Beispiel #1
0
    private void AddNewLife()
    {
        int num = 0;
        int i   = 0;

        while (i < 5)
        {
            if (this.m_lifes[i] == 0)
            {
                num = i;
                int step = this.m_step;
                if (step == 5)
                {
                    this.m_lifes[i] = -2;
                    break;
                }
                this.m_lifes[i] = 1;
                break;
            }
            else
            {
                i++;
            }
        }
        int          number = this.m_lifes[num];
        G1BlockEvent g      = this.CreateNewLife(number, this.bloodBox, num);

        g.transform.localPosition = this.bloodPosList[num].transform.localPosition;
        g.transform.localScale    = num == 0 ? new Vector3(1.3f, 1.3f, 1.3f) : new Vector3(1f, 1f, 1f);
        this.bloodList[num]       = g.gameObject;
        g.transform.DOScale(this.bloodPosList[num].transform.localScale, 0.3f);
    }
Beispiel #2
0
 private void InitLife()
 {
     for (int i = 0; i < this.m_lifes.Length; i++)
     {
         int          number = this.m_lifes[i];
         G1BlockEvent g      = this.CreateNewLife(number, this.bloodBox, i);
         g.transform.localPosition = this.bloodPosList[i].transform.localPosition;
         g.transform.localScale    = this.bloodPosList[i].transform.localScale;
         this.bloodList[i]         = g.gameObject;
     }
 }
    private G1BlockEvent CreateNewLife(int number, GameObject parent, int idx)
    {
        GameObject gameObject = UnityEngine.Object.Instantiate <GameObject>(Resources.Load("Prefabs/G00105") as GameObject);

        gameObject.transform.SetParent(parent.transform, false);
        G1BlockEvent _event = gameObject.GetComponent <G1BlockEvent>();

        _event.Init(number, idx);
        _event.OnDownHandle = new Action <GameObject, PointerEventData>(this.onBegainDragLife);
        _event.OnDragHandle = new Action <GameObject, PointerEventData>(this.OnDragLife);
        _event.OnUpHandle   = new Action <GameObject, PointerEventData>(this.OnEndDragLife);
        this.bloodList[idx] = gameObject.gameObject;
        return(_event);
    }
    private void AddNewLife(G1Block block)
    {
        int num = Game1DataLoader.GetInstance().AddLife();


        if (num == -1)
        {
            return;
        }


        int number = Game1DataLoader.GetInstance().BloodList[num];

        G1BlockEvent _even = this.CreateNewLife(number, this.bloodBox, num);

        _even.transform.position   = this.bloodPosList[num].transform.position;
        _even.transform.localScale = num == 0 ? new Vector3(1.3f, 1.3f, 1.3f) : new Vector3(1f, 1f, 1f);
        _even.transform.DOScale(this.bloodPosList[num].transform.localScale, 0.3f);
    }
    private void InitLife()
    {
        for (int i = 0; i < 5; i++)
        {
            int num = Game1DataLoader.GetInstance().BloodList[i];
            if (num != 0)
            {
                G1BlockEvent g = this.CreateNewLife(num, this.bloodBox, i);
                g.transform.localPosition = this.bloodPosList[i].transform.localPosition;
                g.transform.localScale    = this.bloodPosList[i].transform.localScale;
                if (i == 0)
                {
                    g.DisableDrag = false;
                }
            }
        }

        Check_Action();

        this.m_markTips = true;
    }