// 手指滑动; void EasyTouch_On_Swipe(Gesture gesture) { List <FruitItemOne> mFruitsList = MainModel.Instance.mFruitsOneList; for (int i = 0; i < mFruitsList.Count; ++i) { if (gesture.IsInRect(NGUIObjectToRect(mFruitsList[i].gameObject))) { // 用于水果的切; mFruitsList[i].onClick(null); } } // 检测道场; if (gesture.IsInRect(NGUIObjectToRect(mGo_DC))) { OnDC(null); } // 检测游戏; if (gesture.IsInRect(NGUIObjectToRect(mGo_Game))) { OnGame(null); } // 检测退出; if (gesture.IsInRect(NGUIObjectToRect(mGo_Quit))) { FruitItem fuit = mGo_Quit.GetComponentInParent <FruitItem>(); fuit.doAction(false); OnQuit(null); } }
public void onClick(object obj) { gameObject.SetActive(false); // 像父节点发送被按下的消息; FruitItem item = gameObject.GetComponentInParent <FruitItem>(); item.doAction(true); }
// 创建UI界面的水果; public static GameObject CreateUIFruit(GameObject parent, fruitType type, Vector3 vec) { GameObject obj = Instantiate(Resources.Load(UIPrafabs.oneFruit)) as GameObject; obj.transform.parent = parent.transform; obj.transform.localScale = Vector3.one; obj.transform.localPosition = vec; FruitItem fruit = AddOneComponent <FruitItem>(obj); fruit.init(type); return(fruit.getOne()); }
public static GameObject loadFruit(GameObject parent, fruitType type, Vector3 vec) { GameObject go = Instantiate(Resources.Load(UIPrafabs.oneFruit)) as GameObject; go.transform.parent = parent.transform; go.transform.localScale = Vector3.one; go.transform.localPosition = Vector3.zero; FruitItem fruit = AddOneComponent <FruitItem>(go); fruit.init(type); fruit.setPos(vec); return(fruit.getOne()); }
public void Restart() { List <FruitItemOne> mFruitsList = MainModel.Instance.mFruitsOneList; for (int i = 0; i < mFruitsList.Count; ++i) { FruitItem item = mFruitsList[i].GetComponentInParent <FruitItem>(); item.gameObject.SetActive(false); } mGo_Rings.Clear(); MainModel.Instance.Clear(); onEnterUI(); }
void OnGame(object obj) { FruitItem fuit = mGo_Game.GetComponentInParent <FruitItem>(); fuit.doAction(false); // 设置退出向下移动; Framework.SetUpDown2(mGo_Quit_parent, 800f, false, Vector3.zero); // 设置DC向下移动; Framework.SetUpDown2(mGo_DC_parent, 800f, false, Vector3.zero); // 点击game的回调; setLeaveUIMove(); enterGame(); }
void reset() { // 去除动力学; leftBody.isKinematic = true; rightBody.isKinematic = true; // 位置置为0; leftBody.transform.localPosition = Vector3.zero; rightBody.transform.localPosition = Vector3.zero; // 划过水果之后,要将水果重新向上抛; FruitItem item = gameObject.GetComponentInParent <FruitItem>(); item.reSet(isNeedUp); gameObject.SetActive(false); }
public void setUp(FruitItemOne fruit) { fruit.transform.localPosition = new Vector3(0f, GameData.mMaxBottomY); Rigidbody body = fruit.GetComponent <Rigidbody>(); body.velocity = Vector3.zero; int randForceX = Random.Range(GameData.mMinUpForceX, GameData.mMaxUpForceX); int randForceY = Random.Range(GameData.mMinUpForceY, GameData.mMaxUpForceY); body.AddForce(new Vector3(randForceX, randForceY, 0f)); int rand = Random.Range((int)fruitType.apple, (int)fruitType.sandia); fruitType type = Framework.getTypeByID(rand); FruitItem item = fruit.GetComponentInParent <FruitItem>(); item.init(type); body.isKinematic = false; }
void setQuit() { // 游戏的外环顺时针旋转; mGo_Quit_parent.transform.localPosition = Vector3.zero; GameObject go = mGo_Quit_parent.transform.FindChild("fruitparent/ring").gameObject; Framework.SetRotate(go, 10f, true); Framework.SetScale(go); AddRing(go); // 游戏的水果逆时针旋转; Vector3 vec = mGo_Quit_parent.transform.FindChild("fruitparent").localPosition; if (mGo_Quit == null) { mGo_Quit = Framework.CreateUIFruit(mGo_Quit_parent, fruitType.boom, vec); FruitItem fuit = mGo_Quit.GetComponentInParent <FruitItem>(); Framework.AddOnClick(mGo_Quit, "", OnQuit); } }
void OnDC(object obj) { // 点击道场的回调; // 划水果; FruitItem fuit = mGo_DC.GetComponentInParent <FruitItem>(); fuit.doAction(false); // 设置退出向下移动; Framework.SetUpDown2(mGo_Quit_parent, 800f, false, Vector3.zero); // 设置Game向下移动; Framework.SetUpDown2(mGo_Game_parent, 800f, false, GameData.Vecs_mGo_GameParent); // 离开当前页面; setLeaveUIMove(); // 进入UI界面; StartCoroutine(StartInterUI()); }
void setNewGame() { // 游戏的外环顺时针旋转; mGo_Game_parent.transform.localPosition = GameData.Vecs_mGo_GameParent; GameObject mGo_Game_ring = mGo_Game_parent.transform.FindChild("ring").gameObject; Framework.SetRotate(mGo_Game_ring, 10f, false); Framework.SetScale(mGo_Game_ring); AddRing(mGo_Game_ring); // 游戏的水果逆时针旋转; Vector3 vec = mGo_Game_parent.transform.FindChild("fruitparent").localPosition; if (mGo_Game == null) { mGo_Game = Framework.CreateUIFruit(mGo_Game_parent, fruitType.sandia, vec); Framework.AddOnClick(mGo_Game, "", OnGame); } FruitItem fuit = mGo_Game.GetComponentInParent <FruitItem>(); fuit.getOne().SetActive(true); Framework.SetRotate(mGo_Game.transform.parent.gameObject, 5f, true); Framework.SetScale(mGo_Game.transform.parent.gameObject); }
void setDC() { // 道场的外环旋转(顺时针,right); mGo_DC_parent.transform.localPosition = Vector3.zero; GameObject mGo_DC_ring = mGo_DC_parent.transform.FindChild("ring").gameObject; Framework.SetRotate(mGo_DC_ring, 10f, false); Framework.SetScale(mGo_DC_ring); mGo_Rings.Add(mGo_DC_ring); // 道场的水果旋转(顺时针,right); Vector3 vec = mGo_DC_parent.transform.FindChild("fruitparent").localPosition; if (mGo_DC == null) { mGo_DC = Framework.CreateUIFruit(mGo_DC_parent, fruitType.peach, vec); Framework.AddOnClick(mGo_DC, "", OnDC); } FruitItem fuit = mGo_DC.GetComponentInParent <FruitItem>(); Framework.SetRotate(mGo_DC.transform.parent.gameObject, 5f, false); Framework.SetScale(mGo_DC.transform.parent.gameObject); }