//初始化 void Init() { Chapter chapterData = null; DungeonsManager dm = Core.Data.dungeonsManager; if (dm.ChapterList.TryGetValue(this.ChapterID, out chapterData)) { int[] cityID = chapterData.config.cityID; int cityCount = cityID.Length; CreateElement(cityCount); //赋值 for (int i = 0; i < cityCount; i++) { City city = null; if (dm.CityList.TryGetValue(cityID[i], out city)) { int[] floorID = city.config.floorID; if (floorID.Length > 0) { Floor floor = null; if (dm.FloorList.TryGetValue(floorID[floorID.Length - 1], out floor)) { Elements[i].gameObject.SetActive(true); Elements[i].SetData(floor, city); } } } } } uiTable.repositionNow = true; }
public void Refresh() { _CanEnter = true; MarkSprite.gameObject.SetActive(false); Btn_Drop.enabled = true; DungeonsManager dm = Core.Data.dungeonsManager; int lastfloorid = dm.lastFloorId; int currchapter = System.Convert.ToInt32(gameObject.name); ChapterData chapter = dm.reverseToChapterMore(lastfloorid); if (chapter != null) { //Debug.Log(" chapter ="+chapter.ID.ToString() +" currchapter ="+ currchapter.ToString()); if (currchapter - chapter.ID == 100) { uinew.enabled = true; } else { uinew.enabled = false; } } }
/*创建CityFloor所有元素 * */ public void ShowCityFloorView(Chapter _chapter, GameObject root) { if (Core.Data.temper != null && Core.Data.playerManager.Lv > Core.Data.temper.mPreLevel) { LevelUpUI.OpenUI(); Core.Data.temper.mPreLevel = Core.Data.playerManager.Lv; Core.Data.temper.mPreVipLv = Core.Data.playerManager.curVipLv; } if (cityFloorManager == null) { #if FB2 //FhjLoadPrefab.GetPrefab("pbUICityFloorManager2") cityFloorManager = (UnityEngine.Object.Instantiate(FhjLoadPrefab.GetPrefab("pbUICityFloorManager2")) as GameObject).GetComponent <UICityFloorManager>(); #else cityFloorManager = FhjLoadPrefab.GetPrefabClass <UICityFloorManager>(); #endif cityFloorManager.OnClickedCityItem = ClickCityItem; cityFloorManager.OnClickedFloorItem = ClickFloorItem; cityFloorManager.onBossDesInfoClick = ClickBossDesInfo; Transform t = cityFloorManager.transform; t.parent = root.transform; t.localPosition = Vector3.back * 10; t.localRotation = Quaternion.identity; t.localScale = Vector3.one; } DungeonsManager dm = Core.Data.dungeonsManager; chapter = _chapter; if (chapter != null) { citys = new List <City>(); foreach (int cityId in chapter.config.cityID) { citys.Add(dm.CityList[cityId]); } } cityFloorManager.UpdateChapterName(chapter.config.name); cityFloorManager.InitCityItems(_chapter.config.cityID); if (chapter.toFightCity != null) { SelectCity(chapter.toFightCity); } else { SelectCity(dm.CityList[chapter.toFightCityId]); } UpdateCityItemsState(); UpdateFloorItemsState(); }
public void InitCityItems(int[] citys) { if (citys != null && citys.Length > 0) { if (cityItem == null) { cityItem = FhjLoadPrefab.GetPrefab(FhjPrefabsName.UICityItem); } DungeonsManager dm = Core.Data.dungeonsManager; int index = 0; foreach (int cityId in citys) { City itemData = dm.CityList[cityId]; if (itemData != null) { UICityItem _item = null; if (cityList.Count > index) { _item = cityList[index]; _item.gameObject.SetActive(true); } else { _item = NGUITools.AddChild(cityRoot.gameObject, cityItem).GetComponent <UICityItem>(); _item.gameObject.name = _item.gameObject.name.Substring(0, _item.gameObject.name.IndexOf("(")) + ((char)(index + 'A')).ToString(); cityList.Add(_item); } if (_item != null) { _item.InitItem(itemData); _item.OnClickedItem = ClickCityItem; ++index; } #if FB2 _item.SetImage(itemData.config.ID); #endif } } for (int i = index; i < cityList.Count; ++i) { cityList[i].gameObject.SetActive(false); } cityRoot.repositionNow = true; _cityScroll.ResetPosition(); } }
public void Refresh() { DungeonsManager dm = Core.Data.dungeonsManager; int i = 0; foreach (Chapter kp in dm.ChapterList.Values) { if (kp.config.ID == dm.fightChapterId) { _MyShowList [i].Refresh(); return; } i++; } }
void Start() { isRunStart = true; // Debug.Log("---------Start---------"); GameObject obj = PrefabLoader.loadFromPack("GX/pbChapterShowCell") as GameObject; ChapterShowCellScript script = null; DungeonsManager dm = Core.Data.dungeonsManager; _MyShowList = new List <ChapterShowCellScript> (); int i = 0; foreach (Chapter kp in dm.ChapterList.Values) { script = (NGUITools.AddChild(ShowRoot, obj)).GetComponent <ChapterShowCellScript> (); _MyShowList.Add(script); i++; if (i < 9) { script.ChapterSprite.atlas = cptAtlsv1; } else { script.ChapterSprite.atlas = cptAtlsv2; } script.Show(kp, Core.Data.stringManager.getString(20001).Replace("#", i.ToString()), "A3Cpt" + i.ToString()); script.gameObject.name = kp.config.ID.ToString(); // if (kp.config.ID == dm.fightChapterId) // { // script.Refresh (); // } } UIGrid grid = ShowRoot.GetComponent <UIGrid>(); if (grid != null) { grid.repositionNow = true; } Refresh(); }
public bool SelectCity(City _city) { _city.isOpen = true; if (Core.Data.dungeonsManager.CityList.ContainsKey(_city.config.ID)) { _city.toFightFloorId = Core.Data.dungeonsManager.CityList[_city.config.ID].toFightFloorId; } //Debug.Log(">>>>>>>>>>>>>city["+_city.config.ID.ToString()+"].toFightFloorId="+_city.toFightFloorId.ToString()); currCity = _city; DungeonsManager dm = Core.Data.dungeonsManager; floors = new List <Floor>(); foreach (int floorId in currCity.config.floorID) { floors.Add(dm.FloorList[floorId]); } if (cityFloorManager != null) { UpdateCityItemsState(); int index = GetCityIndex(currCity); cityFloorManager.JumpToCity(index, citys.Count); } if (currCity.toFightFloorId == 0) { currCity.toFightFloorId = floors[0].config.ID; // Debug.Log("JC---->SelectCity---->"+currCity.toFightFloorId.ToString()); } if (cityFloorManager != null) { cityFloorManager.InitFloorItems(floors, currCity.toFightFloorId); StartFloor(GetFloor(currCity.toFightFloorId)); } return(true); }
//直接跳转副本的某一关 public bool JumpToFB(int floodID) { DungeonsManager dm = Core.Data.dungeonsManager; //Debug.Log("floodID="+floodID+" dm.lastFloorId="+dm.lastFloorId); if (floodID > dm.lastFloorId) { return(false); } int cityid = dm.reverseToCity(floodID).ID; int chapterid = dm.reverseToChapter(cityid).ID; Chapter c = (Chapter)dm.ChapterList [chapterid].Clone(); c.toFightCityId = cityid; c.toFightCity = new City(); c.toFightCity = dm.CityList [cityid]; c.toFightCity.toFightFloorId = floodID; DBUIController.mDBUIInstance.SetViewStateWithData(RUIType.EMViewState.S_CityFloor, c); return(true); }