void BtnGetSoulStone_OnClickEventHandler(UIButton sender) { sdata.s_itemtypeInfo itemInfo = ItemM.GetItemInfo(m_Info.fragmentTypeID);//当前灵魂石 ItemComeFromWnd wnd = WndManager.GetDialog <ItemComeFromWnd>(); wnd.SetData(itemInfo, null, m_Info, 4); }
void BtnItemClick_OnClickHander(UIButton sender) { if (m_counterInfo != null) { bool Open = StageDC.CheckOpenStage((StageType)m_counterInfo.type, m_counterInfo.id); if (!Open) { NGUIUtil.ShowTipWndByKey(10000175); return; } StageMapWnd wnd = WndManager.GetDialog <StageMapWnd>(); if (wnd != null) { wnd.SetMainMenuTop(false); int stageNode = StageDC.GetStageNode(m_counterInfo.id); int chapter = StageDC.GetStageChapter(m_counterInfo.id); wnd.GotoChapter((StageType)m_counterInfo.type, chapter, stageNode); ItemComeFromWnd itemComeWnd = WndManager.FindDialog <ItemComeFromWnd>(); if (itemComeWnd != null) { WndManager.SetBeforeWnd(wnd, itemComeWnd); } } } }
void BtnClick_OnClickHander(UIButton sender) { // ItemComeFromWnd wnd = WndManager.GetDialog<ItemComeFromWnd>(); sdata.s_itemtypeInfo itemInfo = ItemM.GetItemInfo(m_itemType); //当前灵魂石 ItemComeFromWnd wnd = WndManager.GetDialog <ItemComeFromWnd>(); wnd.SetData(itemInfo, null, null, 1); }
void BtnSure_OnClickEventHandler(UIButton sender) { switch (m_wndType) { case 1: //确定 BtnWndBg_OnClickEventHandler(null); break; case 2: //合成公式 TweenLeft(); EquipComposeWnd wnd = WndManager.GetDialog <EquipComposeWnd>(); if (wnd) { EnableBtn(false); wnd.SetData(m_iItemTypeID); } break; case 3: //穿装备 PdbycWnd wnd1 = WndManager.FindDialog <PdbycWnd>(); if (wnd1) { wnd1.SetEquipDataNoReady(); } MyHead.BtnSure.isEnabled = false; SoldierDC.Send_SoldierEquipRequest(m_soldierInfo.ID, m_posIndex); WndManager.DestoryDialog <EquipmentInfoWnd>(); break; case 4: //购买 //堆叠数量上限判定 bool overLimit = ItemDC.CheckItemOverLimit(m_iItemTypeID, m_iBuyCount); if (overLimit) { NGUIUtil.ShowTipWndByKey(30000030); break; } //持有代币是否足够 bool currencyEnough = UserDC.CheckCurrencyEnough(m_iBuyCurrency, m_iBuyPrice); if (currencyEnough) { } else { string currencyName = NGUIUtil.GetStringByKey(99700000 + m_iBuyCurrency); string tipText = string.Format(NGUIUtil.GetStringByKey(30000029), currencyName); //NGUIUtil.ShowTipWnd(tipText); NGUIUtil.ShowFreeSizeTipWnd(tipText); } break; case 5: //获得途径 ItemComeFromWnd Formwnd = WndManager.GetDialog <ItemComeFromWnd>(); s_itemtypeInfo info = ItemM.GetItemInfo(m_iItemTypeID); Formwnd.SetData(info, m_soldierInfo, null); break; } }
/// <summary> /// 显示获取灵魂石窗口 /// </summary> void BtnGetSoulStone_OnClickEventHandler(UIButton sender) { s_itemtypeInfo info = ItemM.GetItemInfo(m_soldierInfo.fragmentTypeID); if (info != null) { ItemComeFromWnd wnd = WndManager.GetDialog <ItemComeFromWnd>(); if (wnd != null) { wnd.SetData(info, m_soldierInfo, null, 2); } } }
public void BtnSelect_OnClickEventHandler(UIButton sender) { if (m_canExist == true) //可召唤但未召唤的炮弹兵 { SummonHeroWnd wnd = WndManager.GetDialog <SummonHeroWnd>(); if (wnd != null) { wnd.SetData(Info, null, 1); } } else //不可召唤的炮弹兵 目前不做处理 { sdata.s_itemtypeInfo itemInfo = ItemM.GetItemInfo(Info.fragmentTypeID); //当前灵魂石 ItemComeFromWnd wnd = WndManager.GetDialog <ItemComeFromWnd>(); wnd.SetData(itemInfo, Info, null, 3); } }
public void BtnSelect_OnClickEventHandler(UIButton sender) { if (myParent != null && m_ItemType == 1 && m_TrapState == TrapState.Exit) { TrapShowWnd wnd = WndManager.GetDialog <TrapShowWnd>(); wnd.SetBuildInfo(m_Info, myParent.m_Build); } else if (m_TrapState == TrapState.CanSum) { SummonHeroWnd wnd = WndManager.GetDialog <SummonHeroWnd>(); if (wnd != null) { wnd.SetData(null, m_Info, 2); } } else if (m_TrapState == TrapState.CanNotSum) { sdata.s_itemtypeInfo itemInfo = ItemM.GetItemInfo(m_Info.fragmentTypeID); //当前灵魂石 ItemComeFromWnd wnd = WndManager.GetDialog <ItemComeFromWnd>(); wnd.SetData(itemInfo, null, m_Info, 5); } }