DataEditorControl::DataEditorControl(Ui::MainWindow *ui) { //设置视图模型 mSoldierTableModule = new SoldierTableModule(this); mSoldierTableView = ui->soldierTableView; mSoldierTableView->setModel(mSoldierTableModule); mHorseTableModule = new HorseTableModule(this); mHorseTableView = ui->horseTableView; mHorseTableView->setModel(mHorseTableModule); mPWeaponTableModule = new PWeaponTableModule(this); mPWeaponTableView = ui->pweaponTableView; mPWeaponTableView->setModel(mPWeaponTableModule); mSWeaponTableModule = new SWeaponTableModule(this); mSWeaponTableView = ui->sweaponTableView; mSWeaponTableView->setModel(mSWeaponTableModule); mArmorTableModule = new ArmorTableModule(this); mArmorTableView = ui->armorTableView; mArmorTableView->setModel(mArmorTableModule); mShieldTableModule = new ShieldTableModule(this); mShieldTableView = ui->shieldTableView; mShieldTableView->setModel(mShieldTableModule); mSkillTableModule = new SkillTableModule(this); mSkillTableView = ui->skillTableView; mSkillTableView->setModel(mSkillTableModule); mEffectTableModule = new EffectTableModule(this); mEffectTableView = ui->effectTableView; mEffectTableView->setModel(mEffectTableModule); mSquadTableModule = new SquadTableModule(this); mSquadTableView = ui->squadTableView; mSquadTableView->setModel(mSquadTableModule); mSquadSkillTableModule = new SquadSkillTableModule(this); mSquadSkillTableView = ui->squadSkillTableView; mSquadSkillTableView->setModel(mSquadSkillTableModule); mStringTableModule = new StringTableModule(this); mStringTableView = ui->stringTableView; mStringTableView->setModel(mStringTableModule); mModBox = ui->modBox; mLangBox = ui->langBox; RefreshModList(); //连接消息 connect(ui->addMod,SIGNAL(clicked()),this,SLOT(AddMod())); connect(ui->addLang,SIGNAL(clicked()),this,SLOT(AddLang())); connect(ui->addSoldier,SIGNAL(clicked()),this,SLOT(AddSoldier())); connect(ui->delSoldier,SIGNAL(clicked()),this,SLOT(DelSoldier())); connect(ui->addHorse,SIGNAL(clicked()),this,SLOT(AddHorse())); connect(ui->delHorse,SIGNAL(clicked()),this,SLOT(DelHorse())); connect(ui->addPWeapon,SIGNAL(clicked()),this,SLOT(AddPWeapon())); connect(ui->delPWeapon,SIGNAL(clicked()),this,SLOT(DelPWeapon())); connect(ui->addSWeapon,SIGNAL(clicked()),this,SLOT(AddSWeapon())); connect(ui->delSWeapon,SIGNAL(clicked()),this,SLOT(DelSWeapon())); connect(ui->addArmor,SIGNAL(clicked()),this,SLOT(AddArmor())); connect(ui->delArmor,SIGNAL(clicked()),this,SLOT(DelArmor())); connect(ui->addShield,SIGNAL(clicked()),this,SLOT(AddShield())); connect(ui->delShield,SIGNAL(clicked()),this,SLOT(DelShield())); connect(ui->addSkill,SIGNAL(clicked()),this,SLOT(AddSkill())); connect(ui->delSkill,SIGNAL(clicked()),this,SLOT(DelSkill())); connect(ui->addEffect,SIGNAL(clicked()),this,SLOT(AddEffect())); connect(ui->delEffect,SIGNAL(clicked()),this,SLOT(DelEffect())); connect(ui->addSquad,SIGNAL(clicked()),this,SLOT(AddSquad())); connect(ui->delSquad,SIGNAL(clicked()),this,SLOT(DelSquad())); connect(ui->addSquadSkill,SIGNAL(clicked()),this,SLOT(AddSquadSkill())); connect(ui->delSquadSkill,SIGNAL(clicked()),this,SLOT(DelSquadSkill())); connect(ui->addString,SIGNAL(clicked()),this,SLOT(AddString())); connect(ui->delString,SIGNAL(clicked()),this,SLOT(DelString())); connect(ui->squadTableView,SIGNAL(clicked(const QModelIndex &)),this,SLOT(SelectSquad(const QModelIndex &))); }
func FxHomeCallTimer(object target, proplist fx, int time) { if(!master) { KillBall(); return -1; } if(GetEffect("Blocked", this)) { ox=GetX(); oy=GetY(); return; } DrawParticleLine("Flash", 0, 0, ox-GetX(), oy-GetY(), 1, 0, 0, 15, hometrailparticles); if(time%7 == 0) { for(var i = 0; i < 360; i+=5) { CreateParticle("Flash", Sin(i, 3), -Cos(i, 5), 0, 0, 10, hometrailparticles2, 2); } } fx.x = master->GetX(); fx.y = master->GetY(); var angle = Angle(GetX(), GetY(), fx.x, fx.y, 10); var txdir = Sin(angle, Speed + 12, 10); var tydir = -Cos(angle, Speed + 12, 10); SetXDir((GetXDir() + (txdir - GetXDir())/2)); SetYDir((GetYDir() + (tydir - GetYDir())/2)); CheckForEnemies(HomeCallSize); ox=GetX(); oy=GetY(); var dst = Distance(GetX(), GetY(), fx.x, fx.y); if(dst < 8) { AddShield(master); Sound("Ball::ball_shield", false, 20); var particles = { Prototype = Particles_Glimmer(), R = pR, G = pG, B = pB, Alpha = 255, Size = PV_Linear(10, 0), OnCollision = PC_Bounce(), }; CreateParticle("StarSpark", 0, 0, PV_Random(-60,60), PV_Random(-60, 60), 25, particles, 5); var particle = { Alpha = PV_Linear(255, 0), Size = 50, R = pR, G = pG, B = pB, BlitMode = GFX_BLIT_Additive, }; master->CreateParticle("StarSpark", 0, 0, 0, 0, 7, particle, 4); FollowMaster(); return -1; } }