Ejemplo n.º 1
0
    public void SetUp()
    {
        StartBattle_Button  = transform.GetChild(0).GetComponent <Button> ();
        RepeatBattle_Button = transform.GetChild(1).GetComponent <Button> ();

        StartBattle_Button.onClick.AddListener(StartBattle_Click);

        All_Characters_Toggle       = transform.GetChild(2).GetComponent <Toggle> ();
        Commander_Characters_Toggle = transform.GetChild(3).GetComponent <Toggle> ();
        Close_Characters_Toggle     = transform.GetChild(4).GetComponent <Toggle> ();
        Range_Characters_Toggle     = transform.GetChild(5).GetComponent <Toggle> ();
        Favorite_Characters_Toggle  = transform.GetChild(6).GetComponent <Toggle> ();

        All_Characters_Toggle.onValueChanged.AddListener((x) => SetCharacterSlot(((int)E_PREPAREBATTLE_CHARCTERTYPE.E_PREPAREBATTLE_CHARCTERTYPE_TOTAL)));
        Commander_Characters_Toggle.onValueChanged.AddListener((x) => SetCharacterSlot(((int)E_PREPAREBATTLE_CHARCTERTYPE.E_PREPAREBATTLE_CHARCTERTYPE_COMMANDER)));
        Close_Characters_Toggle.onValueChanged.AddListener((x) => SetCharacterSlot(((int)E_PREPAREBATTLE_CHARCTERTYPE.E_PREPAREBATTLE_CHARCTERTYPE_MELEE)));
        Range_Characters_Toggle.onValueChanged.AddListener((x) => SetCharacterSlot(((int)E_PREPAREBATTLE_CHARCTERTYPE.E_PREPAREBATTLE_CHARCTERTYPE_RANGE)));
        Favorite_Characters_Toggle.onValueChanged.AddListener((x) => SetCharacterSlot(((int)E_PREPAREBATTLE_CHARCTERTYPE.E_PREPAREBATTLE_CHARCTERTYPE_FAVORITE)));

        Level_Sort_Button   = transform.GetChild(9).GetChild(0).GetComponent <Button> ();
        Tier_Sort_Button    = transform.GetChild(9).GetChild(1).GetComponent <Button> ();
        Enhance_Sort_Button = transform.GetChild(9).GetChild(2).GetComponent <Button> ();
        Information_Button  = transform.GetChild(9).GetChild(3).GetComponent <Button> ();

        Level_Sort_Button.onClick.AddListener(delegate(){ SortCharacterType((int)E_SORT_TYPE.E_LEVEL_SORT); });
        Tier_Sort_Button.onClick.AddListener(delegate(){ SortCharacterType((int)E_SORT_TYPE.E_TIER_SORT); });
        Enhance_Sort_Button.onClick.AddListener(delegate(){ SortCharacterType((int)E_SORT_TYPE.E_ENHANCE_SORT); });

        stageInfoPanel = InfoGameObject.GetComponent <StageInfoPanel> ();

        stageInfoPanel.Init(this);

        //상세정보창 클릭 등록
        Information_Button.onClick.AddListener(InformationButton);

        player = GameManager.Instance.GetPlayer();

        for (int nIndex = 0; nIndex < player.TEST_MY_HERO.Count; nIndex++)
        {
            CharacterStats item = player.TEST_MY_HERO [nIndex];

            item.m_nBatchIndex = -1;

            GameObject obj = Instantiate(prepareCharicObject);
            obj.transform.SetParent(contentsPanel, false);
            obj.transform.localScale = Vector3.one;

            PrepareCharacter sampleButton = obj.GetComponent <PrepareCharacter> ();
            sampleButton.SetUp(this, item);

            list_all_Character.Add(sampleButton);
        }

        RemoveIcon();
    }
    public void Init()
    {
        read_Batch_Charic = null;

        ChangeSpriteToDispatchingImage(false);
    }
Ejemplo n.º 3
0
    public void E_SWITCH(E_SLOT_STATE _State)
    {
        eSlot_State = _State;

        switch (_State)
        {
        case E_SLOT_STATE.E_BATCH:
        {
            characterSlot = (mDispatchPanel.read_Batch_Charic == null) ? characterSlot : mDispatchPanel.read_Batch_Charic;

            mDispatchPanel.IsCheckCompare(m_nIndex);

            characterSlot.charicData.m_nBatchIndex = m_nIndex;

            characterSlot.IsBatch(true);

            CharacterBox_Image.sprite = ObjectCashing.Instance.LoadSpriteFromCache("UI/BoxImages/Character/" + characterSlot.charicData.m_sImage);

            CharacterDispatchCancel_Image.gameObject.SetActive(false);

            mDispatchPanel.Init();
        }
        break;

        case E_SLOT_STATE.E_BATCH_READY:
        {
        }
        break;

        case E_SLOT_STATE.E_CANCLE:
        {
            mDispatchPanel.IsDifferentCheckCancel(m_nIndex);

            mDispatchPanel.read_Batch_Charic = characterSlot;

            characterSlot.Active(true);

            CharacterBox_Image.sprite = ObjectCashing.Instance.LoadSpriteFromCache("UI/BoxImages/Character/" + characterSlot.charicData.m_sImage);

            CharacterDispatchCancel_Image.gameObject.SetActive(true);

            mDispatchPanel.ChangeSpriteToDispatchingImage(true);
        }
        break;

        case E_SLOT_STATE.E_NONE:
        {
            characterSlot.charicData.m_nBatchIndex = -1;

            characterSlot.IsBatch(false);

            characterSlot.Active(false);

            CharacterDispatchCancel_Image.gameObject.SetActive(false);

            characterSlot = null;

            mDispatchPanel.Init();
        }
        break;
        }
    }