Ejemplo n.º 1
0
 // Use this for initialization
 void Start()
 {
     inSight = false;
     warnship = player.GetComponent<warning> ();
     forceMagnitude = 50000000.0f;
     Power_distance = 2.5f;
 }
Ejemplo n.º 2
0
 // Use this for initialization
 void Start()
 {
     inSight        = false;
     warnship       = player.GetComponent <warning> ();
     forceMagnitude = 50000000.0f;
     Power_distance = 2.5f;
 }
Ejemplo n.º 3
0
    void MyTimer()
    {
        long DTdiff = DateTime.Now.Ticks - Dt.Ticks;              //Debug.Log("DTdiff " + DTdiff);
        long DTnow  = Stime - Convert.ToInt32(DTdiff / 10000000); //Debug.Log("DTnow " + DTnow);

        TimeCount(DTnow);
        m_ProgressBar.GetComponent <UISprite>().fillAmount = (1f / Stime) * (Stime - DTnow);

        if (DTnow < Stime / 3 * 2)
        {
            m_AnimationList[0].SetActive(false);
            m_AnimationList[1].SetActive(true);
        }
        if (DTnow < Stime / 3)
        {
            m_AnimationList[1].SetActive(false);
            m_AnimationList[2].SetActive(true);
        }
        if (DTnow <= 0)
        {
            GlobalVar.GetInstance().ceshi = m_MyItem[m_MyBB[ID].ItemID].Atlas;

            //建造结束初始化数据记录
            m_ProgressBar.GetComponent <UISprite>().fillAmount = 0; //进度条归零
            GlobalVar.GetInstance().BuildQueues  = 0;               //清空升级列表
            GlobalVar.GetInstance().BuildObjname = null;            //当前建造建筑对象归零

            //为建造完成的建筑加载建筑数据
            UIAtlas Ua = Resources.Load("Atlas/House/" + m_MyBB[ID].Atlas, typeof(UIAtlas)) as UIAtlas;
            m_BuildingUpgraed.transform.parent.GetComponent <Building>().m_House.GetComponent <UISprite>().atlas       = Ua;                                    //图集
            m_BuildingUpgraed.transform.parent.GetComponent <Building>().m_House.GetComponent <UISprite>().spriteName  = m_MyBB[ID].Icon;                       //图标
            m_BuildingUpgraed.transform.parent.GetComponent <Building>().m_BId.GetComponent <UILabel>().text           = ID.ToString();                         //建筑ID
            m_BuildingUpgraed.transform.parent.FindChild("BUManager").FindChild("HName").GetComponent <UILabel>().text = m_MyBB[ID].Name;                       //建筑名称
            m_BuildingUpgraed.transform.parent.FindChild("BUManager").GetComponent <Upgrade>().m_HLev.GetComponent <UILabel>().text = m_MyBB[ID].Lv.ToString(); //建筑等级

            //为建造完成的建筑加载产出数据
            UIAtlas Uia = Resources.Load("Atlas/Lobby/" + m_MyItem[m_MyBB[ID].ItemID].Atlas, typeof(UIAtlas)) as UIAtlas;
            m_BuildingUpgraed.transform.parent.FindChild("Items").FindChild("2").GetComponent <UISprite>().atlas      = Uia;
            m_BuildingUpgraed.transform.parent.FindChild("Items").FindChild("2").GetComponent <UISprite>().spriteName = m_MyItem[m_MyBB[ID].ItemID].Icon;
            m_BuildingUpgraed.transform.parent.FindChild("Items").FindChild("ItemID").GetComponent <UILabel>().text   = m_MyBB[ID].ItemID.ToString();//产物ID

            m_BuildingUpgraed.transform.parent.GetComponent <Building>().m_House.SetActive(true);

            //启动产物生产脚本
            m_BuildingUpgraed.transform.parent.GetComponent <ItemTimer>().enabled = true;

            //关闭建造脚本
            m_BuildingUpgraed.GetComponent <BuildTimer>().enabled = false;

            //弹出建造成功提示框
            string  WarningStr = "恭喜岛主" + m_MyBB[ID].Name + " 已经顺利建成!!";
            warning Warning    = new warning(WarningStr);

            //销毁建造perfab
            Destroy(m_BuildingUpgraed);
        }
    }
Ejemplo n.º 4
0
    void onUpgrade(GameObject go)
    {
        int Ind = Convert.ToInt32(m_BId.GetComponent <UILabel>().text);

        if (GlobalVar.GetInstance().UpgradeQueues == 0)
        {
            if (m_MyBB[Ind].Lv < m_MyBB[Ind].MxaLv)
            {
                //现有资源数量
                int Item0 = Convert.ToInt32(m_ResList[0].GetComponentInChildren <UILabel>().text);
                int Item1 = Convert.ToInt32(m_ResList[m_MyBB[Ind].NeedID1].text);
                int Item2 = Convert.ToInt32(m_ResList[m_MyBB[Ind].NeedID2].text);
                int Item3 = Convert.ToInt32(m_ResList[m_MyBB[Ind].NeedID3].text);

                if (m_MyBB[Ind].Cost < Item0 && m_MyBB[Ind].Count1 < Item1 && m_MyBB[Ind].Count2 < Item2 && m_MyBB[Ind].Count3 < Item3)
                {
                    m_ResList[0].GetComponentInChildren <UILabel>().text = (Item0 - m_MyBB[Ind].Cost).ToString();
                    m_ResList[m_MyBB[Ind].NeedID1].text = (Item1 - m_MyBB[Ind].Count1).ToString();
                    m_ResList[m_MyBB[Ind].NeedID2].text = (Item2 - m_MyBB[Ind].Count2).ToString();
                    m_ResList[m_MyBB[Ind].NeedID3].text = (Item3 - m_MyBB[Ind].Count3).ToString();

                    //保值
                    GlobalVar.GetInstance().UpgradeStartTime = DateTime.Now;
                    GlobalVar.GetInstance().UpgradeID        = Convert.ToInt32(m_BId.GetComponent <UILabel>().text);
                    GlobalVar.GetInstance().UpgradeQueues    = 1;
                    GlobalVar.GetInstance().UpgradeTime      = m_MyBB[Ind].UpgradeTime;

                    m_UpgradeManager.SetActive(false);
                    m_House.SetActive(false);
                    m_House.GetComponent <TweenColor>().enabled = false;
                    m_House.GetComponent <TweenColor>().ResetToBeginning();

                    UpgradeTimer Ui = new UpgradeTimer(m_BObj.name); //派遣装修队
                }
                else
                {
                    string  str     = "岛主,金币不足目前无法对目标建筑进行升级!!";
                    warning warning = new warning(str);
                }
            }
            else
            {
                string  str     = "岛主,当前建筑已升级到最高等级了!!";
                warning warning = new warning(str);
            }
        }
        else
        {
            string  Str     = "岛主,当前没有闲置的装修队,所以无法进行装修!";
            warning Warning = new warning(Str);
        }
    }
Ejemplo n.º 5
0
    void onBuyBut(GameObject go)
    {
        GlobalVar.GetInstance().BuildTime = m_MyBB[Ind].UpgradeTime;
        if (GlobalVar.GetInstance().BuildQueues == 0)
        {
            //现有资源数量
            int Item0 = Convert.ToInt32(m_ResList[0].GetComponentInChildren<UILabel>().text);
            int Item1 = Convert.ToInt32(m_ResList[m_MyBB[Ind].NeedID1].GetComponentInChildren<UILabel>().text);
            int Item2 = Convert.ToInt32(m_ResList[m_MyBB[Ind].NeedID2].GetComponentInChildren<UILabel>().text);
            int Item3 = Convert.ToInt32(m_ResList[m_MyBB[Ind].NeedID3].GetComponentInChildren<UILabel>().text);

            if (m_MyBB[Ind].Cost < Item0 && m_MyBB[Ind].Count1 < Item1 && m_MyBB[Ind].Count2 < Item2 && m_MyBB[Ind].Count3 < Item3)
            {
                m_ResList[0].GetComponentInChildren<UILabel>().text = (Item0 - m_MyBB[Ind].Cost).ToString();
                m_ResList[m_MyBB[Ind].NeedID1].GetComponentInChildren<UILabel>().text = (Item1 - m_MyBB[Ind].Count1).ToString();
                m_ResList[m_MyBB[Ind].NeedID2].GetComponentInChildren<UILabel>().text = (Item2 - m_MyBB[Ind].Count2).ToString();
                m_ResList[m_MyBB[Ind].NeedID3].GetComponentInChildren<UILabel>().text = (Item3 - m_MyBB[Ind].Count3).ToString();

                //保值
                GlobalVar.GetInstance().BuildStartTime = DateTime.Now;
                GlobalVar.GetInstance().BuildID = Convert.ToInt32(m_BId.GetComponent<UILabel>().text);

                GlobalVar.GetInstance().BuildQueues = 1;           

                m_HouseMenu.SetActive(false);
                m_CameraMap.GetComponent<CameraDragMove>().enabled = true;
                m_CameraMap.GetComponent<ScalingMap>().enabled = true;
                

                BuildTimer UI = new BuildTimer(GlobalVar.GetInstance().BuildObjname); //派遣建造队
            }
            else
            {
                string str = "岛主,金币不足目前无法对目标建筑进行升级!!";
                warning warning = new warning(str);
            }
        }
        else
        {
            string Str = "岛主,当前没有闲置的建造队,所以无法进行装修!";
            warning Warning = new warning(Str);
        }

    }
Ejemplo n.º 6
0
    void MyTimer()
    {
        long DTdiff = DateTime.Now.Ticks - Dt.Ticks; //GlobalVar.GetInstance().BuildStartTime.Ticks;
        long DTnow  = Stime - Convert.ToInt32(DTdiff / 10000000);

        TimeCount(DTnow);
        m_ProgressBar.GetComponent <UISprite>().fillAmount = (1f / Stime) * (Stime - DTnow);

        if (DTnow < Stime / 3 * 2)
        {
            m_AnimationList[0].SetActive(false);
            m_AnimationList[1].SetActive(true);
        }
        if (DTnow < Stime / 3)
        {
            m_AnimationList[1].SetActive(false);
            m_AnimationList[2].SetActive(true);
        }
        if (DTnow <= 0)
        {
            m_ProgressBar.GetComponent <UISprite>().fillAmount = 0;

            GlobalVar.GetInstance().UpgradeQueues = 0; //清空升级列表

            m_BuildingUpgraed.transform.parent.GetComponent <Building>().m_House.GetComponent <UISprite>().spriteName = m_MyBB[ID + 1].Icon;
            m_BuildingUpgraed.transform.parent.GetComponent <Building>().m_BId.GetComponent <UILabel>().text          = (ID + 1).ToString();
            m_BuildingUpgraed.transform.parent.FindChild("BUManager").GetComponent <Upgrade>().m_HLev.GetComponent <UILabel>().text = m_MyBB[ID + 1].Lv.ToString();

            string  WarningStr = "恭喜岛主" + m_MyBB[ID + 1].Name + " 已经顺利升级到 " + m_MyBB[ID + 1].Lv + " 等级!";
            warning Warning    = new warning(WarningStr);

            m_BuildingUpgraed.transform.parent.GetComponent <Building>().m_House.SetActive(true);
            m_BuildingUpgraed.GetComponent <UpgradeTimer>().enabled = false;
            Destroy(m_BuildingUpgraed);
        }
    }