Beispiel #1
0
    private void SetButtonTure()
    {
        TweenPosition tp     = (TweenPosition)TweenPosition.current;
        UIButton      button = tp.GetComponent <UIButton>();

        button.enabled = true;
    }
Beispiel #2
0
 // Update is called once per frame
 public void Show(string a, string b)
 {
     myheroPosition.GetComponent <UISprite> ().spriteName    = a;
     enemyherePosition.GetComponent <UISprite> ().spriteName = b;
     vsTweenScale.PlayForward();
     myheroPosition.PlayForward();
     enemyherePosition.PlayForward();
 }
Beispiel #3
0
    public void Show(string hero1Name, string hero2Name)
    {
        BlackMask._instance.Show();

        hero1Tween.GetComponent <UISprite>().spriteName = hero1Name;
        hero2Tween.GetComponent <UISprite>().spriteName = hero2Name;

        vsTween.PlayForward();
        hero1Tween.PlayForward();
        hero2Tween.PlayForward();
    }
Beispiel #4
0
 public void Show(string hero1Name, string hero2Name)
 {
     this.gameObject.SetActive(true);
     PlayerPrefs.SetString("hero1", hero1Name);
     PlayerPrefs.SetString("hero2", hero2Name);
     Blackmask._instance.Show();
     hero1Tween.GetComponent <UISprite>().spriteName = hero1Name;
     hero2Tween.GetComponent <UISprite>().spriteName = hero2Name;
     vsTweenScale.PlayForward();
     hero1Tween.PlayForward();
     hero2Tween.PlayForward();
 }
Beispiel #5
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    public void Show(string heroname1, string heroname2)
    {
        BlackMesh._blackMesh.Show();
        VS.gameObject.SetActive(true);
        PlayerPrefs.SetString("hero1", heroname1);
        PlayerPrefs.SetString("hero2", heroname2);
        Hero1tween.GetComponent <UISprite>().spriteName = heroname1;
        Hero2tween.GetComponent <UISprite>().spriteName = heroname2;

        Hero1tween.PlayForward();
        Hero2tween.PlayForward();
        vstween.PlayForward();
    }
Beispiel #6
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    public void Show(string myHeroName, string enemyHeroName)
    {
        PlayerPrefs.SetString("myHero", myHeroName);
        PlayerPrefs.SetString("enemyHero", enemyHeroName);

        BlackMask.blackmask.Show();

        myHeroTween.GetComponent <UISprite>().spriteName    = myHeroName;
        enemyHeroTween.GetComponent <UISprite>().spriteName = enemyHeroName;

        vsTween.PlayForward();
        myHeroTween.PlayForward();
        enemyHeroTween.PlayForward();
    }
Beispiel #7
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    public void Show(string hero1Name, string hero2Name)
    {
        PlayerPrefs.SetString("hero1", hero1Name);
        PlayerPrefs.SetString("hero2", hero2Name);

        this.gameObject.SetActive(true);
        black_bg_come.blackmask.Show();

        hero1Tween.GetComponent <UISprite>().spriteName = hero1Name;
        hero2Tween.GetComponent <UISprite>().spriteName = hero2Name;

        vsTween.PlayForward();
        hero1Tween.PlayForward();
        hero2Tween.PlayForward();
    }
Beispiel #8
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    public void Show(string hero1Name, string hero2Name)
    {
        print(hero1Name + hero2Name);

        PlayerPrefs.SetString("hero1", hero1Name);
        PlayerPrefs.SetString("hero2", hero2Name);

        BlackMask._instance.Show();

        hero1Tween.GetComponent <UISprite> ().spriteName = hero1Name;
        hero2Tween.GetComponent <UISprite> ().spriteName = hero2Name;

        vsTween.PlayForward();
        hero1Tween.PlayForward();
        hero2Tween.PlayForward();
    }
Beispiel #9
0
    // Update is called once per frame

    public void Show(string hero1Name, string hero2Name)
    {
        //存储两个英雄名称到游戏配置中,用hero1和hero2两个字符串存储。
        PlayerPrefs.SetString("hero1", hero1Name);
        PlayerPrefs.SetString("hero2", hero2Name);

        //改变两个动画中的英雄图片
        hero1Tween.GetComponent <UISprite>().spriteName = hero1Name;
        hero2Tween.GetComponent <UISprite>().spriteName = hero2Name;

        BlackMask._instance.Show();//直接调用黑幕的显示方法

        //播放三个动画
        vsTween.PlayForward();
        hero1Tween.PlayForward();
        hero2Tween.PlayForward();
    }
Beispiel #10
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    void ResetJiaShiStar()
    {
        StarTPos_1.gameObject.SetActive(false);
        StarTPos_2.gameObject.SetActive(false);
        StarTPos_3.gameObject.SetActive(false);

        StarTPos_1.ResetToBeginning();
        StarTPos_2.ResetToBeginning();
        StarTPos_3.ResetToBeginning();

        StarTScl_1 = StarTPos_1.GetComponent <TweenScale>();
        StarTScl_2 = StarTPos_2.GetComponent <TweenScale>();
        StarTScl_3 = StarTPos_3.GetComponent <TweenScale>();
        StarTScl_1.ResetToBeginning();
        StarTScl_2.ResetToBeginning();
        StarTScl_3.ResetToBeginning();
    }
Beispiel #11
0
        private void ShowCurrentSuitView(List <SuitAttrsSuitTypeAndCount> suitList)
        {
            List <SuitAttrsSuitTypeAndCount> mList = suitList;

            mList.Sort((a, b) =>
            {
                if (a.count > b.count)
                {
                    return(-1);
                }
                else if (a.count < b.count)
                {
                    return(1);
                }
                else if (a.SuitType > b.SuitType)
                {
                    return(-1);
                }
                else
                {
                    return(1);
                }
            });

            for (int i = 0; i < _rightEquipSuitCells.Length; i++)//套装
            {
                if (i < mList.Count)
                {
                    _rightEquipSuitCells[i].Show(mList[i]);
                }
                else
                {
                    _rightEquipSuitCells[i].Show(null);
                }
            }

            if (suitList.Count < 1)
            {
                _rightEquipSuitCells[0].mDMono.gameObject.SetActive(true);
            }

            _tpEquipSuitRight.GetComponent <UIScrollView>().ResetPosition();
        }
Beispiel #12
0
    /// <summary>
    /// PK
    /// </summary>
    /// <returns></returns>
    IEnumerator PK()
    {
        // Player 图片移动
        ChangedSpriteName(mPlayerMove, CurClickTween.GetComponent <UISprite>().spriteName);

        // AI 图片移动
        string[] tmpAI = new string[] { "jian2", "quan2", "bu2" }; // 图片名字
        mAIHit = Random.Range(0, 3);                               // 随机出拳
        ChangedSpriteName(mAIMove, tmpAI[mAIHit]);

        // PK结果
        int    result = (mPlayerHit - mAIHit + 3) % 3;
        string tName  = "";

        switch (result)
        {
        case 0:
            //平局
            tName = "cq_jg_3";
            break;

        case 1:
            //玩家赢
            tName = "cq_jg_1";
            break;

        case 2:
            //AI赢
            tName = "cq_jg_2";
            break;

        default:
            break;
        }
        mResult.gameObject.SetActive(true);
        mResult.GetComponent <UISprite>().spriteName = tName;

        // 重新开始
        yield return(new WaitForSeconds(1f));

        ReStart(result);
    }
Beispiel #13
0
    private void PingPangSecondStep(TweenPosition tp)
    {
        SpriteRenderer m_Render = tp.GetComponent <SpriteRenderer>();

        m_Render.sortingLayerName = "warriorCenter";
    }
Beispiel #14
0
    private void PingPangOneStep(TweenPosition tp)
    {
        SpriteRenderer m_Render = tp.GetComponent <SpriteRenderer>();

        m_Render.sortingLayerName = "Bounds";
    }
Beispiel #15
0
    void CharacterControl()
    {
        if (Input.GetKeyDown(KeyCode.Tab))
        {
            if (state == PlayerState.talk)
            {
                state = PlayerState.attack;
            }

            else
            {
                state = PlayerState.talk;
            }
        }

        //if (Input.GetKeyDown(KeyCode.Escape))
        //{
        //    GUIManager.ShowView("SystemPanel");
        //}
        //if (Input.GetKeyDown(KeyCode.Escape)) {

        //    GUIManager.ShowView("SystemPanel");
        //}

        if (TalkPanel.isSpeak || EventStoryPanel.isEventSpeak || CGPanel.IsCGPlay || BattleCamera.Instance.isUseCamera)
        {
            return;
        }

        //if (BattleCommoUIManager.Instance.IsBlackShade)
        //{
        //    return;
        //}
        if (Input.GetKey(KeyCode.RightArrow))
        {
            if (Input.GetKey(KeyCode.LeftArrow))
            {
                return;
            }
            //this.transform.rotation = Quaternion.Euler(this.transform.rotation.eulerAngles.x, 0, this.transform.rotation.eulerAngles.z);
            this.GetComponent <SpriteRenderer>().flipX = false;
            AnimatorStateInfo stateInfo = m_Animator.GetCurrentAnimatorStateInfo(0);

            if (stateInfo.IsName("Base Layer.loopIdle") || stateInfo.IsName("Base Layer.startIdle") || stateInfo.IsName("Base Layer.idle"))
            {
                m_Animator.SetBool("isWalk", true);
            }

            if (stateInfo.IsName("Base Layer.move"))
            {
                this.transform.Translate(new Vector3(1, 0, 0) * Time.deltaTime * speed, Space.Self);
            }
        }



        if (Input.GetKey(KeyCode.LeftArrow))
        {
            if (Input.GetKey(KeyCode.RightArrow))
            {
                return;
            }
            //this.transform.rotation = Quaternion.Euler(this.transform.rotation.eulerAngles.x, 180, this.transform.rotation.eulerAngles.z);
            this.GetComponent <SpriteRenderer>().flipX = true;
            AnimatorStateInfo stateInfo = m_Animator.GetCurrentAnimatorStateInfo(0);

            if (stateInfo.IsName("Base Layer.loopIdle") || stateInfo.IsName("Base Layer.startIdle") || stateInfo.IsName("Base Layer.idle"))
            {
                m_Animator.SetBool("isWalk", true);
            }

            if (stateInfo.IsName("Base Layer.move"))
            {
                this.transform.Translate(new Vector3(-1, 0, 0) * Time.deltaTime * speed, Space.Self);
            }
        }
        else if (Input.GetKeyUp(KeyCode.RightArrow))
        {
            if (Input.GetKey(KeyCode.LeftArrow) || Input.GetKey(KeyCode.RightArrow))
            {
                return;
            }
            m_Animator.SetBool("isWalk", false);
        }

        else if (Input.GetKeyUp(KeyCode.LeftArrow))
        {
            if (Input.GetKey(KeyCode.LeftArrow) || Input.GetKey(KeyCode.RightArrow))
            {
                return;
            }
            m_Animator.SetBool("isWalk", false);
        }


        if (tempTime_Z < Time.time)
        {
            tempTime_Z = Time.time;
            tempTime_X = Time.time;
        }

        if (Input.GetKey(KeyCode.X))
        {
            AnimatorStateInfo stateInfo = m_Animator.GetCurrentAnimatorStateInfo(0);
            if (stateInfo.IsName("Base Layer.Move") || stateInfo.IsName("Base Layer.idle"))
            {
                m_Animator.SetBool("Move", false);
                m_Animator.SetBool("move", false);
                m_Animator.SetBool("Attack", true);
            }
        }



        if (Input.GetKey(KeyCode.Z) && Time.time >= tempTime_Z)
        {
            GameObject    go   = transform.Find("wingman").gameObject;
            GameObject    item = go.transform.GetChild(0).gameObject;
            TweenPosition tp   = item.GetComponent <TweenPosition>();
            tp.enabled = false;
            tp.transform.SetParent(null);
            tp.GetComponent <WingmanInfo>().enabled = false;


            item.AddComponent <Rigidbody>();
            item.GetComponent <Rigidbody>().useGravity = false;
            tp.GetComponent <Rigidbody>().AddForce(new Vector3(1, 0, 0) * 1500);

            tempTime_Z += rate_Z;
        }

        if (Input.GetKeyDown(KeyCode.V))
        {
            WingmanData data = WingmanManager.Instance.GetDataById(0);
            WingmanManager.Instance.CreatWingmanReturnCout(data, 6);
        }
    }
Beispiel #16
0
    private void TP1PingPangOneStop()
    {
        SpriteRenderer m_Render = m_TP1.GetComponent <SpriteRenderer>();

        m_Render.sortingLayerName = "Bounds";
    }
Beispiel #17
0
    private void TP2PingPangOneStop()
    {
        SpriteRenderer m_Render = m_TP2.GetComponent <SpriteRenderer>();

        m_Render.sortingLayerName = "warriorCenter";
    }
Beispiel #18
0
        private void SetLayer(ClimingTowerInfo data, bool isAllPass)
        {
            if (v_StyleLayer != null)
            {
                for (int i = 0; i < v_StyleLayer.Length; i++)
                {
                    v_StyleLayer[i].v_HaveSetData = false;
                }
            }

            //拿塔的数据,拿4层就可以了
            int total = 4;
            List <Data.ClimingTowerTemplate> datas = Data.EventTemplateManager.Instance.GetClimingTowerData(data.v_Level, isAllPass ? 20 : data.v_CurrentLayer, total);

            if (datas != null && datas.Count > 0)
            {
                Data.ClimingTowerTemplate layerData       = null;
                LTClimingTowerLayer       layerController = null;
                int result = (datas[0].layer % 2 == 0) ? 0 : 1;

                for (int i = 0; i < total; i++)
                {
                    //层的数据
                    if (datas.Count > i)
                    {
                        layerData = datas[i];
                        SetLayerState(ref layerData);
                    }
                    else
                    {
                        layerData = null;
                    }

                    //设置层的界面
                    layerController = v_StyleLayer[i];

                    if (layerController != null)
                    {
                        layerController.mDMono.gameObject.name = (total - i).ToString();
                        if (layerData != null)
                        {
                            layerController.F_SetData(v_Api.RequestChallengeLayer, isAllPass ? null : layerData, layerData.layer);
                        }
                    }
                }
            }

            if (v_Grid != null)
            {
                v_Grid.Reposition();
            }

            if (v_TweenPosition != null)
            {
                v_TweenPosition.to = (data != null && data.v_CurrentLayer == 1) ? EndPos.localPosition : EndPos2.localPosition;

                var tweenAlpha = v_TweenPosition.GetComponent <TweenAlpha>();

                if (tweenAlpha != null)
                {
                    tweenAlpha.ResetToBeginning();
                    tweenAlpha.PlayForward();
                }

                v_TweenPosition.ResetToBeginning();
                v_TweenPosition.PlayForward();
            }
        }