Beispiel #1
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    public static void SetSpritePath(this Image image, string loadPath)
    {
        loadPath = ABPathUtilities.GetTexturePath(loadPath);
        var xImage = _GetXImageOrCreate(ref image);

        xImage.SetSpritePath(loadPath);
    }
Beispiel #2
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        public GameObject OpenUIPanel(string panelName)
        {
            string     panelPath = ABPathUtilities.GetUIPath(panelName);
            GameObject go        = ResourcesMgr.Instance.Instantiate(panelPath);

            return(go);
        }
Beispiel #3
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    public static void SetSpritePathAsync(this Image image, string loadPath, Action callback)
    {
        loadPath = ABPathUtilities.GetTexturePath(loadPath);
        var xImage = _GetXImageOrCreate(ref image);

        xImage.SetSpritePathAsync(loadPath, callback);
    }
Beispiel #4
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    public static Task SetSpritePathAsync(this Image image, string loadPath)
    {
        loadPath = ABPathUtilities.GetTexturePath(loadPath);
        var xImage = _GetXImageOrCreate(ref image);

        return(xImage.SetSpritePathAsync(loadPath));
    }
Beispiel #5
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    private IEnumerator LoadSceneAsync(string sceneName)
    {
        yield return(null);

        string scenePath = ABPathUtilities.GetScenePath(sceneName);

        loadingAsyncOperation = Assets.LoadSceneAsync(scenePath, false);

        while (!loadingAsyncOperation.isDone)
        {
            yield return(null);
        }
    }
Beispiel #6
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    //异步加载场景
    public void LoadSceneAsync(string sceneName, Action callback = null)
    {
        string            scenePath         = ABPathUtilities.GetScenePath(sceneName);
        SceneAssetRequest sceneAssetRequest = Assets.LoadSceneAsync(scenePath, false);

        sceneAssetRequest.completed += (arq) =>
        {
            if (callback != null)
            {
                callback();
                callback = null;
            }
        };
    }
Beispiel #7
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    /// <summary>
    /// 加载特效
    /// </summary>
    /// <param name="go">特效父节点</param>
    /// <param name="Url">Path</param>
    /// <param name="destroyTime">加载后多久删除</param>
    public void EffectPerfabOnLoad(GameObject go, string effectPath, float destroyTime = 0)
    {
        effectPath = ABPathUtilities.GetEffectPath(effectPath);
        LoadPerfabOnShow lpos = go.GetComponent <LoadPerfabOnShow>();

        if (!lpos)
        {
            lpos           = go.AddComponent <LoadPerfabOnShow>();
            lpos.EffectGo  = null;
            lpos.prefabUrl = effectPath;
            lpos.StartLoad();
        }
        lpos.m_DestroyTime = destroyTime;
        lpos.isForceClose  = false;
        lpos.m_StartTime   = 0;
    }
        public override void Start(FUI5V5Map self)
        {
            Unit unit = UnitComponent.Instance.MyUnit;

            HeroDataComponent heroDataComponent = unit.GetComponent <HeroDataComponent>();

            NodeDataForHero mNodeDataForHero = heroDataComponent.NodeDataForHero;

            self.SmallMapSprite.onRightClick.Add(this.AnyEventHandler);

            self.Btn_GMController_Enable.self.visible = false;
            self.Btn_GMController_Disable.self.onClick.Add(() =>
            {
                self.Btn_GMController_Disable.Visible = false;
                self.Btn_GMController_Enable.Visible  = true;
                self.Par_GMControllerDis.Play();
            });
            self.Btn_GMController_Enable.self.onClick.Add(() =>
            {
                self.Btn_GMController_Disable.Visible = true;
                self.Btn_GMController_Enable.Visible  = false;
                self.Part_GMControllerEnable.Play();
            });

            self.Btn_CreateSpiling.self.onClick.Add(() =>
            {
                SessionComponent.Instance.Session.Send(new Actor_CreateSpiling()
                {
                    X = unit.Position.x, Y = unit.Position.y, Z = unit.Position.z, ParentUnitId = unit.Id
                });
                ETModel.Log.Info($"发送请求木桩父实体id:{unit.Id}");
            });

            GameObject HeroAvatars =
                ETModel.Game.Scene.GetComponent <ResourcesComponent>().LoadAsset <GameObject>(ABPathUtilities.GetTexturePath("HeroAvatars"));
            GameObject HeroSkillIcons =
                ETModel.Game.Scene.GetComponent <ResourcesComponent>().LoadAsset <GameObject>(ABPathUtilities.GetTexturePath("HeroSkillIcons"));

            self.HeroAvatarLoader.texture   = new NTexture(HeroAvatars.GetTargetObjectFromRC <Sprite>(mNodeDataForHero.HeroAvatar).texture);
            self.SkillTalent_Loader.texture = new NTexture(HeroSkillIcons.GetTargetObjectFromRC <Sprite>(mNodeDataForHero.Talent_SkillSprite).texture);
            self.SkillQ_Loader.texture      = new NTexture(HeroSkillIcons.GetTargetObjectFromRC <Sprite>(mNodeDataForHero.Q_SkillSprite).texture);
            self.SkillW_Loader.texture      = new NTexture(HeroSkillIcons.GetTargetObjectFromRC <Sprite>(mNodeDataForHero.W_SkillSprite).texture);
            self.SkillE_Loader.texture      = new NTexture(HeroSkillIcons.GetTargetObjectFromRC <Sprite>(mNodeDataForHero.E_SkillSprite).texture);
            self.SkillR_Loader.texture      = new NTexture(HeroSkillIcons.GetTargetObjectFromRC <Sprite>(mNodeDataForHero.R_SkillSprite).texture);

            self.AttackInfo.text           = heroDataComponent.GetAttribute(NumericType.Attack).ToString();
            self.ExtraAttackInfo.text      = heroDataComponent.GetAttribute(NumericType.AttackAdd).ToString();
            self.MagicInfo.text            = heroDataComponent.GetAttribute(NumericType.MagicStrength).ToString();
            self.ExtraMagicInfo.text       = heroDataComponent.GetAttribute(NumericType.MagicStrengthAdd).ToString();
            self.ArmorInfo.text            = heroDataComponent.GetAttribute(NumericType.Armor).ToString();
            self.ArmorpenetrationInfo.text = heroDataComponent.GetAttribute(NumericType.ArmorPenetration).ToString();
            self.SpellResistanceInfo.text  = heroDataComponent.GetAttribute(NumericType.MagicResistance).ToString();
            self.MagicpenetrationInfo.text = heroDataComponent.GetAttribute(NumericType.MagicPenetration).ToString();
            self.AttackSpeedInfo.text      = heroDataComponent.GetAttribute(NumericType.AttackSpeed).ToString();
            self.SkillCDInfo.text          = heroDataComponent.GetAttribute(NumericType.SkillCD).ToString();
            self.CriticalstrikeInfo.text   = heroDataComponent.GetAttribute(NumericType.CriticalStrikeProbability).ToString();
            self.MoveSpeedInfo.text        = heroDataComponent.GetAttribute(NumericType.Speed).ToString();

            self.RedText.text  = $"{heroDataComponent.GetAttribute(NumericType.Hp)}/{heroDataComponent.GetAttribute(NumericType.MaxHp)}";
            self.BlueText.text = $"{heroDataComponent.GetAttribute(NumericType.Mp)}/{heroDataComponent.GetAttribute(NumericType.MaxMp)}";

            self.RedProBar.self.max   = heroDataComponent.GetAttribute(NumericType.MaxHp);
            self.RedProBar.self.value = heroDataComponent.GetAttribute(NumericType.Hp);

            self.BlueProBar.self.max   = heroDataComponent.GetAttribute(NumericType.MaxMp);
            self.BlueProBar.self.value = heroDataComponent.GetAttribute(NumericType.Mp);

            self.SkillTalent_CDInfo.visible = false;
            self.SkillTalent_Bar.Visible    = false;

            self.SkillQ_CDInfo.visible = false;
            self.SkillQ_Bar.Visible    = false;

            self.SkillW_CDInfo.visible = false;
            self.SkillW_Bar.Visible    = false;

            self.SkillE_CDInfo.visible = false;
            self.SkillE_Bar.Visible    = false;

            self.SkillR_CDInfo.visible = false;
            self.SkillR_Bar.Visible    = false;

            self.SkillD_CDInfo.visible = false;
            self.SkillD_Bar.Visible    = false;

            self.SkillF_CDInfo.visible = false;
            self.SkillF_Bar.Visible    = false;
        }
        public static async ETVoid EnterMapAsync()
        {
            try
            {
                // 切换到map场景
                // 加载场景资源
                await ETModel.Game.Scene.GetComponent <ResourcesComponent>().LoadSceneAsync(ABPathUtilities.GetScenePath(SceneType.Map));

                // 创建5v5游戏
                M5V5GameFactory.CreateM5V5Game();

                // 临时引用5v5游戏
                M5V5Game m5V5Game = Game.Scene.GetComponent <M5V5GameComponent>().m_5V5Game;

                G2C_EnterMap g2CEnterMap = await ETModel.SessionComponent.Instance.Session.Call(new C2G_EnterMap()) as G2C_EnterMap;

                //ETModel.Log.Info($"{DateTime.UtcNow}处理完成服务端发来的进入Map后的信息");

                PlayerComponent.Instance.MyPlayer.UnitId = g2CEnterMap.UnitId;

                // 添加点击地图寻路组件
                m5V5Game.AddComponent <MapClickCompoent>();
                ETModel.Game.EventSystem.Run(ETModel.EventIdType.CloseLoadingUI);
            }
            catch (Exception e)
            {
                Log.Error(e);
            }
        }
Beispiel #10
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 public static string GetText(string key)
 {
     try
     {
         GameObject config    = ETModel.Game.Scene.GetComponent <ResourcesComponent>().LoadAsset <GameObject>(ABPathUtilities.GetNormalConfigPath("Config"));
         string     configStr = config.GetTargetObjectFromRC <TextAsset>(key).text;
         return(configStr);
     }
     catch (Exception e)
     {
         throw new Exception($"load config file fail, key: {key}", e);
     }
 }
Beispiel #11
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 //同步加载场景
 public async void LoadScene(string sceneName)
 {
     string            scenePath         = ABPathUtilities.GetScenePath(sceneName);
     SceneAssetRequest sceneAssetRequest = await SceneAsync(scenePath);
 }