void onStartBattle(Notification notification) { UIHome.SetActive(false); UIBattle.SetActive(true); GameManager.Instance.startGame(); GameManager.Instance.uiState = UIState.E_UI_Battle; }
static public void ShowBattle(bool isVisible) { if (!isVisible) { for (int i = 0; i < battleGroupList.Count; i++) { battleGroupList[i].isRenderingActive = false; } } if (currentBattleGroup) { currentBattleGroup.isRenderingActive = isVisible; } if (!Instance) { return; } Instance.battleCanvas.enabled = isVisible; if (isVisible) { if (currentBattleGroup) { UIBattle.ShowBattlePanel(currentBattleGroup.battleType); } } }
private void StartFight() { //第一符卡,播放收放特效(关卡中途加入的boss不需要) if (!CardMgr.IsSingleCard()) { PlayShirnkEffect(true); } //bossMark显示 UIBattle.SetBossMarkActive(true); //血条 var bossHpHudObj = ResourceMgr.Instantiate(ResourceMgr.LoadImmediately(BossHpBar)); bossHpHudObj.transform.SetParent(gameObject.transform, false); _bossHpHud = bossHpHudObj.GetComponent <UIBossHpComponent>(); _bossHpHud.Canvas.sortingOrder = SortingOrder.EnemyBullet + 1; _bossHpHud.Canvas.worldCamera = StageCamera2D.Instance.MainCamera; //boss背景 var circle = ResourceMgr.Instantiate(ResourceMgr.LoadImmediately(BossHpCircle)); circle.transform.SetParent(gameObject.transform, false); _bossCircle = circle.GetComponent <UIBossCircleComponent>(); //bossCard DOVirtual.DelayedCall(1F, CardMgr.OnStartFight, false); //禁止无敌 Invisible = false; //场景卷轴恢复 StageSceneBase.RevertSpeed(); }
private IEnumerator DoEnable(bool isFirstCard) { Master.Invisible = true; UIBattle.ShowBossTime(true, TotalTime); //血条 and boss背景处理 switch (Phase) { case EBossCardPhase.One: Master.SetHpHudPointActive(true); Master.SetHpHudActive(true); break; case EBossCardPhase.Two: UIBossBg.Show(Master.Deploy.BossDraw); UIBattle.ShowBossCard(CardName); Master.SetHpHudPointActive(false); break; case EBossCardPhase.Single: Master.SetHpHudActive(true); break; } yield return(new WaitForSeconds(isFirstCard ? 0.5f : 1.5f)); Master.Invisible = false; yield return(new WaitForSeconds(0.8f)); Master.ShowCircleRaoDong(true); Inited = true; }
public static void TimedPatch_Color3(UIBattle __instance, WuxiaUnit _unit) { if (bTimed) { UIHeal = _unit; UpdateTimedUI(); } }
public static void TimedPatch_Color5(UIBattle __instance, WuxiaUnit unit) { if (bTimed) { UISelected = null; UpdateTimedUI(); } }
public static void TimedPatch_Color4(UIBattle __instance) { if (bTimed) { UIHeal = null; UpdateTimedUI(); } }
public static void TimedPatch_Color2(UIBattle __instance) { if (bTimed) { UITarget = null; UpdateTimedUI(); } }
private IEnumerator DoBossDead() { //对话配置 var dialogDeploy = DialogMgr.GetBossDialog(StageMgr.MainPlayer.Deploy.id, Deploy.id, false); //隐藏血条 SetHpHudActive(false); //bossMark隐藏 UIBattle.SetBossMarkActive(false); yield return(new WaitForSeconds(0.3f)); //震屏 if (StageCamera2D.Instance) { StageCamera2D.Instance.Shake(0.7f, 1.2f); } if (StageCamera3D.Instance) { StageCamera3D.Instance.Shake(0.7f, 1.2f); } Sound.PlayUiAudioOneShot(105); //播放shader特效 StageCamera2D.Instance.PlayDeadEffect(transform.position); //隐藏renderer MainRenderer.enabled = false; if (_bossCircle) { _bossCircle.SetActiveSafe(false); } yield return(new WaitForSeconds(0.7f)); //尝试显示对话 if (dialogDeploy != null) { var list = DialogMgr.GetDrawList(dialogDeploy.dialogId); UIDrawingChat.Show(list, null, () => { GameEventCenter.Send(GameEvent.OnEnemyDie); }); } else { GameEventCenter.Send(GameEvent.OnEnemyDie); } yield return(new WaitForSeconds(0.3f)); Destroy(gameObject); }
void Start() { UIHome = transform.Find("UIHome").gameObject; UIBattle = transform.Find("UIBattle").gameObject; UIHome.SetActive(true); UIBattle.SetActive(false); NotificationCenter.DefaultCenter().AddObserver(this, "onStartBattle"); NotificationCenter.DefaultCenter().AddObserver(this, "onBackHome"); }
public void OnDisable() { if (Phase == EBossCardPhase.One) { Master.SetHpHudPointActive(false); } else { Master.SetHpHudActive(false); } Master.ShowCircleRaoDong(false); UIBossBg.FadeOut(); UIBattle.ShowBossTime(false); UIBattle.HideBossCard(); }
/// <summary> /// 打开界面对外接口 /// </summary> /// <param name="type"></param> /// <param name="param"></param> /// <param name="go"></param> public static void ManageWinwodOpen(WindowAction type, object param = null, GameObject go = null) { WindowActionParameter para = new WindowActionParameter(type, param, go); switch (para.type) { case WindowAction.Open_UICombatReadiness: OpenWindow <UICombatReadiness>(UIFilePath.UICombatReadiness, WindowType.Full); break; case WindowAction.Open_UIBattle: UIBattle ub = OpenWindow <UIBattle>(UIFilePath.UIBattle, WindowType.Full); para.go = ub.gameObject; break;; } }
private void UpdateState() { // game state machine switch (this.GameState) { case EGameState.SPLASH: { this.Player1.Phase = EPlayerPhase.FREE; this.Player2.Phase = EPlayerPhase.FREE; this.UIMgr.HideAllNodes(); this.UIMgr.SplashNode.SetActive(true); this.SetState(EGameState.WAIT); } break; case EGameState.SELECT: { this.Player1.Phase = EPlayerPhase.SELECT; this.Player2.Phase = EPlayerPhase.SELECT; this.Player1.CharacterID = 1; this.Player2.CharacterID = 2; this.UIMgr.HideAllNodes(); this.UIMgr.SelectNode.SetActive(true); this.SetState(EGameState.WAIT); } break; case EGameState.BATTLE: { this.Player1.InitBattle(); this.Player2.InitBattle(); this.UIMgr.HideAllNodes(); this.UIMgr.BattleNode.SetActive(true); UIBattle ui = this.UIMgr.BattleNode.GetComponent <UIBattle>(); ui.Init(); this.SetState(EGameState.WAIT); } break; default: break; } }
protected override void OnLoadFinish() { base.OnLoadFinish(); _bind = GetComponent <UIBattleComponent>(); Instance = this; _bind.LeftTimeRoot.gameObject.SetActiveSafe(false); _defaultLeftTimePos = _bind.LeftTimeRoot.anchoredPosition; _defaultCardNamePos = _bind.CardNameRoot.anchoredPosition; _defaultCardBonusPos = _bind.CardBonusRoot.anchoredPosition; RefreshDifficult(); RefreshLifeCount(); GameEventCenter.AddListener(GameEvent.LifeCountChanged, RefreshLifeCount); InitDebug(); }
public void SetTimer(UIBattle _owner, float time, ETurnTimeType type) { mBattleScene = Global.SceneMgr.CurrentScene as BattleScene; Owner = _owner; Type = type; Time = time; TimeElapsed = 0; LabelTurnTimer.text = time.ToString() + " Sec"; if (type == ETurnTimeType.TURNTIME_SEL_ACTIONTYPE) { SpriteBackImage.spriteName = "stayToAttack"; } else { SpriteBackImage.spriteName = "stayToTarget"; } gameObject.SetActive(true); }
/// <summary> 재시작 버튼 눌렀을 때 </summary> public void OnClickRestart() { UIBattle.ShowRestartConfirmPopup(); }
protected override void OnDestroy() { base.OnDestroy(); GameEventCenter.RemoveListener(GameEvent.LifeCountChanged, RefreshLifeCount); Instance = null; }
public static void openElementUI() { Heluo.Logger.LogError("openElementUI start"); if (nonbattleChangeElement.Value) { //show结束时ctrlMartialArts还没当前角色数据,需要从ctrlhome处获得 List <CharacterMapping> characterMapping = Traverse.Create(homeController).Field("characterMapping").GetValue <List <CharacterMapping> >(); int communityIndex = Traverse.Create(homeController).Field("communityIndex").GetValue <int>(); CharacterMapping mapping = characterMapping[communityIndex]; characterInfoData = Game.GameData.Character[mapping.InfoId]; clickSkill = characterInfoData.GetSkill(characterInfoData.SpecialSkill); //不是切换功体或召唤技能 if (clickSkill == null || (clickSkill.Item.DamageType != DamageType.ChangeElement && clickSkill.Item.DamageType != DamageType.Summon)) { return; } //mp不足 if (characterInfoData.MP < clickSkill.Item.RequestMP) { string text2 = Game.Data.Get <StringTable>("SecondaryInterface1207").Text; Game.UI.AddMessage(text2, UIPromptMessage.PromptType.Normal); return; } //切换功体 if (clickSkill.Item.DamageType == DamageType.ChangeElement) { Game.MusicPlayer.Current_Volume = 0.5f; //从uibattle处获得五行盘ui UIBattle uiBattle = Game.UI.Open <UIBattle>(); WgBattleRound battle_round = uiBattle.battle_round; battle_round.gameObject.SetActive(false);//隐藏右上角的回合数 UIAttributeList attr_list = Traverse.Create(uiBattle).Field("attr_list").GetValue <UIAttributeList>(); //图层设置为最前,否则会被挡住 Game.UI.SetParent(attr_list.transform, UIForm.Depth.Front); attr_list.transform.SetAsLastSibling(); attr_list.Show(); attr_list.SetOriginElement((int)characterInfoData.Element, new Action <int>(OnElementSelect), delegate { Game.MusicPlayer.Current_Volume = 1f; }); } //召唤小熊猫,开启乖乖技能列表 else if (nonbattleUseHealSkill.Value && clickSkill.Item.DamageType == DamageType.Summon) { CharacterInfoData characterInfoData = Game.GameData.Character["in91001"]; CharacterSkillData skill = characterInfoData.Skill; Props equip = characterInfoData.Equip.GetEquip(EquipType.Weapon); if (equip == null) { return; } List <SkillData> list = new List <SkillData>(); PropsCategory propsCategory = equip.PropsCategory; foreach (string key in skill.Keys) { SkillData skillData = skill[key]; if (skillData.Item == null) { Debug.LogError("Skill表中找不到" + skillData.Id + "的文本"); } else if (!(skillData.Item.Id == characterInfoData.SpecialSkill)) { list.Add(skillData); } } if (list.Count > 0) { MartialArtsWindowInfo martialArtsWindowInfo = new MartialArtsWindowInfo(); martialArtsWindowInfo.Mapping = new CharacterMapping(); Npc npc = Game.Data.Get <Npc>("in91001"); martialArtsWindowInfo.Mapping.Id = "in91001"; martialArtsWindowInfo.Mapping.InfoId = npc.CharacterInfoId; martialArtsWindowInfo.Mapping.ExteriorId = npc.ExteriorId; martialArtsWindowInfo.Sort = list; martialArtsWindowInfo.SkillColumn = (CtrlMartialArts.UISkillColumn) 5; Game.UI.Open <UIMartialArtsWindow>().OpenWindow(martialArtsWindowInfo, null); return; } } } }
protected override void Update() { base.Update(); UpdateHpHud(); UIBattle.SetBossMarkPos(transform.position); }