWin.cs 62 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
System/Role/MagicianModel.cs 27 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
System/RoleParticulars/RoleParticularsWin.cs 20 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
UI/Common/UI3DHeroSkillShow.cs 19 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
System/Role/GodWeaponPreviewWin.cs
@@ -10,7 +10,8 @@
using UnityEngine;
using UnityEngine.UI;
namespace Snxxz.UI {
namespace Snxxz.UI
{
    public class GodWeaponPreviewWin : Window
    {
@@ -52,7 +53,9 @@
        protected override void OnPreOpen()
        {
            OnSelectStage(1);
            var defaultStage = model.GetGodWeaponStage(selectGodWeaponType);
            defaultStage = Mathf.Clamp(defaultStage, 1, 3);
            OnSelectStage(defaultStage);
        }
        protected override void OnAfterOpen()
@@ -61,6 +64,7 @@
        protected override void OnPreClose()
        {
            UI3DModelExhibition.Instance.StopShow();
        }
        protected override void OnAfterClose()
@@ -92,7 +96,61 @@
        private void DisplayModel()
        {
            m_RawModel.gameObject.SetActive(true);
            var job = PlayerDatas.Instance.baseData.Job;
            var playerPack = ModelCenter.Instance.GetModel<PlayerPackModel>();
            var clothes = playerPack.GetItemModelByIndex(PackType.rptEquip, (int)RoleEquipType.retClothes);
            var clothesId = clothes == null ? 0 : (int)clothes.itemInfo.ItemID;
            var weapon = playerPack.GetItemModelByIndex(PackType.rptEquip, (int)RoleEquipType.retWeapon);
            var weaponId = weapon == null ? 0 : (int)weapon.itemInfo.ItemID;
            var wings = playerPack.GetItemModelByIndex(PackType.rptEquip, (int)RoleEquipType.retWing);
            var wingsId = wings == null ? 0 : (int)wings.itemInfo.ItemID;
            var secondary = playerPack.GetItemModelByIndex(PackType.rptEquip, (int)RoleEquipType.retWeapon2);
            var secondaryId = secondary == null ? 0 : (int)secondary.itemInfo.ItemID;
            int _suitLevel = 0;
            if (clothes != null)
            {
                if (clothes.itemInfo.IsSuite == 1)
                {
                    if (clothes.GetUseDataModel(30) != null && clothes.GetUseDataModel(30)[0] != 0)
                    {
                        _suitLevel = clothes.GetUseDataModel(30)[0];
                    }
                }
            }
            Dictionary<int, int> dict = new Dictionary<int, int>();
            for (int i = 0; i < model.godWeaponTypes.Count; i++)
            {
                var type = model.godWeaponTypes[i];
                var godWeaponInfo = model.GetGodWeaponInfo(type);
                dict.Add(type, godWeaponInfo == null ? 0 : godWeaponInfo.level);
                if (type == selectGodWeaponType)
                {
                    dict[type] = model.GetGodWeaponStageRequireLevel(selectGodWeaponType, selectStage);
                }
            }
            UI3DPlayerExhibitionData data = new UI3DPlayerExhibitionData()
            {
                job = job,
                clothesId = clothesId,
                suitLevel = _suitLevel,
                weaponId = weaponId,
                wingsId = wingsId,
                secondaryId = secondaryId,
                isDialogue = false,
                godWeapons = dict
            };
            UI3DModelExhibition.Instance.ShowOtherPlayer(m_RawModel, data);
        }
    }
System/Role/MagicianModel.cs
@@ -72,7 +72,7 @@
        Dictionary<int, List<GodWeaponCondition>> godWeaponConditions = new Dictionary<int, List<GodWeaponCondition>>();
        public List<int> godWeaponSorts = new List<int>();
        Dictionary<int, AutoHammerCost> autoHammerCostDict = new Dictionary<int, AutoHammerCost>();
        Dictionary<int, int[]> godWeaponStageDict = new Dictionary<int, int[]>();
        Dictionary<int, List<int>> godWeaponStageDict = new Dictionary<int, List<int>>();
        int[] autoHammerExpArea { get; set; }
        int[] autoHammerCount { get; set; }
@@ -195,13 +195,17 @@
                });
            }
            funcConfig = Config.Instance.Get<FuncConfigConfig>("GodMagicEffect");
            json = LitJson.JsonMapper.ToObject(funcConfig.Numerical1);
            foreach (var key in json.Keys)
            var godWeaponEffects = Config.Instance.GetAllValues<GodWeaponEffectConfig>();
            for (int i = 0; i < godWeaponEffects.Count; i++)
            {
                var type = int.Parse(key);
                var array = LitJson.JsonMapper.ToObject<int[]>(json[key].ToJson());
                godWeaponStageDict.Add(type, array);
                var config = godWeaponEffects[i];
                List<int> stages;
                if (!godWeaponStageDict.TryGetValue(config.type, out stages))
                {
                    stages = new List<int>();
                    godWeaponStageDict.Add(config.type, stages);
                }
                stages.Add(config.level);
            }
        }
@@ -481,15 +485,16 @@
        public int GetGodWeaponStage(int type)
        {
            var stage = 0;
            var godWeaponInfo = GetGodWeaponInfo(type);
            if (godWeaponInfo != null)
            {
                var godWeaponStages = godWeaponStageDict[type];
                for (int i = 0; i < godWeaponStages.Length; i++)
                for (int i = 0; i < godWeaponStages.Count; i++)
                {
                    if (godWeaponInfo.level >= godWeaponStages[i])
                    {
                        return i + 1;
                        stage = i + 1;
                    }
                    else
                    {
@@ -497,13 +502,13 @@
                    }
                }
            }
            return 0;
            return stage;
        }
        public int GetGodWeaponStageRequireLevel(int type, int stage)
        {
            var godWeaponStages = godWeaponStageDict[type];
            if (stage > 0 && stage - 1 < godWeaponStages.Length)
            if (stage > 0 && stage - 1 < godWeaponStages.Count)
            {
                return godWeaponStages[stage - 1];
            }
System/RoleParticulars/RoleParticularsWin.cs
@@ -249,13 +249,25 @@
                    weapon2 = itemData.ItemID;
                }
                var data = new UI3DPlayerExhibitionData {
                var godWeapons = new Dictionary<int, int>();
                var magicianModel = ModelCenter.Instance.GetModel<MagicianModel>();
                for (int i = 0; i < magicianModel.godWeaponTypes.Count; i++)
                {
                    var type = magicianModel.godWeaponTypes[i];
                    var level = viewPlayerData.rolePlusData.GetGodWeaponLevel(type);
                    godWeapons.Add(type, level);
                }
                var data = new UI3DPlayerExhibitionData
                {
                    job = viewPlayerData.rolePropData.Job,
                    clothesId = clothes,
                    suitLevel = _suitLevel,
                    weaponId=weapon,
                    wingsId=wing,
                    secondaryId=weapon2,
                    weaponId = weapon,
                    wingsId = wing,
                    secondaryId = weapon2,
                    godWeapons = godWeapons,
                    isDialogue = false,
                };
                UI3DModelExhibition.Instance.ShowOtherPlayer(roleModel, data);
            }
UI/Common/UI3DHeroSkillShow.cs
@@ -123,16 +123,27 @@
                    }
                }
            }
            var magicianModel = ModelCenter.Instance.GetModel<MagicianModel>();
            Dictionary<int, int> dict = new Dictionary<int, int>();
            for (int i = 0; i < magicianModel.godWeaponTypes.Count; i++)
            {
                var type = magicianModel.godWeaponTypes[i];
                var godWeaponInfo = magicianModel.GetGodWeaponInfo(type);
                dict.Add(type, godWeaponInfo == null ? 0 : godWeaponInfo.level);
            }
            #endregion
            UI3DPlayerExhibitionData data = new UI3DPlayerExhibitionData()
            {
                job=_job,
                job = _job,
                clothesId = _clothesId,
                suitLevel=_suitLevel,
                suitLevel = _suitLevel,
                weaponId = _weaponId,
                wingsId=_wingsId,
                secondaryId=_secondaryId,
                wingsId = _wingsId,
                secondaryId = _secondaryId,
                godWeapons = dict,
                isDialogue = false,
            };
            var _hero = m_HeroShow.Show(data, m_Stage);