Beispiel #1
0
    void CreateLayer(StageLayer stageLayer)
    {
        float   fullWidth     = Screen.width - LayerNameWidth;
        float   nodeFullWidth = fullWidth / stageLayer.Nodes.Count;
        Vector2 nodeSize      = NodeModel.GetComponent <RectTransform>().sizeDelta;
        float   nodeXLeft     = LayerNameWidth + (nodeFullWidth - nodeSize.x) / 2;

        float posY = stageLayer.Layer * _layerHeight + LayerGap;

        posY += (_layerHeight - nodeSize.y) / 2.0f;

        foreach (BaseStageNode stageNode in stageLayer.Nodes)
        {
            float posX = nodeXLeft + nodeFullWidth * stageNode.Index;
            CreateNode(stageNode, posX, posY);
        }

        GameObject layerNameObj = Instantiate(LayerNameModel);

        layerNameObj.GetComponent <Text>().text = stageLayer.Name;
        layerNameObj.transform.SetParent(StageLayerTrans);
        layerNameObj.transform.localPosition = new Vector3(50, posY, 0);
    }
Beispiel #2
0
    void CreateLayer(StageLayer stageLayer)
    {
        //CatDebug.LogFunc(GetHashCode().ToString());
        float   allNodeWidth    = _stageScrollContent.GetComponent <RectTransform>().sizeDelta.x - LayerNameWidth;
        float   singleNodeWidth = allNodeWidth / stageLayer.Nodes.Count;
        Vector2 modelNodeSize   = _stageNodeModel.GetComponent <RectTransform>().sizeDelta;
        float   nodeXLeft       = LayerNameWidth + (singleNodeWidth - modelNodeSize.x) / 2;

        float posY = stageLayer.Layer * _layerHeight + BottomGap;

        posY += (_layerHeight - modelNodeSize.y) / 2.0f;

        foreach (BaseStageNode stageNode in stageLayer.Nodes)
        {
            float posX = nodeXLeft + singleNodeWidth * stageNode.Index;
            CreateNode(stageNode, posX, posY);
        }

        GameObject layerNameObj = Instantiate(_layerNameModel);

        layerNameObj.GetComponent <Text>().text = stageLayer.Name;
        layerNameObj.transform.SetParent(_stageLayerRootTrans);
        layerNameObj.transform.localPosition = new Vector3(50, posY, 0);
    }
Beispiel #3
0
    void CreateStageConfig()
    {
        StageNodeStart nodeStart1 = new StageNodeStart(1, 0, "P1", "", "Assets/Res/Icon/cards/ico_head_aoyou");

        nodeStart1.NextNodes.Add(10); nodeStart1.NextNodes.Add(11);
        StageNodeStart nodeStart2 = new StageNodeStart(2, 1, "P2", "", "Assets/Res/Icon/cards/ico_head_aoyou");

        nodeStart2.NextNodes.Add(10); nodeStart2.NextNodes.Add(11);

        StageNodeFight nodeFight1 = new StageNodeFight(10, 0, "Fight", "", "Assets/Res/Icon/cards/ico_head_anduxie");

        nodeFight1.SetData(100, 1, 1);
        nodeFight1.NextNodes.Add(20); nodeFight1.NextNodes.Add(21);
        StageNodeFight nodeFight2 = new StageNodeFight(20, 1, "Fight", "", "Assets/Res/Icon/cards/ico_head_anduxie");

        nodeFight2.SetData(100, 1, 1);
        nodeFight2.NextNodes.Add(40);

        StageNodeSafe nodeSafe = new StageNodeSafe(40, 0, "House", "", "Assets/Res/Icon/Item/ico_common_mianzhan");

        nodeSafe.NextNodes.Add(30);


        StageNodeFight nodeFightBoss = new StageNodeFight(30, 0, "FighBoss", "", "Assets/Res/Icon/cards/ico_head_baoshi");

        nodeFightBoss.SetData(200, 1, 1);

        StageNodeReward       nodeReward1 = new StageNodeReward(11, 1, "Reward", "", "Assets/Res/Icon/cards/ico_head_guidiao");
        Dictionary <int, int> cRewards    = new Dictionary <int, int>();

        cRewards.Add(10000, 10);
        cRewards.Add(10001, 20);
        nodeReward1.AddData("Job", "2", cRewards);
        nodeReward1.AddData(string.Empty, "", cRewards);

        nodeReward1.NextNodes.Add(20); nodeReward1.NextNodes.Add(21);
        StageNodeReward nodeReward2 = new StageNodeReward(21, 0, "Reward", "", "Assets/Res/Icon/cards/ico_head_guidiao");

        Dictionary <int, int> cRewards2 = new Dictionary <int, int>();

        cRewards2.Add(10000, 11);
        cRewards2.Add(10001, 21);
        nodeReward2.AddData("Job", "2", cRewards2);
        nodeReward2.AddData(string.Empty, "", cRewards2);
        nodeReward2.NextNodes.Add(40);

        StageLayer layer0 = new StageLayer(0, "Start", "");

        layer0.Nodes.Add(nodeStart1);
        layer0.Nodes.Add(nodeStart2);
        StageLayer layer1 = new StageLayer(1, "L1", "");

        layer1.Nodes.Add(nodeFight1);
        layer1.Nodes.Add(nodeReward1);
        StageLayer layer2 = new StageLayer(2, "L2", "");

        layer2.Nodes.Add(nodeFight2);
        layer2.Nodes.Add(nodeReward2);
        StageLayer layer3 = new StageLayer(3, "L3", "");

        layer3.Nodes.Add(nodeSafe);
        StageLayer layer4 = new StageLayer(4, "Boss", "");

        layer4.Nodes.Add(nodeFightBoss);

        stageConfig = new StageConfig(0, "Stage First", "");
        stageConfig.Layers.Add(layer0);
        stageConfig.Layers.Add(layer1);
        stageConfig.Layers.Add(layer2);
        stageConfig.Layers.Add(layer3);
        stageConfig.Layers.Add(layer4);

        stageConfig.ItemIds.Add(20000);

        stageConfig.Sort();
    }