public override void OnExecute()
        {
            base.OnExecute();
            //GameEvents.UI_Guid_Event.OnFindSceneResult += OnGameOver;
            Vector2   center  = Vector2.right * Screen.width / 2f + Vector2.up * Screen.height / 2f;
            GUIFrame  frame   = GuidNewModule.Instance.GetFrameByResName(UIDefine.UI_GUID);
            Transform artTran = frame.FrameRootTransform.Find("guid/art");

            startLocalPos = CameraUtility.ScreenPointInLocalRectTransform(center, artTran.gameObject);
            List <SceneItemEntity> sceneItem = GameEvents.MainGameEvents.GetSceneItemEntityList.SafeInvoke(1);

            if (sceneItem.Count > 0)
            {
                entityID = sceneItem[0].EntityId;
                //Debug.Log(" item name  ===  " + sceneItem[0].EntityData.itemName + "  " + sceneItem[0].EntityPosition);
                //endLocalPos = CameraUtility.WorldPointInCanvasRectTransform(sceneItem[0].EntityPosition, artTran.gameObject);
                //endLocalPos = GuidNewTools.WordToLocalPos(artTran,sceneItem[0].EntityPosition);
                Vector2 screenPos = Camera.main.WorldToScreenPoint(sceneItem[0].EntityPosition);
                endLocalPos = CameraUtility.ScreenPointInLocalRectTransform(screenPos, artTran.gameObject);
                GameEvents.UI_Guid_Event.OnLoadEffect.SafeInvoke(20010, "UI_xinshouyindao_huadong02.prefab", startLocalPos, Vector2.one, 0f);
                GameEvents.UI_Guid_Event.OnLoadEffect.SafeInvoke(20011, "UI_xinshouyindao_huadong02_quan.prefab", endLocalPos, Vector2.one, 0f);

                m_effect = GameEvents.UI_Guid_Event.OnGetMaskEffect(20010);
                if (m_effect != null)
                {
                    GuidNewModule.Instance.PushFunction(this);
                }
                GameEvents.MainGameEvents.OnPickedSceneObject += OnPickedSceneItem;
            }
        }
Ejemplo n.º 2
0
    public void InitBuildinUIEffect(string effectName, UILogicBase ownerUILogic)
    {
        this.m_ownerUILogic = ownerUILogic;

        this.m_buildInEffectComponent = ownerUILogic.Make <GameUIEffect>(gameObject);

        this.m_buildInEffectComponent.EffectPrefabName = effectName;

        this.m_buildInEffectComponent.Visible = gameObject.activeInHierarchy && m_ownerUILogic.UIFrame.Visible;
    }
Ejemplo n.º 3
0
        private void PreLoadEffect(long effectID, string resName)
        {
            GameUIEffect effect = m_artRoot.AddChild <GameUIEffect>();

            effect.SetRenderQueue(10001);
            effect.gameObject.name         = effectID.ToString();
            effect.EffectPrefabName        = resName;
            effect.Widget.anchoredPosition = Vector3.zero;
            effect.Visible = false;
            m_allEffect.Add(effectID, effect);
        }
Ejemplo n.º 4
0
 private void OnLoadEffect(long effectID, string resName, Vector2 pos, Vector2 scale, float rotation)
 {
     if (m_allEffect.ContainsKey(effectID))
     {
         m_allEffect[effectID].Widget.anchoredPosition = pos;
         m_allEffect[effectID].SetRealScale(scale);
         //m_allEffect[effectID].SetRotation(Vector3.forward * rotation);
         m_allEffect[effectID].Visible = true;
         //m_allEffect[effectID].SetScale(scale);
         //m_allEffect[effectID].gameObject.SetActive(true);
     }
     else
     {
         GameUIEffect effect = m_artRoot.AddChild <GameUIEffect>();
         effect.gameObject.name         = effectID.ToString();
         effect.EffectPrefabName        = resName;
         effect.Widget.anchoredPosition = pos;
         effect.SetRealScale(scale);
         //effect.SetRotation(Vector3.forward * rotation);
         effect.Visible = true;
         m_allEffect.Add(effectID, effect);
     }
 }