public TimeCountDownComponent timeCountDown; //倒计时器 public void ShowGiftDialogue(int value) { canvasGroup.alpha = 1; this.content.text = $"+{value}"; if (timeCountDown != null) { timeCountDown.Init(Dealy, true, () => { canvasGroup.DOFade(0, 0.8f); }, (x) => { //Debug.LogError($"倒计时{x}"); }); } else { timeCountDown = StaticData.CreateTimer(Dealy, true, (go) => { canvasGroup.DOFade(0, 0.8f); }, (x) => { //Debug.LogError($"倒计时{x}"); }, "giftTime"); } }
/// <summary> /// 创建空白计时器 /// </summary> static void CreationTimer() { _timeCountDownComponent = StaticData.CreateTimer(100000 / 1000f, false, (go) => { }, (remainTime) => { }, "RedDotTime"); }
/// <summary> /// 创建空白计时器 /// </summary> public void CreationTimer() { _timeCountDownComponent = StaticData.CreateTimer(100000 / 1000f, false, (go) => { }, (remainTime) => { }, "WarehouseTreasureChest"); }
/// <summary> /// 初始化订单红点计时器 /// </summary> private void InitUpdateDealRedDotTimer() { DealRedDotTimer = StaticData.CreateTimer(36000f, false, (go) => { }, (remainTime) => { }, "UpdateDealRedDot"); }
/// <summary> /// 创建空白计时器 /// </summary> public void CreationTimer() { _timeCountDownComponent = StaticData.CreateTimer(100000 / 1000f, false, (go) => { }, (remainTime) => { }, "GiftBoxUnlocingController"); _timeCountDownComponent.transform.SetParent(_timeBoxTra); }
public void GenerateRegionTimer() { //创建空的计时器 timeBoxTimerComponent = StaticData.CreateTimer(100000 / 1000f, false, (go) => { }, (remainTime) => { }, "DecorateBoard"); }
/// <summary> /// 开始倒计时 /// </summary> void StartCountDown() { //判断服务器时间和状态显示按钮的sprite var morning = StaticData.configExcel.GetVertical().GetFavorableTimeMorning; var noon = StaticData.configExcel.GetVertical().GetFavorableTimeAfternoon; var night = StaticData.configExcel.GetVertical().GetFavorableTimeEvening; //获得服务器早中晚三个时间 (0/1/2:时分秒) var morningTime = TimeHelper.GetDateTime(0, morning[0], morning[1], morning[2]);//2020.10.22.6.0.0 var noonTime = TimeHelper.GetDateTime(0, noon[0], noon[1], noon[2]); var nightTime = TimeHelper.GetDateTime(0, night[0], night[1], night[2]); //三个时间段 List <DateTime> timeQuantum = new List <DateTime>(); timeQuantum.Add(morningTime); timeQuantum.Add(noonTime); timeQuantum.Add(nightTime); //获取领取好感状态信息 var GetFavorableStateInfo = StaticData.playerInfoData.userInfo.GetFavorableStateInfo; //如果该时段未领 if ((GetFavorableState)GetFavorableStateInfo.GetFavorableState == GetFavorableState.NeverGetType) { CanGetSet();//可领 //doubleGet_Btn.onClick.AddListener(OnclickGetBtn); } else { NotCanGetSet(); } //判断到下一个时段 是哪一个时段且还有多少秒 for (int i = 0; i < timeQuantum.Count; i++) { if (TimeHelper.ServerDateTimeNow < timeQuantum[i]) { surplusSecond = GetSubSeconds(TimeHelper.ServerDateTimeNow, timeQuantum[i]); break; } } //倒计时 TempTimer = StaticData.CreateTimer(surplusSecond, true, async(go) => { //时间到了就让按钮可点击 //TempTimer = go; StaticData.playerInfoData.userInfo.GetFavorableStateInfo.GetFavorableState = (int)GetFavorableState.NeverGetType; //时间到了设置未领 await CanGetSet(); StartCountDown(); //这段计时完成后开始下一段计时 }, (timeCount) => { Debug.LogError($"计时器剩余时间{timeCount}"); }, "ReceiveDailyFavorable"); }
public void Clear() { if (timeCountDown != null) { timeCountDown.Dispose(); } timeCountDown = null; uiData = null; myRunData = null; funcs = null; matchModule = null; battleModule = null; }
private void OnButtonDirBtnClick(string dir) { if (opIndex >= opArr.Length) { return; } if (opArr[opIndex] == dir) { opDirList[opIndex].SetStateInfo("keyState1"); if (opIndex == opArr.Length - 1) //输入完成 { ETModel.MatchModule matchModule = ETModel.UtilsModuleManager.GetModule(ETModel.ModuleType.MatchModule) as ETModel.MatchModule; go_SaoGuangEft.SetActive(true); if (battleModule.UsingFrameSync) { matchModule.SendOneFrameMsg(skillId); } else { myRunData.operationSkillId = skillId; matchModule.AddFrameData(skillId); } TimeCountDownComponent timeCountDownComponent = ComponentFactory.Create <TimeCountDownComponent>(); timeCountDownComponent.Init(0.4f, null, string.Empty, () => { Release(); }); } opIndex++; } else { opDirList[opIndex].SetStateInfo("keyState2"); TimeCountDownComponent timeCountDownComponent = ComponentFactory.Create <TimeCountDownComponent>(); timeCountDownComponent.Init(0.5f, null, string.Empty, () => { //错了重来 opIndex = 0; if (opDirList == null) { return; } for (int i = 0; i < opArr.Length; i++) { opDirList[i].SetDirInfo("dir0" + opArr[i]); opDirList[i].SetStateInfo("keyState0"); } }); } }
//开始备战倒计时 public void StartCountDown() { uiData.text_GameTimeText3_21.gameObject.SetActive(true); long timeVal1 = matchModule.matchInfo.startTime - TimeHelper.ServerTimeNow; Log.Info($"战斗开始等待时间:" + timeVal1); if (timeCountDown == null) { timeCountDown = ComponentFactory.Create <TimeCountDownComponent>(); } timeCountDown.SetIsTime(true); timeCountDown.Init(timeVal1 / 1000f, uiData.text_GameTimeText3_21, "{0}", null, null); }
/// <summary> /// 更新订单红点 /// </summary> private void UpdateDealRedDot() { DealRedDotTimer.Init(5f, false, () => { RedDotManager.UpdateRedDot(RedDotManager.RedDotKey.Order); if (!StaticData.IsSubmintDeal()) { UpdateDealRedDot(); } else { DealRedDotTimer.Dispose(); DealRedDotTimer = null; } }, null); }
public void DestroyTime() { if (_timeCountDownComponent != null) { _timeCountDownComponent.Dispose(); Destroy(_timeCountDownComponent.gameObject); _timeCountDownComponent = null; } if (_timeBoxTra.childCount > 0) { for (int i = _timeBoxTra.childCount - 1; i >= 0; i--) { Destroy(_timeBoxTra.GetChild(i).gameObject); } } }
/// <summary> /// 生成搜索定时器 /// </summary> private void GenerateSearchTimerCount() { if (searchTimeCountDown == null) { RecoverySearch(false); searchTimeCountDown = StaticData.CreateTimerRebackMilliSeconds(1, true, (go) => { Destroy(go); Destroy(searchTimeCountDown.gameObject); RecoverySearch(true); }, (remainTime) => { float fillAmount = remainTime / 1.0f; _buttonSearchGrey.GetComponent <Image>().fillAmount = fillAmount; }); } }
/// <summary> /// 生成地鼠定时器 /// </summary> /// <param name="timeDelta"></param> private void CreateMouseTimer(float timeDelta) { if (timeDelta == 0) { timeDelta = GetGenerateTimeDelta(); } StaticData.DebugGreen($"创建地鼠生成定时器:{timeDelta}"); //创建生成地鼠定时器,时间比生产间隔多5秒 mouseGenTimer = StaticData.CreateTimer(timeDelta / 1000f + 5, true, (go) => { if (isUser) { CheckSelfMouseGenerate(); } Destroy(go); Destroy(mouseGenTimer.gameObject); }, (remainTime) => { }, "MouseGenerate"); }
/// <summary> /// 生成刷新推荐定时器 /// </summary> private bool GenerateRefreshTimerCount() { bool isRecovery = false; if (refreshTimeCountDown == null) { isRecovery = true; RecoveryRefresh(false); refreshTimeCountDown = StaticData.CreateTimerRebackMilliSeconds(5, true, (go) => { Destroy(go); Destroy(refreshTimeCountDown.gameObject); RecoveryRefresh(true); }, (remainTime) => { float fillAmount = remainTime / 5.0f; _buttonRefreshGrey.GetComponent <Image>().fillAmount = fillAmount; }); } return(isRecovery); }
public void GenerateTimer() { //创建空的计时器 timeCountDownComponentSeed = StaticData.CreateTimer(100000 / 1000f, false, (go) => { }, (remainTime) => { }, "Seed"); timeCountDownComponentGerminate = StaticData.CreateTimer(100000 / 1000f, false, (go) => { }, (remainTime) => { }, "Germinate"); timeCountDownComponentGrowUp = StaticData.CreateTimer(100000 / 1000f, false, (go) => { }, (remainTime) => { }, "GrowUp"); }
public void Init(UIBattleMainData data) { matchModule = UtilsModuleManager.GetModule(ModuleType.MatchModule) as MatchModule; battleModule = UtilsModuleManager.GetModule(ModuleType.MatchModule) as MatchModule; funcs = matchModule.matchInit.funcs; myRunData = matchModule.myRunData; uiData = data; timeCountDown = ComponentFactory.Create <TimeCountDownComponent>(); endPos = funcs.GetEnd(); SetMyPosTo2D(); if (battleModule.IsPlayback) { uiData.recttrans_m_GroundState.localPosition -= new Vector3(52, 0, 0); } //preEnsureValue = 0; //preSpeedValue = 0; //uiData.slider_m_SpeedProgress.value = 1f; //uiData.slider_SliderEnsure.value = 1f; uiData.toggle_ToggleName.onValueChanged.AddListener(OnToggleSwitchHeadClick); }
//private void OnDisable() //{ // Debug.LogError("执行Disable"); // CloseActive(); //} /// <summary> /// 销毁倒计时器 /// </summary> public void CloseActive() { Destroy(TempTimer.gameObject); TempTimer = null; }
public void Run(int horseId, int skillId, bool isRemove) { //GameRunMatchComponent gameRunMatchComponent = Game.Scene.GetComponent<GameRunMatchComponent>(); //if (gameRunMatchComponent == null || gameRunMatchComponent.IsDisposed) // return; MatchModule matchModule = UtilsModuleManager.GetModule(ModuleType.MatchModule) as MatchModule; ModelHorseView findHorseView = matchModule.ModelHorseViewSet.Find(x => x.data.Id == horseId); //HorseView findHorseView = gameRunMatchComponent.GetHorseView(horseId); if (findHorseView == null) { Log.Error("没有这个马匹:" + horseId); return; } HorseSkillDefine horseSkillDefine = ModelComTools.Config.GetHorseSkillByID(skillId); if (horseSkillDefine == null) { Log.Error("没有这个技能:" + skillId); return; } List <int> skills = new List <int> { 50080040, 50080041, 50080042, 50080043, 50080044, 50080045, 50080046, 50080047, 50080048, 50080049, 50080050, 50080051, 50080052, 50080053, 50080054, 50080055, 50080056, 50080057, 50080058, 50080059, 50080060, 50080061, 50080062, 50080063, 50080064, 50080065, 50080066, 50080067, 50080068, 50080069, 50080070 }; if (skills.Contains(horseSkillDefine.Name)) { return; } string skillName = GameObjectTool.GetLanguage(horseSkillDefine.Name); string skillDesc = GameObjectTool.GetLanguage(horseSkillDefine.Describe); UIBattleMainComponent uiComponent = matchModule.uIBattleMainComponent; if (uiComponent != null) { var tips = GameObjectTool.GetLanguage(50138126); //触发 var tips1 = GameObjectTool.GetLanguage(50138127); //结束 string skillInfo = string.Format(tips, horseId + 1, skillName); // $"<color=#24f50a>{horseId + 1}号赛马</color>:触发{skillName}技能";//,{skillDesc}"; if (isRemove) { skillInfo = string.Format(tips1, horseId + 1, skillName);//$"<color=#24f50a>{horseId + 1}号赛马</color>:技能{skillName}结束"; } else { if (horseSkillDefine.ExistTime > 0) { TimeCountDownComponent TimeCountDownComponentSkill = ComponentFactory.Create <TimeCountDownComponent>(); TimeCountDownComponentSkill.Init(horseSkillDefine.ExistTime, null, string.Empty, () => { skillInfo = string.Format(tips1, horseId + 1, skillName);//$"<color=#24f50a>{horseId + 1}号赛马</color>:技能{skillName}结束"; uiComponent.AddSkillInfo(skillInfo); TimeCountDownComponentSkill.Dispose(); }); } } uiComponent.AddSkillInfo(skillInfo); if (findHorseView.data.playerUid == matchModule.playerUID) { uiComponent.SetSelfSkill(skillName, isRemove, skillId, horseSkillDefine.ExistTime); } } }