中华英雄online crack

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游戏技能界面重要程序

class WL_SkillShop Extends NewFloatingWindow  native;
////////NewFloatingWindow这个应该是浮动窗口类,这个类是技能窗口的创建类
struct native _ShopSkillInfo    //
{
    var int iSkillID;           //
    var int iSkillIndex;        //
    var int iPrice;             //
    var int iRoleWogonLV;       //
    var string sRequires;       //
    var int sLimitLV;           //
    var string sName;           //
    var string sEffect;         // 
    var string sFullEffect;     //猌厩坎挂
    var int iPersent;           //κだゑ
    var byte CanLearn;          //琌厩
};
var automated GUIImage m_BackImage[3],m_TitleImg[3];//夹肈
var automated GUIMultiColumnListBox  m_WogonList;
var automated WL_TitleLabel m_WogonContent;//猌狦
var automated GUIEditBox m_NeedPoint,//惠―猌翴
                         m_RemainPoint,//逞緇猌翴
                         m_TiredPoint;//痟骋
var automated HEBtn_Skill m_SkillIcon;//猌瓜
var automated GUIButton m_Learn,//厩策猌
                        m_UseCard,//ㄏノ癘拘
                        m_ReCoverTired;//痟骋

var texture m_DefSkillIcon;
var string m_SelWugonName,
           m_SelWugonRank;
var int m_TeacherID;//猌ρ畍絪腹
//var int m_nWogonType;//策猌摸
var int m_TeacherWogonCount;//猌ρ畍毙掸计
var _ShopSkillInfo m_TeachWogonInfo[20];//策猌猌戈癟
var int m_NowClickIndex;//ヘ玡翴阑ま
var array<float> m_ColumnPerc;
var int m_iSelectID;//匡猌ID
var int m_iSkillInidx;//匡猌Index
var byte m_byMemoryQty;       //癘拘计秖
var byte m_byMemIndex;      //癘拘珇逆ま
var int m_nMemID;           //癘拘珇ID
var byte m_byRetiredIndex;  //確痟骋ま
var int m_nRetiredID;       //確痟骋珇ID
native function f_Initial();
native function string f_GetLocalString( byte e_Index );
native function string f_GetWogonListData( int e_Index, int e_Col );
native function f_TiredDuration();  // 癳厩策﹚ 102-2(痟骋璸)
native function f_SendLearnSkill();//癳厩策﹚
native function bool OnFrameCanClose( optional bool bCancelled );//闽超跌怠
native function SendUseMemory();//ㄏノ︽茂
native function bool OnReCoverTiredClick( GUIComponent Sender );
native function f_CheckGold();//浪琩腑(確痟骋)
native function f_UpdateWogonContent();//穝猌弧ず甧
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
function InitComponent(GUIController MyController, GUIComponent MyOwner)
{
    Super.Initcomponent(MyController, MyOwner);
    t_WindowTitle.SetCaption(f_GetLocalString(2));
    b_ExitButton.OnClick = OnExitButtonClick;

    m_ColumnPerc[0] = 161.0f / m_WogonList.WinWidth;
    m_ColumnPerc[1] = 161.0f / m_WogonList.WinWidth;
    m_WogonList.List.ExpandLastColumn = true;
    m_WogonList.List.GetItemHeight=InternalGetItemHeight;
    m_WogonList.List.OnDrawItem = MyOnDrawItem;
    m_WogonList.List.MyScrollBar.WinWidth=16;
    m_WogonList.List.OnClick = OnWogonListClick ;
m_WogonList.List.CellStyle = Controller.GetStyle("WLMultiColumnList", m_WogonList.List.FontScale);
m_WogonList.List.InitColumnPerc = m_ColumnPerc;
    m_WogonList.Header.WinHeight=22;
    m_WogonList.Header.WinWidth=261;
    m_WogonList.Header.WinTop=0;
    m_WogonList.Header.WinLeft=0;
m_WogonList.HeaderColumnPerc = m_ColumnPerc;
m_WogonList.ColumnHeadings[0] = f_GetLocalString(0);
m_WogonList.ColumnHeadings[1] = f_GetLocalString(1);
m_WogonList.List.ColumnHeadings = m_WogonList.ColumnHeadings;

m_TitleImg[0].WinLeft = 28.0f;
m_TitleImg[0].WinTop = 451.0f;
m_TitleImg[0].Image = Material'UI01_TW.KungFuTeacher.learn_btit_001b';
m_TitleImg[1].WinLeft = 28.0f;
m_TitleImg[1].WinTop = 484.0f;
m_TitleImg[1].Image = Material'UI01_TW.KungFuTeacher.learn_btit_002b';
m_TitleImg[2].WinLeft = 28.0f;
m_TitleImg[2].WinTop = 517.0f;
m_TitleImg[2].Image = Material'UI01_TW.KungFuTeacher.learn_btit_003b';
m_Learn.Caption = f_GetLocalString(3);
m_UseCard.Caption = f_GetLocalString(4);
m_ReCoverTired.Caption = f_GetLocalString(5);
m_Learn.DisableMe();
m_UseCard.DisableMe();
f_CheckGold();
    OnCanClose = OnFrameCanClose;
    m_Learn.OnClick = OnLearnClick;
    m_UseCard.OnClick = OnUseCardClick;
    m_ReCoverTired.OnClick = OnReCoverTiredClick;
}
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