diff --git a/Yosin_Engine.exe b/Yosin_Engine.exe index e7b8d56..f5038e7 100644 Binary files a/Yosin_Engine.exe and b/Yosin_Engine.exe differ diff --git a/sqr/Core/Game_Proc/Game_Proc.nut b/sqr/Core/Game_Proc/Game_Proc.nut index d3e276d..8a44c42 100644 --- a/sqr/Core/Game_Proc/Game_Proc.nut +++ b/sqr/Core/Game_Proc/Game_Proc.nut @@ -17,4 +17,15 @@ function _Yosin_Game_Logic_(Dt, GameListener) { foreach(Key, Func in _Game_Logic_Func_) { Func(Dt, GameListener); } + + + if (_DEBUG_) { + //重载逻辑 + + //判断文件是否存在 + if (Sq_CheckFileIsExist("Yosin_Game_Reloading.Sign")) { + dofile("Yosin_Game_Reloading.Sign"); + remove("Yosin_Game_Reloading.Sign"); + } + } } \ No newline at end of file diff --git a/sqr/User/Asset/Item/Equipment.nut b/sqr/User/Asset/Item/Equipment.nut index 3749ca9..fce93c7 100644 --- a/sqr/User/Asset/Item/Equipment.nut +++ b/sqr/User/Asset/Item/Equipment.nut @@ -21,12 +21,16 @@ class GameItem.EquipmentInfo extends Yosin_Window { 3, //红装 勇者 5, //橙装 传说 ]; + //品级对应的文件显示 + PercentageText = ["最下级", "下级", "中级", "上级", "最上级"]; + // 定义每个品级对应的数值范围边界 + PercentageRangeBoundaries = [20, 40, 60, 80]; constructor(Equipment) { this.Equipment = Equipment.weakref(); base.constructor(clock() + "EquipmentInfo" + Equipment.Idx, 0, 0, 0, 0, 0); - local background = Yosin_NineBoxStretch(0, 0, 210, 50, "sprite/interface/lenheartwindowcommon.img", 213); + local background = Yosin_NineBoxStretch(0, 0, 210, 600, "sprite/interface/lenheartwindowcommon.img", 213); AddUIChild(background); //210 Init(); @@ -35,8 +39,8 @@ class GameItem.EquipmentInfo extends Yosin_Window { function Init() { Canvas = CL_CanvasObject(); Canvas.ResizeAndClear(210, 600); - Canvas.SetFillBrush(sq_RGBA(255, 255, 255, 250)); - Canvas.SetStrokeBrush(sq_RGBA(255, 255, 255, 250)); + Canvas.SetFillBrush(sq_RGBA(38, 38, 38, 250)); + Canvas.SetStrokeBrush(sq_RGBA(38, 38, 38, 250)); Canvas.BeginDraw(); //构造图标 及图标边框 @@ -51,17 +55,62 @@ class GameItem.EquipmentInfo extends Yosin_Window { //绘制装备名称 if (Equipment.Name.len() > 0) { local EquName = FontAssetManager.GenerateNormal(Equipment.Name, true, { - color = sq_RGBA(255, 0, 255 255) + color = sq_RGBA(255, 0, 255, 255) }); Canvas.DrawActor(EquName, 41, 7); } + //绘制分割线 + Canvas.DrawLine(3, 37, 207, 38); + + //绘制品级 //TODO 现在默认100 + local Percentage = 100; + local PercentageGradeText = FontAssetManager.GenerateNormal(GetPercentageText(Percentage), true, { + color = sq_RGBA(255, 240, 0, 255) + }); + local PercentageText = FontAssetManager.GenerateNormal(format("(%d%%)", Percentage), true, { + color = sq_RGBA(161, 131, 74, 255) + }); + Canvas.DrawActor(PercentageGradeText, 6, 41); + Canvas.DrawActor(PercentageText, 52, 41); + Canvas.EndDraw(); Addchild(Canvas); } + + + + + // 根据数值获取对应的品级文字 + function GetPercentageText(num) { + if (num< PercentageRangeBoundaries[0]) { + return PercentageText[0]; + } + for (local i = 0; i< PercentageRangeBoundaries.len(); i++) { + if (num <= PercentageRangeBoundaries[i]) { + return PercentageText[i + 1]; + } + } + return PercentageText.top(); + } } + +if (!getroottable().rawin("chongzaiflag")) { + getroottable()["chongzaiflag"] <- true; +} else { + //遍历窗口队列 如果可见则调用Show + for (local i = 0; i< _SYS_WINDOW_LIST_.len(); i++) { + local Window = _SYS_WINDOW_LIST_[i]; + Window.Visible = false; + Window.RemoveSelf(); + } + TestStage(); +} + + + class GameItem.Equipment extends GameItem.Item { //装备ID Idx = -1;