/// <summary> /// 销毁怒气特效 /// </summary> public void DestroyAngryUI() { Transform t = transform.Find("2000631"); if (t) { //Destroy(t.gameObject); NGUIUtil.SetActive(t.gameObject, false); } }
/// <summary> /// 显示升星文字特效 /// </summary> private void ShowStarAddGrow() { float sGrow = (m_soldierInfo.m_strength_grow - m_preSoldierInfo.m_strength_grow) * 0.01f; float aGrow = (m_soldierInfo.m_agility_grow - m_preSoldierInfo.m_agility_grow) * 0.01f; float iGrow = (m_soldierInfo.m_intelligence_grow - m_preSoldierInfo.m_intelligence_grow) * 0.01f; NGUIUtil.AddHudTextShow(gameObject, MyHead.HudText, NGUIUtil.GetStringByKey(88800044) + "+" + Mathf.Abs(sGrow).ToString(), Color.green, 0f); NGUIUtil.AddHudTextShow(gameObject, MyHead.HudText, NGUIUtil.GetStringByKey(88800046) + "+" + Mathf.Abs(aGrow).ToString(), Color.green, 0.8f); NGUIUtil.AddHudTextShow(gameObject, MyHead.HudText, NGUIUtil.GetStringByKey(88800045) + "+" + Mathf.Abs(iGrow).ToString(), Color.green, 0.8f); }
public GridActionCmd100003Skill02(DoQianyaoFun qianyaofun, DoAttackFun fun, int AttackSceneId, WalkDir AttackDir, int deep, int skillid) : base(qianyaofun, fun, AttackSceneId, AttackDir, deep, skillid) { m_Duration = 1.667f; ///3.667f; m_EventTime = 1f; //2.367f; m_CastTime = 1f; //2.267f; #if UNITY_EDITOR_LOG NGUIUtil.DebugLog("蹦达与蹦蹦怒气加持", "yellow"); #endif }
private void LoadAllUnit() { for (int i = 0; i < 32; i++) { GameObject go = NDLoad.LoadWndItem("DesignUnitItem", Parent); go.name = "Item" + i; m_lGo.Add(go); } NGUIUtil.RepositionTable(Parent.gameObject); }
public void SetData(CounterBubblePromtInfo info) { Transform tStart = BattleEnvironmentM.GetLifeMBornNode(true); if (tStart != null) { NGUIUtil.Set3DUIPos(gameObject, new Vector3(info.x + tStart.position.x, info.y + tStart.position.y, 0f)); } NGUIUtil.SetLableText(LblText, info.text); }
public void SetParam(GameWebAPI.RespDataMA_GetItemM.ItemM data) { this.titleLabel.text = data.name; this.textLabel.text = data.description; string largeImagePath = data.GetLargeImagePath(); this.iconSprite.gameObject.SetActive(false); this.iconTexture.gameObject.SetActive(true); NGUIUtil.ChangeUITextureFromFile(this.iconTexture, largeImagePath, false); }
/// <summary> /// 创建设计图(在金银岛掠夺结算掉落,且只会掉一张) /// </summary> void CreateDesignPic(StaticShipCanvas info) { NGUIUtil.SetActive(MyHead.SprDesignQuality.gameObject, true); NGUIUtil.SetActive(MyHead.DesignPic, true); NGUIUtil.SetSprite(MyHead.SprDesignQuality, info.Quality + "_ico"); NGUIUtil.SetSprite(MyHead.SprDesignQuality1, info.Quality); NGUIUtil.SetLableText(MyHead.LblDesignCellCount, info.Cell); MyHead.mShipDesignUnitItem.SetData(info.Id); SetStarsLevel(info.StarLevel); }
public static void ChangeUITextureFromFile(UITexture uiTex, string texname, bool resize = true) { Texture2D mainTexture = NGUIUtil.LoadTexture(texname); uiTex.mainTexture = mainTexture; if (resize) { uiTex.MakePixelPerfect(); } }
/// <summary> /// 设置角色星级 /// </summary> /// <param name="starLevel"></param> public void SetRoleStarLevel(int starLevel) { //Debug.Log("PrepareRoleWnd.cs SetStarLevel=" + starLevel); if (starLevel < 0 || starLevel > ConstantData.MaxStarLevel) { Debug.Log("PrepareRoleWnd.cs SetStarLevel=" + starLevel + " 的值非法"); } NGUIUtil.SetStarLevelNum(MyHead.StarSprites, starLevel); }
public void SetDead(int SoldierTypeID, SelectSoldierwnd wnd) { if (wnd != null) { NGUIUtil.SetPanelClipping(wnd.MyHead.PanelMask, UIDrawCall.Clipping.None); } GetComponent <Collider>().enabled = false; //MyHead.BtnSelect.enabled = false; NGUIUtil.Set2DSpriteGraySV(MyHead.SprItem, "Textures/role/", SoldierTypeID.ToString()); }
void SetUI() { MyHead.Lbl8Model.text = string.Format(NGUIUtil.GetStringByKey(70000232), ConfigM.GetShipDesignCellRange(ShipModemType.Ship8Model).Unit); MyHead.Lbl12Model.text = string.Format(NGUIUtil.GetStringByKey(70000232), ConfigM.GetShipDesignCellRange(ShipModemType.Ship12Model).Unit); MyHead.Lbl16Model.text = string.Format(NGUIUtil.GetStringByKey(70000232), ConfigM.GetShipDesignCellRange(ShipModemType.Ship16Model).Unit); MyHead.Lbl24Model.text = string.Format(NGUIUtil.GetStringByKey(70000232), ConfigM.GetShipDesignCellRange(ShipModemType.Ship24Model).Unit); MyHead.Lbl32Model.text = string.Format(NGUIUtil.GetStringByKey(70000232), ConfigM.GetShipDesignCellRange(ShipModemType.Ship32Model).Unit); MyHead.goDesGroup.SetActive(false); }
public void SetData(int prelevel, int afterlevel, string explain) { UISprite[] starSprites = U3DUtil.GetComponentsInChildren <UISprite>(MyHead.lblPreStar); NGUIUtil.SetStarLevelNum(starSprites, prelevel); starSprites = U3DUtil.GetComponentsInChildren <UISprite>(MyHead.lblAfterStar); NGUIUtil.SetStarLevelNum(starSprites, afterlevel); MyHead.lblExplain.text = explain; }
protected void CheckListUIPanel(List <UIPanel> listUIpanel) { foreach (UIPanel item in listUIpanel) { if (item == null) { NGUIUtil.DebugLog("_h文件中的listUIpanel 有未设定的"); } } }
/// <summary> /// UnSelect toggle color(NGUI_QFord) /// </summary> void ResetLabelColor(UIToggle toggle, int r, int g, int b) { UILabel label = toggle.GetComponentInChildren <UILabel>(); if (label != null) { label.applyGradient = false; NGUIUtil.SetLableColor(label, r, g, b); } }
void SetUI(ref List <int> listUsedItem) { s_itemtypeInfo info = ItemM.GetItemInfo(m_itemTypeID); if (info != null) { NGUIUtil.Set2DSprite(Spr2dEquipIcon, "Textures/item/", info.icon.ToString()); int quality = ConfigM.GetBigQuality(info.quality); NGUIUtil.SetSprite(SprEquipQuality, quality.ToString()); } else { NGUIUtil.DebugLog(" ItemM.GetItemInfo " + m_itemTypeID.ToString() + " not found!"); return; } //设置装备总数量和合成所需的数量 int totalCount = ItemDC.GetItemCount(m_itemTypeID); int countUsed = listUsedItem.Count; if (totalCount > 0) { int nCountTemp = totalCount; int nCnt = 0; for (nCnt = 0; nCnt < countUsed; nCnt++) { if (listUsedItem[nCnt] == m_itemTypeID) { nCountTemp--; if (nCountTemp == 0) { break; } } } for (nCnt = 0; nCnt < m_iNeedNum; nCnt++) { listUsedItem.Add(m_itemTypeID); } if (nCountTemp < m_iNeedNum) { totalCount = nCountTemp; } } string numText = ""; if (totalCount >= m_iNeedNum) { numText = string.Format("[FFFFFF]{0}/{1}[-]", totalCount, m_iNeedNum); } else { numText = string.Format("[FF0000]{0}/{1}[-]", totalCount, m_iNeedNum); } NGUIUtil.SetLableText <string>(LblNum, numText); }
/// <summary> /// 创建已召唤炮弹兵 /// </summary> private void CreateTrap(List <BuildInfo> BuildList, TrapState trapState) { if (trapState == TrapState.Exit) { m_canShengji = null; } if (BuildList == null || BuildList.Count == 0) { return; } if (MyHead.Parent == null) { NGUIUtil.DebugLog("ShipCanvasDialogWnd ListParent!!!"); return; } if (trapState == TrapState.CanNotSum) { CreateBanner(); } PdbbbItem pbbItem = null; int count = 0; for (int i = 0; i < BuildList.Count; i++) { if (count % 4 == 0) { pbbItem = null; GameObject go = NDLoad.LoadWndItem("PdbbbItem", MyHead.Parent.transform); pbbItem = go.GetComponent <PdbbbItem>(); } count++; if (pbbItem != null && pbbItem.MyHead.Table != null) { GameObject viewgo = NDLoad.LoadWndItem("TrapViewItem", pbbItem.MyHead.Table.transform); if (viewgo != null) { TrapViewItem item = viewgo.GetComponent <TrapViewItem>(); if (item != null) { item.SetBuildInfo(BuildList[i], this, trapState); if (null == m_canShengji && trapState == TrapState.Exit) { CanLevelResult LevResult = buildingM.GetLevelCanUP(BuildList[i]); if (LevResult == CanLevelResult.CanUp) { m_canShengji = item; } } } } } } }
public void SetRoleRewardItem(SoldierSettlement Info, bool UpLine = true) { if (Info == null) { return; } SoldierInfo soldier = SoldierDC.GetSoldiers(Info.mSoldierid); m_info = soldier; if (soldier == null) { return; } SetSoldierQuality(m_info.Quality); if (MyHead.level != null) { MyHead.level.text = "[ffffff]" + soldier.Level + "[-]"; } // if (MyHead.exp != null) { MyHead.exp.text = "[ffffff]+" + Info.mExp + "[-]"; } if (MyHead.m_star != null && MyHead.m_star.Length == 5 && soldier.StarLevel <= 5) { NGUIUtil.SetStarLevelNum(MyHead.m_star, soldier.StarLevel); NGUIUtil.SetStarHidden(MyHead.m_star, soldier.StarLevel); } NGUIUtil.Set2DSprite(MyHead.head, "Textures/role/", soldier.m_modeltype.ToString()); if (MyHead.expline != null) { int Needexp = SoldierM.GetUpLevelNeedExp(soldier.Level); float value = soldier.EXP * 1.0f / Needexp; if (UpLine) { NGUIUtil.UpdateFromValue(MyHead.expline, value); } else { MyHead.expline.fillAmount = System.Convert.ToSingle(value); } } if (MyHead.BtnShowTip) { MyHead.BtnShowTip.OnPressDownEventHandler += BtnShowTip_OnPressDownEventHandler; MyHead.BtnShowTip.OnPressUpEventHandler += BtnShowTip_OnPressUpEventHandler; } }
public void LoadCanvasBox() { CanvasUnitBG unitBg = TouchMoveManager.GetCanvasUnitBG(Int2.zero); if (unitBg) { m_GoCanvasBox = GameObjectLoader.LoadPath("Prefabs/Others/", "CanvasBox", WndManager.GetWndRoot().transform); Vector3 worldPos = unitBg.transform.position; NGUIUtil.Set3DUIPos(m_GoCanvasBox, worldPos); } }
/// <summary> /// 设置陷阱头像. /// </summary> /// <param name="id"></param> public void SetTrapPhoto(int id) { if (m_TrapState == TrapState.Exit) { NGUIUtil.Set2DSprite(MyHead.SprTrapPhoto, "Textures/room/", id.ToString()); } else { NGUIUtil.Set2DSpriteGraySV(MyHead.SprTrapPhoto, "Textures/room/", id.ToString()); } }
public void BtnToggValueChange() { if (MyHead.TogSelect.value) { NGUIUtil.SetSprite(MyHead.SprSelect, "icon101"); } else { NGUIUtil.SetSprite(MyHead.SprSelect, ""); } }
/// <summary> /// 设置升级需要材料 /// </summary> private void SetUpLevelNeed() { if (m_HaveCoin >= m_NeedCoin && m_HaveWood >= m_NeedWood) { BuildDC.Send_BuildlevelUpRequest(m_build.ID); } else //弹出提示框 { NGUIUtil.ShowFreeSizeTipWnd(NGUIUtil.GetStringByKey(10000073), null, 0, 2f, ConstantData.iDepBefore3DModel); } }
/// <summary> /// 设置 灵魂石数量/升级数量 和 进度条 /// </summary> /// <param name="current">拥有的量</param> /// <param name="upValue">升级数量</param> public void SetPercentageNum(int current, int upValue) { string result = string.Format("{0}/{1}", current, upValue); NGUIUtil.SetLableText <string>(MyHead.LblNumPercentage, result); if (MyHead.SprNumPercentage) { MyHead.SprNumPercentage.fillAmount = (current * 1.0f) / (upValue * 1.0f); } }
private IEnumerator LoadPage(string fileName, GameObject page) { UITexture texture = page.GetComponent <UITexture>(); NGUIUtil.ChangeUITextureFromFile(texture, fileName, false); page.SetActive(false); yield return(null); Resources.UnloadUnusedAssets(); yield break; }
public override void WndStart() { base.WndStart(); MyHead.BtnClose.OnClickEventHandler += Close; WndEffects.DoWndEffect(gameObject); if (MyHead.LblRuleContent != null) { MyHead.LblRuleContent.text = NGUIUtil.GetStringByKey(70000205); } }
/// <summary> /// 一键解体(全部清除) /// </summary> void BtnDeleteAll_OnClickEventHandler(UIButton sender) { DialogWnd dialogWnd = WndManager.GetDialog <DialogWnd>(); if (dialogWnd) { dialogWnd.SetDialogLable(NGUIUtil.GetStringByKey("30000039"), NGUIUtil.GetStringByKey("88800063"), NGUIUtil.GetStringByKey("88800064")); dialogWnd.YESButtonOnClick = YesReAuth; dialogWnd.ShowDialog(); } }
/// <summary> /// 显示/隐藏 SceneObj下的子对象 /// </summary> public GameObject ShowChild(string name, bool bShow) { Transform child = transform.Find(name); if (child != null) { NGUIUtil.SetActive(child.gameObject, bShow); return(child.gameObject); } return(null); }
private void SetupExtendable() { this.isOpened = false; NGUITools.SetActiveSelf(this.rankSprite.gameObject, false); this.chipNameLabel.text = this.myParameter.chipName; NGUITools.SetActiveSelf(this.chipDescriptLabel.gameObject, true); this.chipDescriptLabel.text = string.Format(StringMaster.GetString("SystemItemCount2"), this.myParameter.itemCount); NGUITools.SetActiveSelf(this.chargesGO, true); NGUITools.SetActiveSelf(this.lookSprite.gameObject, false); NGUIUtil.ChangeUITextureFromFileASync(this.chipTexture, "ChipThumbnail/Chip_NotOpen", false, null); }
public virtual void SetWndDepth() { if (BaseHead().m_listUIpanel.Count == 0) { NGUIUtil.DebugLog("请给窗口添加UIPanel" + gameObject.name); } CheckListUIPanel(BaseHead().m_listUIpanel); int MaxDepth = SetDepth(WndManager.NormalWndDepth); WndManager.NormalWndDepth = MaxDepth; }
private void SetupNotYet() { NGUITools.SetActiveSelf(this.rankSprite.gameObject, false); NGUIUtil.ChangeUITextureFromFileASync(this.chipTexture, "ChipThumbnail/Chip_NotOpen", false, null); NGUITools.SetActiveSelf(this.chargesGO, false); NGUITools.SetActiveSelf(this.lookGO, true); NGUITools.SetActiveSelf(this.chipNameLabel.gameObject, true); this.chipNameLabel.text = this.myParameter.chipName; NGUITools.SetActiveSelf(this.lookSprite.gameObject, true); this.lookSprite.spriteName = "Common02_Icon_KeyQ"; }
/// <summary> /// Select toggle gradient color(NGUI_QFord) /// </summary> void SetLableColorGradient(UIToggle toggle) { UILabel label = toggle.GetComponentInChildren <UILabel>(); if (label != null) { Color top = ColorUtils.FromArgb(255, 251, 255, 0); Color bottom = ColorUtils.FromArgb(255, 255, 121, 0); NGUIUtil.SetLableGradientColor(label, top, bottom); } }