10309 【越南】【bt】【英文】对战界面护盾优化
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| | | realmLv = ArenaModel.Instance.ArenaPKUpInfoData.realmLV;
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| | | m_RoleInformation1.SetHeroLvAndNameLV((int)ArenaModel.Instance.ArenaPKUpInfoData.opponentLevel, OpponentName, realmLv);
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| | | m_RoleInformation1.SetHeroHP(ArenaManagerModel.playerInfo.maxHp, ArenaManagerModel.playerInfo.maxHp);
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| | | m_RoleInformation1.SetShieldNumber(100, 0);
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| | | m_RoleInformation1.SetShieldNumber(0, 0);
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| | | }
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| | | }
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| | |
| | | opponentLevel = (int)m_PlayerInfo[SelectMatchPlayer].LV, |
| | | opponentPlayerId = (int)m_PlayerInfo[SelectMatchPlayer].PlayerID, |
| | | opponentShield = GetLevel((int)m_PlayerInfo[SelectMatchPlayer].LV, 3), |
| | | MaxProDef = 100, |
| | | MaxProDef = GetLevel((int)m_PlayerInfo[SelectMatchPlayer].LV, 3), |
| | | realmLV = realm, |
| | | }; |
| | | ArenaManager.myName = PlayerDatas.Instance.baseData.PlayerName; |
| | |
| | | m_RoleInformation2.SetHeroLvAndName((int)CrossServerLogin.Instance.oneVsOnePlayerData.opponentLevel, OpponentName);
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| | | m_RoleInformation2.SetHeroHP(CrossServerLogin.Instance.oneVsOnePlayerData.opponentMaxHp, CrossServerLogin.Instance.oneVsOnePlayerData.opponentMaxHp);
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| | |
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| | | m_RoleInformation2.SetShieldNumber(100, 0);
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| | | m_RoleInformation2.SetShieldNumber(0, 0);
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| | | }
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| | | else//右
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| | | {
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| | |
| | | string OpponentName = UIHelper.ServerStringTrim(CrossServerLogin.Instance.oneVsOnePlayerData.opponentName);
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| | | m_RoleInformation1.SetHeroLvAndName((int)CrossServerLogin.Instance.oneVsOnePlayerData.opponentLevel, OpponentName);
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| | | m_RoleInformation1.SetHeroHP(CrossServerLogin.Instance.oneVsOnePlayerData.opponentMaxHp, CrossServerLogin.Instance.oneVsOnePlayerData.opponentMaxHp);
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| | | m_RoleInformation1.SetShieldNumber(100, 0);
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| | | m_RoleInformation1.SetShieldNumber(0, 0);
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| | | }
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| | | }
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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
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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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| | |
| | | {
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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 = 0;
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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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