2021-04-08 20:09:59 +08:00
|
|
|
|
using ET;
|
|
|
|
|
using ET.EventType;
|
|
|
|
|
|
|
|
|
|
namespace ET
|
|
|
|
|
{
|
|
|
|
|
public class UpdateCharacterUIEvent : AEvent<UpdateCharacterUI>
|
|
|
|
|
{
|
|
|
|
|
public override async ETTask Run(UpdateCharacterUI args)
|
|
|
|
|
{
|
|
|
|
|
var _attributeDic = CharacterUI.AttributeDic;
|
|
|
|
|
if (_attributeDic == null) return;
|
2021-04-11 19:50:39 +08:00
|
|
|
|
ClientUnitCharacter unitCharacter = ClientUnitCharacterComponent.Instance.Get(args.Id);
|
|
|
|
|
Unit unit = UnitComponent.Instance.Get(args.Id);
|
2021-04-08 20:09:59 +08:00
|
|
|
|
if (!unit)
|
|
|
|
|
{
|
|
|
|
|
TipHelper.OpenUI("找不到玩家");
|
|
|
|
|
return;
|
|
|
|
|
}
|
2021-04-11 19:50:39 +08:00
|
|
|
|
NumericComponent num = unit.GetComponent<NumericComponent>();
|
2021-04-08 20:09:59 +08:00
|
|
|
|
_attributeDic["昵称"].text = unitCharacter.NickName;
|
|
|
|
|
_attributeDic["性别"].text = unitCharacter.Sex;
|
|
|
|
|
_attributeDic["阵营"].text = unitCharacter.Camp;
|
|
|
|
|
_attributeDic["荣誉值"].text = num.Get(NumericType.Honor).FloatToIntString();
|
|
|
|
|
_attributeDic["职业"].text = unitCharacter.Job;
|
|
|
|
|
_attributeDic["家族"].text = unitCharacter.Family;
|
|
|
|
|
_attributeDic["等级"].text = CharacterHelper.GetLevelString(unit);
|
|
|
|
|
_attributeDic["经验"].text = MathHelper.FloatToIntString(num.Get(NumericType.Exp));
|
|
|
|
|
|
|
|
|
|
_attributeDic["力量"].text = MathHelper.FloatToIntString(num.Get(NumericType.Str));
|
|
|
|
|
_attributeDic["智慧"].text = MathHelper.FloatToIntString(num.Get(NumericType.Wim));
|
|
|
|
|
_attributeDic["体质"].text = MathHelper.FloatToIntString(num.Get(NumericType.Phy));
|
|
|
|
|
_attributeDic["耐力"].text = MathHelper.FloatToIntString(num.Get(NumericType.Sta));
|
|
|
|
|
_attributeDic["敏捷"].text = MathHelper.FloatToIntString(num.Get(NumericType.Quk));
|
|
|
|
|
_attributeDic["精神"].text = MathHelper.FloatToIntString(num.Get(NumericType.Spi));
|
|
|
|
|
|
|
|
|
|
_attributeDic["生命"].text = $"{MathHelper.FloatToIntString(num.Get(NumericType.Hp))}/{ MathHelper.FloatToIntString(num.Get(NumericType.MaxHp))}";
|
|
|
|
|
_attributeDic["精力"].text = $"{MathHelper.FloatToIntString(num.Get(NumericType.Mp))}/{MathHelper.FloatToIntString(num.Get(NumericType.MaxMp))}";
|
|
|
|
|
_attributeDic["物理攻击"].text = MathHelper.FloatToIntString(num.Get(NumericType.PhyAtk));
|
|
|
|
|
_attributeDic["精神攻击"].text = MathHelper.FloatToIntString(num.Get(NumericType.SpiAtk));
|
|
|
|
|
_attributeDic["物理防御"].text = MathHelper.FloatToIntString(num.Get(NumericType.PhyDef));
|
|
|
|
|
_attributeDic["精神防御"].text = MathHelper.FloatToIntString(num.Get(NumericType.SpiDef));
|
|
|
|
|
_attributeDic["物理暴击率"].text = MathHelper.FloatToPercentString(num.Get(NumericType.Pcrir));
|
|
|
|
|
_attributeDic["精神暴击率"].text = MathHelper.FloatToPercentString(num.Get(NumericType.Mcrir));
|
|
|
|
|
_attributeDic["物理暴击值"].text = MathHelper.FloatToPercentString(num.Get(NumericType.Pcri));
|
|
|
|
|
_attributeDic["精神暴击值"].text = MathHelper.FloatToPercentString(num.Get(NumericType.Mcri));
|
|
|
|
|
_attributeDic["抗物理暴击率"].text = MathHelper.FloatToPercentString(num.Get(NumericType.Rpcrir));
|
|
|
|
|
_attributeDic["抗精神暴击率"].text = MathHelper.FloatToPercentString(num.Get(NumericType.Rmcrir));
|
|
|
|
|
_attributeDic["抗物理暴击值"].text = MathHelper.FloatToPercentString(num.Get(NumericType.Rpcri));
|
|
|
|
|
_attributeDic["抗精神暴击值"].text = MathHelper.FloatToPercentString(num.Get(NumericType.Rmcri));
|
|
|
|
|
_attributeDic["物理免伤"].text = MathHelper.FloatToPercentString(num.Get(NumericType.Nphyi));
|
|
|
|
|
_attributeDic["精神免伤"].text = MathHelper.FloatToPercentString(num.Get(NumericType.Nmeni));
|
|
|
|
|
_attributeDic["辅助值"].text = MathHelper.FloatToPercentString(num.Get(NumericType.Dvo));
|
|
|
|
|
|
|
|
|
|
//!更新属性点
|
2021-04-11 19:50:39 +08:00
|
|
|
|
FUI_CharacterUI characterUI = FUIComponent.Instance.Get(FUIPackage.Character_CharacterUI)?.As<FUI_CharacterUI>();
|
2021-04-08 20:09:59 +08:00
|
|
|
|
if (characterUI)
|
|
|
|
|
{
|
|
|
|
|
characterUI.m_txtPoint.text = "属性点:" + unitCharacter.CharacterPoint;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
await ETTask.CompletedTask;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|