public void OnVideoSizeChanged(int width, int height, int unappliedRotationDegrees, float pixelWidthHeightRatio) { try { if (!AppSettings.ShowVideoWithDynamicHeight) { return; } if (height > width) { height = GetPortraitHeight(height); } // Get layout params of view // Use MyView.this to refer to the current MyView instance // inside a callback var p = MainRoot.LayoutParameters; int currWidth = MainRoot.Width; // Set new width/height of view // height or width must be cast to float as int/int will give 0 // and distort view, e.g. 9/16 = 0 but 9.0/16 = 0.5625. // p.height is int hence the final cast to int. p.Width = currWidth; p.Height = (int)((float)height / width * currWidth); // Redraw myView MainRoot.RequestLayout(); } catch (Exception e) { Console.WriteLine(e); } }
public void OnDetailClick() { UMengPlugin.UMengEvent(EventId.VEGETABLE_EXPLAIN, new Dictionary <string, object> { { "code", _userVegetable.VegetableCode }, { "level", _userVegetable.CurrentLevel } }); //这个复杂了,每个技能的介绍或许还不一样 var vegetableIntroTextConfig = ConfigManager.GetConfig(ConfigManager.ConfigType.VegetableIntroTextConfig) as VegetableIntroTextConfig; if (vegetableIntroTextConfig == null) { Debug.LogError("没有VegetableIntroTextConfig"); return; } var vegetableIntro = vegetableIntroTextConfig.IntroList.Find(x => x.VegetableCode == _userVegetable.VegetableCode); if (vegetableIntro == null) { Debug.LogError("没有vegetableIntro.Code:" + _userVegetable.VegetableCode); return; } MorlnTooltip.Show(vegetableIntro.IntroContent, MainRoot.InverseTransformPoint(VegetableArtContentContainer.position)); }
void OnPlanetSceneUnloaded(Scene scene) { SceneManager.sceneUnloaded -= OnPlanetSceneUnloaded; SceneManager.sceneLoaded += OnPlanetSceneLoaded; //GetParentalController().SetProc(Procs_BaseActController._Main); SceneManager.LoadSceneAsync(MainRoot.GetAppConf().worldToLoad, LoadSceneMode.Additive); }
protected void thisEnter() { AppI_Debug.ShowMsg("BaseAct Controller proc_Main thisEnter"); MainRoot.GetUIMgr().HudCamPegs.gameObject.SetActive(true); MainRoot.GetUIMgr().HudQuads.gameObject.SetActive(true); MainRoot.GetUIMgr().HUDSpares.gameObject.SetActive(true); }
public override void _Ready() { main = GetTree().CurrentScene as MainRoot; pauseButton = GetNode <TextureButton>("PauseButton"); buttons = GetNode <HBoxContainer>("Buttons"); settingMenue = GetTree().CurrentScene.GetNode <Control>("Hud/SettingMenue"); buttons.Hide(); }
private void OnEnterGameClick() { //MainRoot.Goto(MainRoot.UIStateName.Menu); MainRoot.Goto(MainRoot.UIStateName.Game); MainController.Instance.Execute(new Communication.UpperPart.StartChallenge { RoundTimeout = 999, }); }
void OnExitClick() { if (_hasChanged) { SystemSettings.SaveSettingsToHD(); } OnConfirmClick(); MainRoot.Goto(MainRoot.UIStateName.Entrance); }
void Awake() { MainRoot.SetTerrainLot(FindObjectOfType <TerrainLot>()); MainRoot.GetUIMgr().HudQuads = FindObjectOfType <HUDQuadDiag>(); MainRoot.GetUIMgr().HudQuads.gameObject.SetActive(false); MainRoot.GetUIMgr().HUDSpares = FindObjectOfType <HUDSpareDiag>(); MainRoot.GetUIMgr().HUDSpares.gameObject.SetActive(false); MainRoot.GetUIMgr().HudCamPegs = FindObjectOfType <HUDCamPeg>(); MainRoot.GetUIMgr().HudCamPegs.gameObject.SetActive(false); }
public void OnRealTimeFightingClick() { CommonData.RivalUser = null; GameData.LastChallengeID = null; Requester.Instance.Send(new NewMatch());//发送消息 MainRoot.Goto(MainRoot.UIStateName.Match); MatchUI.Instance.RefreshBeforeMatch(); UMengPlugin.UMengEvent(EventId.HOME_MULTI, null); }
IEnumerator GotoEndRoundUICoroutine(EndRound cmd) { yield return(new WaitForSeconds(2)); MainRoot.Goto(MainRoot.UIStateName.EndRound); while (!EndRoundUI.Instance) { yield return(new WaitForEndOfFrame()); } EndRoundUI.Instance.PlayEndRoundProcess(cmd); }
protected void thisEnter() { AppI_Debug.ShowMsg("BaseAct Controller proc_Boot thisEnter"); SceneManager.sceneUnloaded += OnPlanetSceneUnloaded; ((BaseActController)actBase).planeObj.SetActive(true); ((BaseActController)actBase).terrainObj.SetActive(true); ((BaseActController)actBase).sunObj.SetActive(false); SceneManager.UnloadSceneAsync(MainRoot.GetAppConf().homeToLoad); }
IEnumerator GotoPlayingRealTimeCoroutine(float delay) { yield return(new WaitForSeconds(delay)); MainRoot.Goto(MainRoot.UIStateName.Game); while (!GameManager.Instance) { yield return(new WaitForEndOfFrame()); } GameManager.Instance.ResetAndRefreshBeforeRealTimeFighting(); CandyBAPool.Instance.PrepareAllCandys(); }
public void OnConfirmClick() { if (_gotoNext) { Debug.LogError("出错了"); return; MusicManager.Instance.CrossFadeIn(); MainRoot.Goto(MainRoot.UIStateName.PushLevel); } else { _gotoNext = true; } }
IEnumerator _ReturnToPushLevelUI() { MainRoot.Goto(MainRoot.UIStateName.PushLevel); while (!PushLevelUI.Instance) { yield return(new WaitForEndOfFrame()); } var majorLevelUnlockInfo = CommonData.ChallengeUnlockInfoList.Find(x => x.MajorLevelId == GameData.LastChallengeMajorLevelID); if (majorLevelUnlockInfo != null) { PushLevelUI.Instance.EnterMajorLevel(majorLevelUnlockInfo); } }
public static void Main(string[] args) { MainRoot Input = JsonConvert.DeserializeObject <MainRoot>(File.ReadAllText(@"C:\Users\rajesh.konki\Desktop\json\input.json")); one = JsonConvert.DeserializeObject <List <Movie> >(File.ReadAllText(@"C:\Users\rajesh.konki\Desktop\wikipedia-movie-data-master\wikipedia-movie-data-master\movies.json")); if (Input.title != null) { foreach (var x in SearchTitle(Input.title)) { result.Add(x); } } foreach (var x in result) { Console.WriteLine(x.title); Console.WriteLine(x.year); } try { if (Input.years != 0) { foreach (var x in YearSearch(Input.years)) { result.Add(x); } } }catch (Exception e) { Console.WriteLine(e); } //Console.WriteLine(Input.years); //if (input.years != 0) // yearsearch(input.years); // List<string> rs = new List<string>(); //foreach(var x in Input.cast) // { // rs.Add(x); // } // CastCheck(rs); Console.Read(); //Console.WriteLine(obj.Title); }
public static void Load() { if (Instance) { MainRoot.FocusPanel(Instance); } else { if (!Prefab) { Debug.LogWarning("找不到Panel的Prefab"); return; } MainRoot.ShowPanel(Prefab); } }
public void Execute(StartChallenge cmd) { GameData.FriendDataList = cmd.FriendDataList; GameData.LastChallengeID = cmd.ChallengeId; MainRoot.Goto(MainRoot.UIStateName.Game); if (CommonData.MyUser != null) { CommonData.MyUserOld = CommonData.MyUser.GetDuplicate(); //备份旧的MyUser } StartCoroutine(GotoPlayingChallengeCoroutine(2)); //最好有倒计时 MusicManager.Instance.CrossFadeOut(); //音乐渐出 CandyBAPool.Instance.PrepareAllCandys(); //预加载所有糖果 }
public static void Load() { if (Instance) { MainRoot.FocusPanel(Instance); } else { if (!Prefab) { return; } MainRoot.ShowPanel(Prefab); } if (Instance) { Instance.Initialize(); } }
void Awake() { Instance = this; Debug.Log("屏幕分辨率:" + Screen.width + "*" + Screen.height + "; Ratio:" + (Screen.height * 1f / Screen.width)); if (Screen.height * 1f / Screen.width > 1.5f)//如果屏幕太高,就在上下增加白边 { // ReSharper disable PossibleLossOfFraction foreach (var myCamera in Cameras) { myCamera.orthographicSize = 320 * Screen.height / Screen.width; } // ReSharper restore PossibleLossOfFraction Background.localScale = new Vector3(1, Screen.height / 1.5f / Screen.width, 1); } else if (Screen.height * 1f / Screen.width < 1.5f) { Background.localScale = new Vector3(Screen.width * 1.5f / Screen.height, 1, 1); } }
void OnClick() { UMengPlugin.UMengEvent(EventId.EQUIP_INTRO, new Dictionary <string, object> { { "code", _equip.EquipCode } }); //发送统计事件 if (_equip == null) { return; } var equipIntroTextConfig = ConfigManager.GetConfig(ConfigManager.ConfigType.EquipIntroTextConfig) as EquipIntroTextConfig; if (equipIntroTextConfig != null) { var equipIntro = equipIntroTextConfig.IntroList.Find(x => x.EquipCode == _equip.EquipCode); var text = equipIntro.IntroContent + (_worn ? "\n[FFFF00]双击脱下[-]" : "\n[FFFF00]双击穿上[-]"); MorlnTooltip.Show(text, MainRoot.InverseTransformPoint(transform.position)); } }
IEnumerator GotoPlayingChallengeCoroutine(float delay) { var curT = Time.time; while (!GameManager.Instance) { yield return(new WaitForEndOfFrame()); } GameManager.Instance.ResetAndRefreshBeforeChallengeFighting(2); while (Time.time - curT < delay) { yield return(new WaitForEndOfFrame()); } State = new State.PlayingChallenge(); //切状态 MainRoot.Goto(MainRoot.UIStateName.Game); //确保进入了GameUI,一般无用 GameManager.Instance.StartChallengeRound(); }
/// <summary> /// 实例化。开始切换时调用。不会重复加载 /// </summary> /// <returns></returns> public static EntranceUI Load(bool useAnimation = true) { if (Instance) { return(Instance); //不重复加载 } if (!Prefab) { return(null); } var ui = MainRoot.LoadUI(Prefab, useAnimation); Instance = ui.GetComponent <EntranceUI>(); Instance.ResetUIRange(); Instance.Initialize(); if (useAnimation) { Instance.DelayEnterStageCoroutine(); } return(Instance); }
public void Execute(RequestChallengeOk cmd) { GameData.LastChallengeMajorLevelID = cmd.MajorLevelId; GameData.LastChallengeSubLevelID = cmd.SubLevelId; //为之后准备好SubLevelData var hasCorrectsubLevelData = false; var challengeLevelConfig = ConfigManager.GetConfig(ConfigManager.ConfigType.ChallengeLevelConfig) as ChallengeLevelConfig; if (challengeLevelConfig != null) { var majorLevelData = challengeLevelConfig.MajorLevelList.Find(x => x.MajorLevelId == GameData.LastChallengeMajorLevelID); if (majorLevelData != null) { GameData.LastMajorLevelData = majorLevelData; GameData.LastSubLevelData = majorLevelData.SubLevelList.Find(x => x.SubLevelId == GameData.LastChallengeSubLevelID); hasCorrectsubLevelData = true; } } if (!hasCorrectsubLevelData) { GameData.LastMajorLevelData = null; GameData.LastSubLevelData = null; } GameData.LastChallengeID = cmd.ChallengeId; GameData.FellowDataList = cmd.FellowDataList; GameData.RivalBossData = cmd.BossData; MainRoot.Goto(MainRoot.UIStateName.Match); if (MatchUI.Instance) { MatchUI.Instance.RefreshBeforeChallenge(); } }
IEnumerator _GotoPushLevel() { MainRoot.Goto(MainRoot.UIStateName.PushLevel); while (!PushLevelUI.Instance) { yield return(new WaitForEndOfFrame()); } var unlocks = CommonData.ChallengeUnlockInfoList.Where(x => x.Unlocked); MajorLevelUnlockInfo max = null; foreach (var majorLevelUnlockInfo in unlocks) { if (max == null || majorLevelUnlockInfo.MajorLevelId > max.MajorLevelId) { max = majorLevelUnlockInfo; } } //PushLevelUI.Instance.EnterMajorLevel(max); if (max != null && max.MajorLevelId > 1) { PushLevelUI.Instance.Planet.GoToIndex(max.MajorLevelId - 1); } }
public static bool PersonLogin(string Us, string Pas) { try { using (var db = new Modals.Context()) { var res = db.Persons.Where(i => i.UserName == Us || i.Email == Us) .Where(i => i.Password == Security.Hash_SHA256.CreatHash256(Pas)).FirstOrDefault(); if (res != null) { MainRoot.SetRoot(res.UserName, res.FullName, res.AccessLevel, res.Email, res.PhoneNumber, res.Cart); return(true); } else { return(false); } } } catch (Exception ex) { throw ex; } }
public GameObject ChangeUIMask;//UI过渡时前景遮罩 void Awake() { Instance = this; var h = Camera.main.pixelHeight; var w = Camera.main.pixelWidth; Debug.Log("屏幕分辨率:" + w + "*" + h + "; Ratio:" + (h * 1f / w)); if (ScreenDirection == ScreenDirectionEnum.Landscape) { if (h / w > 1f / 1.5f) //如果屏幕太高,就在上下增加白边 { // ReSharper disable PossibleLossOfFraction MyCamera.orthographicSize = 3.2f * h / w / (1f / 1.5f); // ReSharper restore PossibleLossOfFraction //if (Background) Background.localScale = new Vector3(1, Screen.height * 1.5f / Screen.width, 1); } else if (h / w < 1.5f) { //if (Background) Background.localScale = new Vector3(Screen.width / 1.5f / Screen.height, 1, 1); } } else { //if (w / h > 1f / 1.5f) //如果屏幕太高,就在上下增加白边 //{ // // ReSharper disable PossibleLossOfFraction // MyCamera.orthographicSize = 3.2f * h / w / (1f / 1.5f); // // ReSharper restore PossibleLossOfFraction // //if (Background) Background.localScale = new Vector3(1, Screen.height * 1.5f / Screen.width, 1); //} //else if (h / w < 1.5f) //{ // //if (Background) Background.localScale = new Vector3(Screen.width / 1.5f / Screen.height, 1, 1); //} } }
public void OnReturnClick() { MainRoot.Goto(MainRoot.UIStateName.Menu); }
protected void Unload() { DestroyImmediate(gameObject); DestroyImmediate(this); MainRoot.DidDestroyPanel(this); }
/// <summary> /// 延迟进场,在加载之后,激活之前 /// </summary> /// <returns></returns> protected virtual void DelayEnterStageCoroutine() { gameObject.SetActive(false); MainRoot.Instance.StartCoroutine(MainRoot.DelayActivateUI(gameObject)); }
IEnumerator GuideCoroutine() { transform.localPosition = new Vector3(0, 0, -500); gameObject.layer = 8; var boxCollider = GetComponent <BoxCollider>(); if (!boxCollider) { boxCollider = gameObject.AddComponent <BoxCollider>(); } boxCollider.size = new Vector3(2000, 2000, 0); boxCollider.center = Vector3.zero; boxCollider.isTrigger = true; //选择昵称 boxCollider.enabled = false; SelectNicknamePanel.Load(); while (!SelectNicknamePanel.NicknameSelectOk) { yield return(new WaitForEndOfFrame()); } UMengPlugin.UMengEvent(EventId.NICKNAME_FINISH, new Dictionary <string, object> { { "random_times", SelectNicknamePanel.RandomTimes } }); MusicManager.Instance.CrossFadeOut(); //加载GameUI MainRoot.Goto(MainRoot.UIStateName.Game); while (!GameManager.Instance) { yield return(new WaitForEndOfFrame()); } SelectNicknamePanel.UnloadInterface();//此时才能销毁SelectNicknamePanel,不然会突变 GameUI.Instance.gameObject.SetActive(false); #region 故事板 _next = false; var mangaPrefab = MorlnResources.Load("UI/FreshmanGuide/Prefabs/Manga") as GameObject; var manga = PrefabHelper.InstantiateAndReset(mangaPrefab, transform); manga.transform.SetSortingLayer("Foreground"); manga.GetComponentInChildren <Animator>().enabled = true; Destroy(manga, 24f); yield return(new WaitForSeconds(22.5f)); _next = true; //while (!_next) yield return new WaitForEndOfFrame(); #endregion UMengPlugin.UMengEvent(EventId.GUIDE_PROGRESS, new Dictionary <string, object> { { "state", "故事板完" } }); GameUI.Instance.gameObject.SetActive(true); #region 消教学 _next = false; boxCollider.enabled = false; GameData.RivalBossData = new DefenseData("鸡妈妈", 1, 90005, 100, 100); GameManager.Instance.ClearDefenserSetAIAndCameraAndTimeScale(); var grid = GameManager.Instance.MyGrid; grid.ResetCells(5, 5, null); GameData.InitVegetableTypeCount = 4; //填入预设的蔬菜 const string text = @"0 1 0 3 4 4 3 2 1 0 0 2 4 2 1 3 1 0 4 3 0 1 4 3 2"; grid.CreateCandysAsPreset(text); GameManager.Instance.ResetAndRefreshAndStartFreshmanGuideRound(); #region 母子对话 yield return(new WaitForSeconds(1.5f)); var lines = new[] { new Line(false, "慢着,老娘我先陪你练练", 2.5f), new Line(true, "妈,我怕伤着你", 1.1f), new Line(false, "少废话,接招", 2f) }; var bubblePrefab = MorlnResources.Load <GameObject>("UI/FreshmanGuide/Prefabs/Bubble"); var bubbleGo = PrefabHelper.InstantiateAndReset(bubblePrefab, transform); var bubbleSpr = bubbleGo.GetComponentInChildren <UISprite>(); var talkLabel = bubbleGo.GetComponentInChildren <UILabel>(); foreach (var line in lines) { bubbleSpr.transform.localScale = new Vector3(line.Left ? -1 : 1, 1, 1); talkLabel.text = line.Text; yield return(new WaitForSeconds(line.Length)); } Destroy(bubbleGo); #endregion UMengPlugin.UMengEvent(EventId.GUIDE_PROGRESS, new Dictionary <string, object> { { "state", "母子对话完" } }); //开始遮罩教学 var prefab = MorlnResources.Load <GameObject>("UI/FreshmanGuide/Prefabs/GuideMask-Sanxiao"); GameObject go = null; if (prefab) { go = PrefabHelper.InstantiateAndReset(prefab, MainRoot.Instance.transform); } else { Debug.LogError("不能没有这个Prefab!"); } while (!_next) { //监测是否完成操作,完成则_next = true; if (GameData.MyEnergy > 0) { _next = true; } yield return(new WaitForEndOfFrame()); } Destroy(go); #endregion UMengPlugin.UMengEvent(EventId.GUIDE_PROGRESS, new Dictionary <string, object> { { "state", "三消教学完" } }); #region 蓄力值 _next = false; boxCollider.enabled = true; prefab = MorlnResources.Load <GameObject>("UI/FreshmanGuide/Prefabs/GuideMask-Energy"); go = null; if (prefab) { go = PrefabHelper.InstantiateAndReset(prefab, MainRoot.Instance.transform); } else { Debug.LogError("不能没有这个Prefab!"); } while (!_next) { yield return(new WaitForEndOfFrame()); } Destroy(go); #endregion UMengPlugin.UMengEvent(EventId.GUIDE_PROGRESS, new Dictionary <string, object> { { "state", "教蓄力值完" } }); #region 使用技能 while (true) { if (GameData.MyEnergy >= GameData.MyEnergyCapacity) { break; } yield return(new WaitForEndOfFrame()); } _next = false; boxCollider.enabled = false; prefab = MorlnResources.Load <GameObject>("UI/FreshmanGuide/Prefabs/GuideMask-UseSkill"); go = null; if (prefab) { go = PrefabHelper.InstantiateAndReset(prefab, MainRoot.Instance.transform); } else { Debug.LogError("不能没有这个Prefab!"); } while (!_next) { if (GameData.MyEnergy < 120) { _next = true; //证明使用过技能了 } yield return(new WaitForEndOfFrame()); } Destroy(go); #endregion UMengPlugin.UMengEvent(EventId.GUIDE_PROGRESS, new Dictionary <string, object> { { "state", "使用技能完" } }); #region 成了伤害 while (true) { if (GameData.RivalHealthList[1] <= 0) { break; } yield return(new WaitForEndOfFrame()); } _next = false; yield return(new WaitForSeconds(2)); boxCollider.enabled = true; prefab = MorlnResources.Load <GameObject>("UI/FreshmanGuide/Prefabs/GuideMask-Damage"); go = null; if (prefab) { go = PrefabHelper.InstantiateAndReset(prefab, MainRoot.Instance.transform); } else { Debug.LogError("不能没有这个Prefab!"); } while (!_next) { yield return(new WaitForEndOfFrame()); } Destroy(go); #endregion UMengPlugin.UMengEvent(EventId.GUIDE_PROGRESS, new Dictionary <string, object> { { "state", "对战完" } }); #region 结局 _next = false; boxCollider.enabled = false; while (true) { if (GameData.RivalHealthList[0] <= 0 || _next) { break; } yield return(new WaitForEndOfFrame()); } yield return(new WaitForSeconds(2)); GameData.LastRoundWin = true; MainRoot.Goto(MainRoot.UIStateName.EndRound); while (!EndRoundUI.Instance) { yield return(new WaitForEndOfFrame()); } EndRoundUI.Instance.PlayEndRoundProcess_FreshmanGuide(3, new List <Currency> { new Currency((int)CurrencyType.Coin, CommonData.MyUser.Money10), new Currency((int)CurrencyType.Diamond, CommonData.MyUser.Money1) }, null); prefab = MorlnResources.Load <GameObject>("UI/FreshmanGuide/Prefabs/GuideMask-KillFellow"); go = null; if (prefab) { go = PrefabHelper.InstantiateAndReset(prefab, MainRoot.Instance.transform); } else { Debug.LogError("不能没有这个Prefab!"); } while (!_next) { yield return(new WaitForEndOfFrame()); } Destroy(go); #endregion UMengPlugin.UMengEvent(EventId.GUIDE_PROGRESS, new Dictionary <string, object> { { "state", "引导完" } }); }