void PetDetailInfoLayer::resetUI() { auto pet = getCurrBag()->getPetByID(getUserID());//-----得到用户点击的宠物 _islock = pet->isLocked(); if (_islock) { _imglock->loadTexture("pet_look_b.png", Widget::TextureResType::PLIST); } else { _imglock->loadTexture("pet_look_a.png", Widget::TextureResType::PLIST); } auto stTimer = StrengthTimerManager::getInstance()->getTaskByPetID(pet->getUserId()); stTimer->onTimerUpdate(); //-----------------------------------宠物图表信息-------------------------------------// _icon->loadTexture(_X(pet->getBigFrontIcon(), _icon)); //------获取宠物的头像 UIHelper::setStars(_stars[0]->getParent(), pet->getStarNum(), pet->getStarMax()); _evaluate->loadTexture(pet->getUintIcon(), Widget::TextureResType::PLIST); //------品种(S, SS, A, 等待) //-----------------------------宠物数据信息--------------------------------------------// _petName->setString(StringUtils::format("Bahamu")); //----宠物名字 _attr->loadTexture(StringUtils::format("base_property%d.png", pet->getKeyPet()->attr), Widget::TextureResType::PLIST); //----宠物的属性(火、水.....) _lv->setString(StringUtils::format("%s.%d", "Lv", pet->getLevel())); //----等级显示 auto monster = MonsterExpConfig::getMonsterExpBy(pet->getLevel()); _lv_Text->setString(StringUtils::format("%d/%d", pet->getExp(), monster->expLvup)); //升级经验数值 _lv_LoadingBar->setPercent(pet->getExp() * 100.0 / monster->expLvup); //经验条 _hp_Text->setString(StringUtils::format("%d/%d", pet->getHP(), pet->getHpMax())); //hp数值 _hp_LoadingBar->setPercent(pet->getHP() * 100.0 / pet->getHpMax()); _energy_Text->setString(_T("%d/100", pet->getStrength())); //------能量值 _energy_Text->runAction(UserPetTimer::create(_uid)); _energy_LoadingBar->setPercent(pet->getStrength()); //------能量条显示为0 _energy_LoadingBar->runAction(UserPetTimer::create(_uid)); _hp_Value->setString(StringUtils::format("%d", pet->getBaseHp())); //-------血量 _hp_add->setString(StringUtils::format("+%d", pet->getAddedHp())); //-------额外增加的 _atk_Value->setString(StringUtils::format("%d", pet->getBaseAttack())); //-------攻击 _atk_add->setString(StringUtils::format("+%d", pet->getAddedAttack())); //-------额外增加的 _def_Value->setString(StringUtils::format("%d", pet->getBaseDefense())); //-------防御力 _def_add->setString(StringUtils::format("+%d", pet->getAddedDefense())); _atc_Value->setString(StringUtils::format("%d", pet->getBaseMAttack())); //------魔攻 _atc_add->setString(StringUtils::format("+%d", pet->getAddedMAttack())); _dec_Value->setString(StringUtils::format("%d", pet->getBaseMDefense())); //------魔防 _dec_add->setString(StringUtils::format("+%d", pet->getAddedMDefense())); _spe_Value->setString(StringUtils::format("%d", pet->getBaseSpeed())); //------速度 _spe_add->setString(StringUtils::format("+%d", pet->getAddedSpeed())); }
int Character::getDefense(void) { return getBaseDefense() + getAdditionalDefense(); }