Beispiel #1
0
 private static void ClearCombatScene()
 {
     if (m_MapStart != null)
     {
         U3DUtil.DestroyAllChild(m_MapStart.gameObject);
     }
 }
Beispiel #2
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 /// <summary>
 /// 根据选取的背包类型创建物品.
 /// </summary>
 private void CreateItems()
 {
     //		nSelectIndex = -1;
     U3DUtil.DestroyAllChild(MyHead.Parent);
     CreateAllItemsList();//临时 等待其他物品数据和资源
     NGUIUtil.RepositionTable(MyHead.Parent);
 }
Beispiel #3
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    public void ReSetUI()
    {
        m_listAllTypeInfo = ItemDC.GetItemList(m_itemType);

        CreateItems();
        //最后一个卖掉,显示其上一个内容.
        if (nSelectIndex == m_listAllTypeInfo.Count)
        {
            nSelectIndex = m_listAllTypeInfo.Count - 1;
        }

        if (nSelectIndex >= 0 && nSelectIndex < m_listAllTypeInfo.Count)
        {
            ItemTypeInfo info = m_listAllTypeInfo[nSelectIndex];
            if (info != null && info.Num > 0)
            {
                RefreshIntorduct(info);
                return;
            }
        }

        ItemTypeInfo defaultInfo = GetDefaultInfo();

        if (defaultInfo == null)
        {
            U3DUtil.DestroyAllChild(MyHead.ItemParent);
            return;
        }
        RefreshIntorduct(defaultInfo);
    }
Beispiel #4
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    public static void ReBuildShip()
    {
        U3DUtil.DestroyAllChild(m_MapStart.gameObject);
        Int2 roomGrid = new Int2();

        switch (m_SceneState)
        {
        case TreasureState.None:
        case TreasureState.CanvasEdit: {
            ShipPlan plan = ShipPlanDC.GetCurShipPlan();
            if (plan != null)
            {
                roomGrid = plan.Canvans.GetMapSize();
                BattleEnvironmentM.ResetStartPos(plan.Canvans.GetMapSize(), true);
            }

            GenerateShip.GenerateShips(m_MapStart);

            break;
        }
        }
        Vector3 pos = MainCameraM.GetMainCameraPos(roomGrid);

        MainCameraM.s_Instance.SetCameraLimitParam(MainCameraM.s_reaLimitPyramidBoatView);
        MainCameraM.s_Instance.AutoMoveTo(pos, 0f);
    }
Beispiel #5
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    private void CreateWhenSelectChange(AttributeType type)
    {
        m_iBtnTrapTypeIndex = type;

        List <BuildInfo> BuildList           = new List <BuildInfo> ();
        List <BuildInfo> CanExitBuildList    = new List <BuildInfo> ();
        List <BuildInfo> CanNotExitBuildList = new List <BuildInfo> ();

        switch (m_iBtnTrapTypeIndex)
        {
        case AttributeType.Gas:
            BuildList           = GetBuildInfo(AttributeType.Gas, TrapState.Exit);
            CanExitBuildList    = GetBuildInfo(AttributeType.Gas, TrapState.CanSum);
            CanNotExitBuildList = GetBuildInfo(AttributeType.Gas, TrapState.CanNotSum);
            break;

        case AttributeType.Electric:
            BuildList           = GetBuildInfo(AttributeType.Electric, TrapState.Exit);
            CanExitBuildList    = GetBuildInfo(AttributeType.Electric, TrapState.CanSum);
            CanNotExitBuildList = GetBuildInfo(AttributeType.Electric, TrapState.CanNotSum);
            break;

        case AttributeType.Poison:
            BuildList           = GetBuildInfo(AttributeType.Poison, TrapState.Exit);
            CanExitBuildList    = GetBuildInfo(AttributeType.Poison, TrapState.CanSum);
            CanNotExitBuildList = GetBuildInfo(AttributeType.Poison, TrapState.CanNotSum);
            break;

        case AttributeType.Water:
            BuildList           = GetBuildInfo(AttributeType.Water, TrapState.Exit);
            CanExitBuildList    = GetBuildInfo(AttributeType.Water, TrapState.CanSum);
            CanNotExitBuildList = GetBuildInfo(AttributeType.Water, TrapState.CanNotSum);
            break;

        case AttributeType.Fire:
            BuildList           = GetBuildInfo(AttributeType.Fire, TrapState.Exit);
            CanExitBuildList    = GetBuildInfo(AttributeType.Fire, TrapState.CanSum);
            CanNotExitBuildList = GetBuildInfo(AttributeType.Fire, TrapState.CanNotSum);
            break;

        case AttributeType.ALL:
            BuildList           = m_Build;
            CanExitBuildList    = m_CanSumBuild;
            CanNotExitBuildList = m_CannotSumBuild;
            break;
        }

        U3DUtil.DestroyAllChild(MyHead.Parent);

        CreateTrap(CanExitBuildList, TrapState.CanSum);
        CreateTrap(BuildList, TrapState.Exit);
        CreateTrap(CanNotExitBuildList, TrapState.CanNotSum);

        SetTrapCount(BuildList.Count);
        NGUIUtil.RepositionTable(MyHead.Parent);
        MyHead.Anchor.enabled = true;
        StartCoroutine(RepositionFinish(2));
        //		MyHead.Anchor.runOnlyOnce = true;
    }
Beispiel #6
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    void BtnReturn_OnClickEventHandler(UIButton sender)
    {
        U3DUtil.DestroyAllChild(BattleEnvironmentM.GetLifeMBornNode(true).gameObject);
        WndManager.DestroyAllDialogs();
        BoatObj.SendGetPlanData();

        TreasureScene.OutTreasureScene();
    }
Beispiel #7
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 void ClearUI()
 {
     WndManager.DestoryDialog <AddSkillWnd>();
     if (MyHead.EquipmentsParent)
     {
         U3DUtil.DestroyAllChild(MyHead.EquipmentsParent);
     }
 }
Beispiel #8
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    private void ClearUI()
    {
        U3DUtil.DestroyAllChild(MyHead.Parent.gameObject);

        m_NoExistSoldier.Clear();
        m_CanExistSoldier.Clear();
        m_ExistSoldier.Clear();
    }
Beispiel #9
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 /// <summary>
 /// 图鉴
 /// </summary>
 public void TogTuJian_OnValueChange()
 {
     if (!MyHead.BtnTuJian.value)
     {
         return;
     }
     U3DUtil.DestroyAllChild(MyHead.SprTrapIntorduct as UnityEngine.GameObject);
 }
Beispiel #10
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 /// <summary>
 /// 清空头像列表
 /// </summary>
 private void EmptyCapHeadList(GameObject Parent)
 {
     if (Parent == null)
     {
         return;
     }
     m_CaptionList.Clear();
     U3DUtil.DestroyAllChild(Parent);
 }
Beispiel #11
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    /// <summary>
    /// 显示/删除 状态特效
    /// </summary>
    /// <param name="type">眩晕、冰冻、压扁、击飞、麻痹、死亡</param>
    public void ShowStatusEffect(StatusType type, float duration)
    {
        if (CombatScheduler.State == CSState.End)
        {
            return;
        }
        string name = "";

        switch (type)
        {
        case StatusType.Vertigo:    //眩晕
            U3DUtil.DestroyAllChild(MyHead.StatusEffectParent, true);
            name = "2000691_02";
            break;

        case StatusType.IceBuild:    //冰冻
            U3DUtil.DestroyAllChild(MyHead.StatusEffectParent, true);
            name = "2000691_01";
            break;

        case StatusType.Squash:    //压扁
            U3DUtil.DestroyAllChild(MyHead.StatusEffectParent, true);
            name = "2000691_05";
            break;

        case StatusType.ClickFly:    //击飞
            U3DUtil.DestroyAllChild(MyHead.StatusEffectParent, true);
            name = "2000691_03";
            break;

        case StatusType.paralysis:    //麻痹
            U3DUtil.DestroyAllChild(MyHead.StatusEffectParent, true);
            name = "2000691_04";
            break;

        case StatusType.Die:    //死亡
            U3DUtil.DestroyAllChild(MyHead.StatusEffectParent, true);
            NGUIUtil.Change2DSpriteGray(m_soldierItem.MyHead.SprRolePhoto);
            break;

        case StatusType.None:
            U3DUtil.DestroyAllChild(MyHead.StatusEffectParent, true);
            break;

        default:

            break;
        }
        if (name != "")
        {
            GameObjectActionExcute gae = EffectM.LoadEffect("effect/prefab/", name, MyHead.StatusEffectParent.transform.position, MyHead.StatusEffectParent.transform);
            gae.gameObject.AddComponent <SetRenderQueue>();
            GameObjectActionDelayDestory delay = new GameObjectActionDelayDestory(duration);
            gae.AddAction(delay);
        }
    }
Beispiel #12
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 /// <summary>
 /// 图鉴(资源未出)
 /// </summary>
 public void Toggle3()
 {
     WndManager.DestoryDialog <ClickSkillDescWnd>();
     if (MyHead.Toggle3.value == false)
     {
         return;
     }
     MyHead.LblLocation.gameObject.SetActive(true);
     U3DUtil.DestroyAllChild(MyHead.GoParent, false);
 }
Beispiel #13
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    /// <summary>
    /// 清空头像列表
    /// </summary>
    private void EmptyHeadList(GameObject Parent, int soldierType)
    {
        //异常判断
        if (Parent == null)
        {
            return;
        }

        m_CrewList.Clear();
        //清空原有列表
        U3DUtil.DestroyAllChild(Parent);
    }
Beispiel #14
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    public void DoReturnMainTown()
    {
        U3DUtil.DestroyAllChild(BattleEnvironmentM.GetLifeMBornNode(true).gameObject);
        WndManager.DestroyAllDialogs();
        BoatObj.SendGetPlanData();


        MainCameraM.s_Instance.EnableOthOn(false);
        MainCameraM.s_Instance.ResetCameraDataByHaven();
        MainCameraM.s_Instance.SetCameraLimitParam(MainCameraM.s_reaLimitPyramidHavenView);
        MainTownScene.RevertFrCamPosTemp();
    }
Beispiel #15
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    void ClearUI()
    {
        WndManager.DestoryDialogNow <AddSkillWnd>();
        WndManager.DestoryDialogNow <HeroIntroduceWnd>();
        U3DUtil.DestroyAllChild(MyHead.SoldierPos.gameObject);
        for (int i = 0; i < MyHead.SoldierEquipList.Length; i++)
        {
            //不删除晋升飞行的装备对象
            U3DUtil.DestroyAllChild(MyHead.SoldierEquipList[i], "Clone");
        }

        m_lCanEquips.Clear();
    }
Beispiel #16
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    public void DoReturn()
    {
        RoomMap.ClearCanvansArea();
        TouchMoveManager.ClearShipBuild();
        ShipPlan P = ShipPlanDC.GetCurShipPlan();

        P.ResetPutID();
        U3DUtil.DestroyAllChild(TreasureScene.GetMapStart().gameObject);
        WndManager.DestroyAllDialogs();
        BoatObj.SendGetPlanData();

        TreasureScene.BuildUIByTreasureState();
        TreasureScene.OutTreasureScene();
    }
Beispiel #17
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 /// <summary>
 /// 构建战斗环境
 /// </summary>
 public static void BuildScene()
 {
     U3DUtil.DestroyAllChild(m_MapStart.gameObject);
     if (m_Mode == BattleEnvironmentMode.CombatPVE)
     {
         MapM.ClearMap();
         CM.ExitCm();
         BuildCombatPVEScene();
     }
     else if (m_Mode == BattleEnvironmentMode.Edit)
     {
         BuildCombatEditScene();
     }
 }
Beispiel #18
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    public void AddSoldier()
    {
        U3DUtil.DestroyAllChild(MyHead.Parent.gameObject, false);
        List <SoldierInfo> lSoldierInfo = new List <SoldierInfo>();
        List <BuildInfo>   lBuildInfo   = new List <BuildInfo>();
        List <BuildInfo>   lStair       = new List <BuildInfo>();
        ShipPlan           Plan         = ShipPlanDC.GetCurShipPlan();

        Plan.GetShipLifeObj(ref lSoldierInfo, ref lBuildInfo, ref lStair);
        foreach (SoldierInfo item in lSoldierInfo)
        {
            CreateItem(item);
        }
        NGUIUtil.RepositionTablePivot(MyHead.Parent.gameObject);
        SetCombatPower();
    }
Beispiel #19
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    public void RefreshUI()
    {
        U3DUtil.DestroyAllChild(MyHead.SelectCaptionTable.gameObject);
        m_CaptionList.Clear();
        SetUserData();
        MyHead.UpStar.SetActive(false);
        //加载已拥有黑科技
        List <CaptionInfo> caplist = new List <CaptionInfo>();

        BlackScienceDC.GetExistBS(ref caplist);
        LoadCapHeadList(caplist, MyHead.SelectCaptionTable);
        //加载未召唤黑科技
        List <CaptionInfo> caplist1 = new List <CaptionInfo>();

        BlackScienceDC.GetHaveFragmentBS(ref caplist1);
        LoadCapHeadList(caplist1, MyHead.SelectCaptionTable, 0);
    }
Beispiel #20
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    public void LoadShipDesign()
    {
        U3DUtil.DestroyAllChild(MyHead.ShipDesignParent, false);
        StaticShipCanvas canvas = ShipPlanDC.GetCurShipDesignInfo();

        if (canvas != null)
        {
            GameObject go = NDLoad.LoadWndItem("ShipDesignItem", MyHead.ShipDesignParent.transform);
            if (go != null)
            {
                go.transform.localScale = new Vector3(0.8f, 0.8f, 1f);
                ShipDesignItem item = go.GetComponent <ShipDesignItem>();
                if (item != null)
                {
                    item.SetData(canvas, false, ShipPlanDC.CurShipDesignID);
                    EventDelegate.Add(item.BtnSelect.onClick, BtnSelectChange);
                }
            }
        }
    }
Beispiel #21
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 public void CreatList()
 {
     U3DUtil.DestroyAllChild(MyHead.table.gameObject, false);
     if (battack)
     {
         foreach (treasure.TreasureObjInfo si in m_status)
         {
             SoldierInfo soldierInfo = SoldierM.GetSoldierInfo(si);
             SoldierM.GetSoldierInfo(ref soldierInfo);
             CreatItem(soldierInfo);
         }
     }
     else
     {
         foreach (battle.SoldierInfo si in m_soldiers)
         {
             SoldierInfo soldierInfo = SoldierM.GetSoldierInfo(si);
             CreatItem(soldierInfo);
         }
     }
     MyHead.table.Reposition();
 }
Beispiel #22
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    void CreateWhenSelectChange(ShipModemType type)
    {
        U3DUtil.DestroyAllChild(MyHead.Table.gameObject);
        List <StaticShipCanvas> l = ShipPlanDC.GetAllShipDesignList(type);

        SortCanvasList(ref l);
        for (int i = 0; i < l.Count; i++)
        {
            StaticShipCanvas Info = l[i];

            GameObject go = NDLoad.LoadWndItem("ShipDesignItem", MyHead.Table.transform);
            if (go != null)
            {
                ShipDesignItem item = go.GetComponent <ShipDesignItem>();
                if (item != null)
                {
                    item.SetData(Info, m_iWndType == WndType.ShipEdit, Info.ShipDesignID);
                    item.m_SelectCallBack = ShipDesignItemCallBack;
                }
            }
        }
        StartCoroutine(RepositionTable(1));
    }
Beispiel #23
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 /// <summary>
 /// 清空方案下的现有船只
 /// </summary>
 void ClearFangAn()
 {
     U3DUtil.DestroyAllChild(BattleEnvironmentM.GetLifeMBornNode(true).gameObject);
 }
Beispiel #24
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 public void UnLoadEditEffect()
 {
     U3DUtil.DestroyAllChild(SelectEffectParent);
 }
Beispiel #25
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 private void ClearUI()
 {
     U3DUtil.DestroyAllChild(MyHead.EquipMidTable.gameObject, true);
 }
Beispiel #26
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 void BtnRootEquip_OnClickEventHandler(UIButton sender)
 {
     U3DUtil.DestroyAllChild(MyHead.ComposeMaterialsParent, true);
     U3DUtil.DestroyAllChild(MyHead.ComposeEquipsParent, true);
 }