Beispiel #1
0
    public static void OpenLangSel()
    {
        LanguageSelectCtrl ctrl     = WsWindow.Open <LanguageSelectCtrl>(WsWindow.LanguageSelect);
        RectTransform      rectTran = ctrl.GetComponent <RectTransform>();

        if (rectTran != null)
        {
            rectTran.sizeDelta = new Vector2(0, 0);
        }
        ctrl.UpdateUI();
    }
Beispiel #2
0
    //显示0-4 全部-道术师-步兵-骑兵-弓弩手 供招募的
    public static void ShowEmploy(int type)
    {
        ArmyShopCtrl  ctrl     = WsWindow.Open <ArmyShopCtrl>(WsWindow.ArmyShop);
        RectTransform rectTran = ctrl.GetComponent <RectTransform>();

        if (rectTran != null)
        {
            rectTran.sizeDelta = new Vector2(0, 0);
            //rectTran.anchorMin = new Vector2(0, 0);
            //rectTran.anchorMax = new Vector2(1, 1);
        }
        ctrl.BindArmyType(type);
        ctrl.Reset();
        ctrl.UpdateUI();
    }
Beispiel #3
0
    public static void PopupTip(int strIden)
    {
        PopupTip tip    = WsWindow.OpenMul <PopupTip>(WsWindow.PopupTip);
        LangBase langIt = GameData.langMng.GetRowByIdx((int)strIden) as LangBase;
        string   str    = "";

        if (Lang == (int)LanguageType.Ch && langIt != null)
        {
            str = langIt.Ch;
        }
        if (Lang == (int)LanguageType.En && langIt != null)
        {
            str = langIt.En;
        }
        tip.Popup(str);
    }
 public void SelectTarget()
 {
     WsWindow.Close(WsWindow.SelectTarget);
     //SelectTarget ctrl = WsWindow.Open<SelectTarget>(WsWindow.SelectTarget);
 }
    /*
     * public void OnConnect(CBase result)
     * {
     *  GameObject loading = U3D.ShowLoading();
     *  ConnResult connRet = result as ConnResult;
     *  if (connRet != null)
     *  {
     *      if (!connRet.success)
     *          U3D.btn.gameObject.SetActive(true);
     *      else
     *          OnConnectSuccess();
     *  }
     * }
     */

    /*
     * public void OnDisConnect()
     * {
     *  if (!GameData.anotherLogined)
     *  {
     *      U3D.PopupTip("服务器断开连接, 正在尝试重新连接");
     *      CancelInvoke("HeartBeat");
     *      U3D.CloseLoading();
     *      U3D.ShowLoading();
     *  }
     * }
     */
    /*
     * public static void OnSynServerList(RBase rsp)
     * {
     *  ResponGetServerList Rsp = rsp as ResponGetServerList;
     *  if (Rsp != null && Rsp.lst != null)
     *      GameData.server = Rsp.lst;
     *  if (GameData.server != null && GameData.server.Count != 0)
     *  {
     *      ins.ServerIdx = GameData.server[0].Idx;
     *      ins.GameServerIP = GameData.server[0].ServerIP;
     *      ins.ServerName = GameData.server[0].ServerName;
     *      ins.ServerPort = GameData.server[0].ServerPort;
     *      LoginCtrl ctrl = WsWindow.Open<LoginCtrl>(WsWindow.RegAndLogin);
     *      U3D.CloseLoading();
     *  }
     *  else
     *      ins.OnConnectSuccess();
     * }
     */

    /*
     * public void OnConnectSuccess()
     * {
     *  //其他设备把此设备挤出去了.
     *  if (GameData.anotherLogined)
     *      return;
     *  //已经登录过的,尝试重连.
     *  if (GameData.logined)
     *  {
     *      ClientProxy.OnClickLogin(GameData.account.lastAccount, GameData.account.lastPassword,
     *      delegate (RBase rsp)
     *      {
     *          Common.OnAuthRsp(rsp, delegate (RBase rsp2) {
     *              //如果重连,那么发过来的信息,结构体不是UserInfo,而是一个可以恢复玩家 线路,角色,和状态的一个包。
     *              //这个重连等能进游戏再回过头来做
     *              OnSyncRoleStatus(rsp2);
     *          });
     *      });
     *  }
     *  else
     *      ClientProxy.UpdateGameServer(OnSynServerList);
     * }
     *
     * void HeartBeat()
     * {
     *  cnt--;
     *  if (cnt <= 0)
     *  {
     *      U3D.ShowLoading();
     *      return;
     *  }
     *  Common.SendHeartBeat(OnHeartBeat);
     * }
     *
     * int cnt = 4;
     * void OnHeartBeat(RBase rq)
     * {
     *  U3D.PopupTip("心跳成功");
     *  cnt = 4;
     * }
     *
     * public void OnSyncRoleStatus(RBase rsp)
     * {
     *  //需要线路信息1,角色编号信息2,2者有了,又登录了的情况下。是可以恢复角色状态的.若恢复失败,则告知需要重新登录.
     *  U3D.PopupTip("状态重连 还没做,流程是对的。先做状态同步");
     * }
     *
     * public void OnLoginSuccess()
     * {
     *  //InvokeRepeating("HeartBeat", 15.0f, 15.0f);
     *  U3D.CloseLoading();
     *  WsWindow.Close(WsWindow.RegAndLogin);
     *  ShowServerInfo();
     * }
     *
     * void ShowServerInfo()
     * {
     *  WsWindow.Open(WsWindow.ServerInfo);
     * }
     *
     * public void ShowRoleInfo()
     * {
     *  WsWindow.Close(WsWindow.ServerInfo);
     *  GameObject panel = WsWindow.Open(WsWindow.RoleInfo);
     * }
     */
    public void EntryNextTitle()
    {
        WsWindow.Open(WsWindow.UIPage);
    }
Beispiel #6
0
 public void OnClose()
 {
     WsWindow.Close(WsWindow.ArmyShop);
 }
Beispiel #7
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 static void BattleInit()
 {
     WsWindow.Close(WsWindow.Dialogue);//进战斗前必须把交互对话框关闭.
     WsWindow.Close(WsWindow.Battle);
     WsWindow.Open(WsWindow.Battle);
 }
Beispiel #8
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 public void CancelSelect()
 {
     WsWindow.Close(WsWindow.LanguageSelect);
 }
Beispiel #9
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 public void OnClickNo()
 {
     WsWindow.Close(WsWindow.YesNo);
 }
 void OnClose()
 {
     U3D.TextAppend("\n睡了一觉,状态全满了");
     U3D.Fullup();
     WsWindow.Close(WsWindow.RestCtrl);
 }
Beispiel #11
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 public static void NpcTalkClose()
 {
     WsWindow.Close(WsWindow.NpcTalkPanel);
 }
Beispiel #12
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    //点击下方的 物品,NPC按钮,弹出一个简单提示
    public static void PopupTip(string str)
    {
        PopupTip tip = WsWindow.OpenMul <PopupTip>(WsWindow.PopupTip);

        tip.Popup(str);
    }