/// <summary> /// 展示物品信息 by吴江 /// </summary> /// <param name="_info">装备信息</param> /// <param name="_left">左边功能按钮的行为类型</param> /// <param name="_middle">中间功能按钮的行为类型</param> /// <param name="_right">右边功能按钮的行为类型</param> /// <param name="_itemUI">展示界面的碰撞依据。为空的话则是物品控件本身</param> public static void ShowEquipmentTooltip(EquipmentInfo _info, ItemActionType _left, ItemActionType _middle, ItemActionType _right, ItemActionType _other, GameObject _tiggerUI = null) { CloseAllTooltip(); if (_info == null) { return; } GUIBase panel = GetPanelByType(TooltipType.Equipment); if (panel == null) { return; } EquipmentTooltip equipmentTooltip = panel.GetComponent <EquipmentTooltip>(); if (equipmentTooltip == null) { GameSys.LogError("在预制上找不到组件 : <EquipmentTooltip>!"); return; } equipmentTooltip.EquipmentInfo = _info; equipmentTooltip.SetActionBtn(_left, _middle, _right, _other); panel.OpenUI(); //SetEquipTooltipPostion(panel.gameObject, _tiggerUI); if (_info.IsEquip && _info.BelongTo != EquipmentBelongTo.EQUIP) { EquipmentInfo compareEquip = GameCenter.inventoryMng.GetEquipFromEquipDicBySlot(_info.Slot); if (compareEquip != null && _info.InstanceID != compareEquip.InstanceID) { ToolTipMng.ShowCompareEquipmentTooltip(compareEquip); } } }
/// <summary> /// 展示物品信息 by 贺丰 /// </summary> /// <param name="_itemUI"></param> /// <param name="_left"></param> /// <param name="_middle"></param> /// <param name="_right"></param> /// <param name="_tiggerUI"></param> public static void ShowEquipmentTooltip(ItemUI _itemUI, ItemActionType _left, ItemActionType _middle, ItemActionType _right, ItemActionType _other, GameObject _tiggerUI = null) { CloseAllTooltip(); EquipmentInfo info = _itemUI.EQInfo; if (info == null) { return; } GUIBase panel = GetPanelByType(TooltipType.Equipment); if (panel == null) { return; } EquipmentTooltip equipmentTooltip = panel.GetComponent <EquipmentTooltip>(); if (equipmentTooltip == null) { GameSys.LogError("在预制上找不到组件 : <EquipmentTooltip>!"); return; } // Debug.Log("ShowEquipmentTooltip 热感"); equipmentTooltip.mSyncTriggerChk = _itemUI.GetComponent <UIToggle>(); equipmentTooltip.EquipmentInfo = info; equipmentTooltip.SetActionBtn(_left, _middle, _right, _other); panel.OpenUI(); //SetEquipTooltipPostion(panel.gameObject, _tiggerUI); }
/// <summary> /// 展示物品信息 by邓成 /// </summary> /// <param name="_info">装备信息</param> /// <param name="_left">左边功能按钮的行为类型</param> /// <param name="_middle">中间功能按钮的行为类型</param> /// <param name="_right">右边功能按钮的行为类型</param> /// <param name="_itemUI">展示界面的碰撞依据。为空的话则是物品控件本身</param> public static void ShowEquipmentTooltip(int _itemType) { CloseAllTooltip(); EquipmentInfo info = new EquipmentInfo(_itemType, EquipmentBelongTo.PREVIEW); if (info == null) { return; } GUIBase panel = GetPanelByType(TooltipType.Equipment); if (panel == null) { return; } EquipmentTooltip equipmentTooltip = panel.GetComponent <EquipmentTooltip>(); if (equipmentTooltip == null) { GameSys.LogError("在预制上找不到组件 : <EquipmentTooltip>!"); return; } equipmentTooltip.EquipmentInfo = info; equipmentTooltip.SetActionBtn(ItemActionType.None, ItemActionType.None, ItemActionType.None); panel.OpenUI(); }
/// <summary> /// 展示属性信息 by吴江 /// </summary> /// <param name="_triggerUI"></param> /// <param name="_tag"></param> /// <param name="_value"></param> public static void ShowPropertyTooltip(GameObject _triggerUI, ActorPropertyTag _tag, int _value) { CloseAllTooltip(); if (_tag == ActorPropertyTag.TOTAL) { return; } GUIBase panel = GetPanelByType(TooltipType.Property); if (panel == null) { return; } PropertyTooltip propertyTooltip = panel.GetComponent <PropertyTooltip>(); if (propertyTooltip == null) { GameSys.LogError("在预制上找不到组件 : <EquipmentTooltip>!"); return; } propertyTooltip.SetData(_tag, _value, _triggerUI); panel.OpenUI(); SetPropertyTooltipPosition(panel.gameObject, _triggerUI); }
/// <summary> /// 显示和隐藏某个主界面 /// </summary> protected void ShowSingleMain(string wndPrefab, bool _show) { GUIBase wnd = GameCenter.uIMng.GetGui <GUIBase>(wndPrefab); if (wnd != null) { UIPlayAnimation playAnimation = wnd.GetComponent <UIPlayAnimation>(); if (playAnimation != null) { bool nowState = !stateDic.ContainsKey(wnd.name)?true:stateDic[wnd.name]; //当前显示状态 if (_show == false && nowState == true) { playAnimation.PlayForward(); //此方向都是隐藏UI stateDic[wnd.name] = false; } if (_show == true && nowState == false) { playAnimation.PlayReverse(); //此方向都是显示UI stateDic[wnd.name] = true; } if (_show == true && nowState == true && !stateDic.ContainsKey(wnd.name)) //初始情况 { playAnimation.PlayReverse(); stateDic[wnd.name] = true; } } } }
public void ChangeFriendFarmMode(bool isFriendFarmMode, Action callback = null) { if (FarmRoot.Instance.Camera.enabled != isFriendFarmMode) { GUIFace.instance.gameObject.SetActive(!isFriendFarmMode); GUIFaceIndicator.instance.gameObject.SetActive(!isFriendFarmMode); PartsMenu.instance.gameObject.SetActive(!isFriendFarmMode); FarmRoot.Instance.DigimonManager.SetFriendFarmMode(isFriendFarmMode); if (!isFriendFarmMode) { FarmCameraControlForCMD.Off(); GUIManager.ShowBarrier(); } else { FarmCameraControlForCMD.On(); GUIManager.HideBarrier(); } } if (FarmObject_DigiGarden.Instance != null && isFriendFarmMode) { FarmObject_DigiGarden.Instance.DisbledEvolveParticle(); FarmObject_DigiGarden.Instance.SetGrowthPlate(false); } GUIBase gui = GUIManager.GetGUI("UIHome"); if (null != gui) { GUIScreenHome component = gui.GetComponent <GUIScreenHome>(); if (null != component) { component.CloseAllCampaignFacilityIcon(); component.ShowCampaignFacilityIcon(); } } if (callback != null) { callback(); } }
public static void ShowCompareEquipmentTooltip(EquipmentInfo _info, GameObject _tiggerUI = null) { if (_info == null) { return; } GUIBase panel = GetPanelByType(TooltipType.EquipmentCompare); if (panel == null) { return; } EquipmentTooltip equipmentTooltip = panel.GetComponent <EquipmentTooltip>(); if (equipmentTooltip == null) { GameSys.LogError("在预制上找不到组件 : <EquipmentTooltip>!"); return; } equipmentTooltip.EquipmentInfo = _info; equipmentTooltip.SetActionBtn(ItemActionType.None, ItemActionType.None, ItemActionType.None); panel.transform.localPosition = new Vector3(0, 0, -200); panel.OpenUI(); }