Example #1
0
 public void UpdateData(SlgPB.Notify notify)
 {
     if (notify != null)
     {
         this.gameObject.SetActive(true);
         _notify = notify;
         _model_notificationGroup = InstancePlayer.instance.model_User.model_notificationGroup;
         List <PrizeItem> prizeItems = new List <PrizeItem>();
         _Grid.DestoryAllChildren();
         if (_model_notificationGroup.HasBonus(_notify.notifyId))
         {
             prizeItems = _notify.prizeItems;
             CreateItem(prizeItems);
             _get_Btn.gameObject.SetActive(true);
         }
         else
         {
             _get_Btn.gameObject.SetActive(false);
         }
     }
     else
     {
         this.gameObject.SetActive(false);
     }
 }
 void DelTankItem(UIGrid parent)
 {
     if (parent != null)
     {
         parent.DestoryAllChildren();
     }
 }
Example #3
0
    void CreateItem(List <SlgPB.PVPUser> _pvpUsers)
    {
        _playItemList.Clear();
        _Grid.DestoryAllChildren();
        int dataCount = _pvpUsers.Count;

        if (dataCount > 5)
        {
            _Grid.pivot         = UIWidget.Pivot.Right;
            _scrollview.enabled = true;
        }
        else
        {
            _Grid.pivot         = UIWidget.Pivot.Center;
            _scrollview.enabled = false;
        }
        for (int i = 0; i < dataCount; i++)
        {
            GameObject prefab   = (GameObject)Resources.Load(AppConfig.FOLDER_PROFAB_UI + "pvp/playItem");
            GameObject item     = NGUITools.AddChild(_Grid.gameObject, prefab);
            PlayItem   playitem = item.GetComponent <PlayItem>();
            item.name = "0" + i;
            playitem.Init(_pvpUsers[i]);
            _playItemList.Add(playitem);
        }
        _Grid.Reposition();
    }
Example #4
0
    public void UpdateItems()
    {
        List <SlgPB.Task> tasks = InstancePlayer.instance.model_User.model_task.activeTasks;
        int tasksCount          = tasks.Count;

        grid.DestoryAllChildren();

        for (int i = 0; i < tasksCount; ++i)
        {
            GameObject prefab = Resources.Load(TASK_ITEM_PATH) as GameObject;
            GameObject obj    = NGUITools.AddChild(grid.gameObject, prefab);
            grid.AddChild(obj.transform);

            obj.name = UIHelper.GetItemSuffix(i);

            UITaskItem taskItem = obj.GetComponent <UITaskItem> ();
            taskItem.Init(tasks[i], this);
        }

        grid.animateSmoothly = false;
        grid.repositionNow   = true;

        if (tasksCount <= SHOW_MAX_COUNT)
        {
            scrollview.enabled = false;
        }
    }
Example #5
0
    IEnumerator CreateUnit(UIGrid grid, List <TankDataManager.UnitData> unitData, Dictionary <int, StrengthenTankItem> dataDic)
    {
        yield return(new WaitForSeconds(0.01f));

        if (grid != null)
        {
            grid.DestoryAllChildren();
        }

        int tankCount = unitData.Count;

        foreach (TankDataManager.UnitData unit in unitData)
        {
            if (grid.gameObject != null)
            {
                int        index_   = 0;
                GameObject tankItem = (GameObject)Resources.Load(AppConfig.FOLDER_PROFAB_UI + "strengthen/StrengthenTankItem");
                GameObject item     = NGUITools.AddChild(grid.gameObject, tankItem);
//				item.name = "0" + i;
                StrengthenTankItem tankItem1 = item.transform.GetComponent <StrengthenTankItem>();
                tankItem1.Init(unit);
                if (!dataDic.ContainsKey(unit.id))
                {
                    dataDic.Add(unit.id, tankItem1);
                }
            }
        }
        grid.repositionNow = true;
        grid.Reposition();
    }
Example #6
0
    void SetWrapContent(UIGrid grid, List <ItemDataManager.ItemData> dataList, Dictionary <int, PropsItem> dataDic, UIWrapContent.OnInitializeItem OnUpdateItemMain)
    {
        grid.enabled = true;
        int tankCont  = dataList.Count;
        int gridCont  = grid.GetChildList().Count;
        int itemCount = 0;

        if (tankCont % 2 == 0)
        {
            itemCount = tankCont / 2;
        }
        else
        {
            itemCount = tankCont / 2 + 1;
        }
        if (itemCount <= 3)
        {
            if (grid.gameObject.GetComponent <UIWrapContent>())
            {
                NGUITools.Destroy(grid.gameObject.GetComponent <UIWrapContent>());
            }
            if (gridCont != itemCount)
            {
                StartCoroutine(CreateUnit(grid, dataList, dataDic));
            }
        }
        else
        {
            UIWrapContent wrap = null;
            if (grid.gameObject.GetComponent <UIWrapContent>())
            {
                wrap = grid.gameObject.GetComponent <UIWrapContent>();
            }
            else
            {
                grid.gameObject.AddComponent <UIWrapContent>();
                wrap = grid.gameObject.GetComponent <UIWrapContent>();
            }
            _wrapList.Add(wrap);
            if (gridCont != 4)
            {
                if (grid != null)
                {
                    grid.DestoryAllChildren();
                }
                CreateWrapUnit(grid, 4);
                if (wrap != null)
                {
                    //绑定方法
                    wrap.itemSize         = (int)grid.cellHeight;
                    wrap.minIndex         = -(itemCount - 1);
                    wrap.maxIndex         = 0;
                    wrap.onInitializeItem = OnUpdateItemMain;
                    wrap.SortAlphabetically();
                }
            }
        }
    }
    void CreateWrapTankItem(List <Model_Unit> dataList)
    {
        int count = dataList.Count;

        if (_repairGrid != null)
        {
            _repairGrid.DestoryAllChildren();
        }
        _tankRepairItemDic.Clear();
        for (int i = 0; i < count; i++)
        {
            if (_repairGrid.gameObject != null)
            {
                GameObject     tankItem   = (GameObject)Resources.Load(AppConfig.FOLDER_PROFAB_UI + "RepairFactory/TankRepairItem");
                GameObject     item       = NGUITools.AddChild(_repairGrid.gameObject, tankItem);
                TankRepairItem repairItem = item.GetComponent <TankRepairItem>();
                repairItem.Init(dataList[i]);
                _tankRepairItemDic.Add(dataList[i].unitId, repairItem);
            }
        }
        _repairGrid.Reposition();
    }
Example #8
0
    void SetWrapContent(UIGrid grid, List <TankDataManager.UnitData> dataList, Dictionary <int, StrengthenTankItem> dataDic, UIWrapContent.OnInitializeItem OnUpdateItemMain)
    {
        int tankCont = dataList.Count;
        int gridCont = grid.GetChildList().Count;

        if (tankCont <= 7)
        {
            if (grid.gameObject.GetComponent <UIWrapContent>())
            {
                NGUITools.Destroy(grid.gameObject.GetComponent <UIWrapContent>());
            }
            if (gridCont != tankCont)
            {
                StartCoroutine(CreateUnit(grid, dataList, dataDic));
            }
            _scrollview.enabled = false;
        }
        else
        {
            _scrollview.enabled = true;
            UIWrapContent wrap = null;
            if (grid.gameObject.GetComponent <UIWrapContent>())
            {
                wrap = grid.gameObject.GetComponent <UIWrapContent>();
            }
            else
            {
                grid.gameObject.AddComponent <UIWrapContent>();
                wrap = grid.gameObject.GetComponent <UIWrapContent>();
            }
            if (gridCont != 8)
            {
                if (grid != null)
                {
                    grid.DestoryAllChildren();
                }
                CreateWrapUnit(grid, 8);
                if (wrap != null)
                {
                    //绑定方法
                    wrap.itemSize         = (int)grid.cellWidth;
                    wrap.minIndex         = 0;
                    wrap.maxIndex         = (tankCont - 1);
                    wrap.onInitializeItem = OnUpdateItemMain;
                    wrap.enabled          = true;
                    wrap.SortAlphabetically();
                }
            }
        }
    }
 void InitBtnUI()
 {
     if (_BtnDataList != null)
     {
         if (_BtnItemDict != null)
         {
             _BtnItemDict.Clear();
         }
         _FunctionBtnGrid.DestoryAllChildren();
         foreach (MainCityBtnData btnData in _BtnDataList)
         {
             CreateBtnItem(_FunctionBtnGrid.gameObject, btnData);
         }
     }
 }
Example #10
0
    IEnumerator CreateUnit(UIGrid grid, List <ItemDataManager.ItemData> unitData, Dictionary <int, PropsItem> dataDic)
    {
        yield return(new WaitForSeconds(0.01f));

        if (grid != null)
        {
            grid.DestoryAllChildren();
        }

        int tankCount = unitData.Count;
        int itemCount = 0;

        if (tankCount % 2 == 0)
        {
            itemCount = tankCount / 2;
        }
        else
        {
            itemCount = tankCount / 2 + 1;
        }
        for (int i = 0; i < itemCount; i++)
        {
            if (grid.gameObject != null)
            {
                int        index_   = 0;
                GameObject tankItem = (GameObject)Resources.Load(AppConfig.FOLDER_PROFAB_UI + "warehouse/props_items");
                GameObject item     = NGUITools.AddChild(grid.gameObject, tankItem);
                item.name = "0" + i;
                PropsItem tankItem1 = item.transform.Find("item1").GetComponent <PropsItem>();
                tankItem1.Init(unitData[i * 2]);
                dataDic.Add(unitData[i * 2].id, tankItem1);
                PropsItem tankItem2 = item.transform.Find("item2").GetComponent <PropsItem>();

                index_ = i * 2 + 1;
                if (index_ > (tankCount - 1))
                {
                    NGUITools.Destroy(tankItem2.gameObject);
                }
                else
                {
                    tankItem2.Init(unitData[index_]);
                    dataDic.Add(unitData[index_].id, tankItem2);
                }
            }
        }
        grid.repositionNow = true;
        grid.Reposition();
    }
 void CreateItem(UIGrid grid, int num)
 {
     grid.DestoryAllChildren();
     for (int i = 0; i < num; i++)
     {
         if (grid.gameObject != null)
         {
             GameObject profab    = (GameObject)Resources.Load(AppConfig.FOLDER_PROFAB_UI + "SignIn/DaysItem");
             GameObject item      = NGUITools.AddChild(grid.gameObject, profab);
             DaysItem   classItem = item.GetComponent <DaysItem>();
             classItem.UpdateData(i);
             item.name = "0" + i;
         }
     }
     grid.Reposition();
 }
Example #12
0
    void CreateItem(List <SlgPB.PVPUser> _pvpUsers)
    {
//		_playItemList.Clear();
        _Grid.DestoryAllChildren();
//		int dataCount = _pvpUsers.Count;

        for (int i = 0; i < 8; i++)
        {
            GameObject prefab   = (GameObject)Resources.Load(AppConfig.FOLDER_PROFAB_UI + "pvp/rankItem");
            GameObject item     = NGUITools.AddChild(_Grid.gameObject, prefab);
            RankItem   playitem = item.GetComponent <RankItem>();
            item.name = "0" + i;
//			playitem.Init(_pvpUsers[i]);
//			_playItemList.Add(playitem);
        }
        _Grid.Reposition();
    }
Example #13
0
    void CreateItem(List <SlgPB.Notify> dataList)
    {
        _mailItemDic.Clear();
        _Grid.DestoryAllChildren();
        int dataCount = dataList.Count;

        for (int i = 0; i < dataCount; i++)
        {
            GameObject prefab   = (GameObject)Resources.Load(AppConfig.FOLDER_PROFAB_UI + "mail/mailItemContainer");
            GameObject item     = NGUITools.AddChild(_Grid.gameObject, prefab);
            MailItem   playitem = item.GetComponent <MailItem>();
            playitem.Init(dataList[i]);
            _mailItemDic.Add(dataList[i].notifyId, playitem);
            item.name = "0" + i;
        }
        _Grid.Reposition();
    }
Example #14
0
    void CreateItem(List <SlgPB.FightLog> pvpLogs)
    {
        _reportItemList.Clear();
        _Grid.DestoryAllChildren();
        int dataCount = pvpLogs.Count;

        for (int i = 0; i < dataCount; i++)
        {
            GameObject prefab     = (GameObject)Resources.Load(AppConfig.FOLDER_PROFAB_UI + "pvp/reportItem");
            GameObject item       = NGUITools.AddChild(_Grid.gameObject, prefab);
            ReportItem reportitem = item.GetComponent <ReportItem>();
            item.name = "0" + i;
            reportitem.Init(pvpLogs[i]);
            _reportItemList.Add(reportitem);
        }
        _Grid.Reposition();
    }
Example #15
0
    void CreatePopsItem(List <SlgPB.ShopItem> shopItems)
    {
        _sellPropsItemList.Clear();
        _grid.DestoryAllChildren();

        int n = shopItems.Count;

        for (int i = 0; i < n; ++i)
        {
            SlgPB.ShopItem shopItem = shopItems[i];
            GameObject     prof     = (GameObject)Resources.Load(AppConfig.FOLDER_PROFAB_UI + "pvp/propsItem");
            GameObject     item     = NGUITools.AddChild(_grid.gameObject, prof);
            SellPropsItem  sellitem = item.GetComponent <SellPropsItem>();
            sellitem.UpdateData(shopItem, i);
            _sellPropsItemList.Add(sellitem);
        }
        _grid.Reposition();
    }
Example #16
0
 void CreateWrapUnit(UIGrid grid, int num)
 {
     if (grid != null)
     {
         grid.DestoryAllChildren();
     }
     for (int i = 0; i < num; i++)
     {
         if (grid.gameObject != null)
         {
             GameObject Item = (GameObject)Resources.Load(AppConfig.FOLDER_PROFAB_UI + "warehouse/props_items");
             GameObject item = NGUITools.AddChild(grid.gameObject, Item);
             item.name = "0" + i;
         }
     }
     grid.repositionNow = true;
     grid.Reposition();
 }
Example #17
0
    void CreateWrapUnit(UIGrid grid, int num)
    {
        if (grid != null)
        {
            grid.DestoryAllChildren();
        }
        for (int i = 0; i < num; i++)
        {
            if (grid.gameObject != null)
            {
                GameObject tankItem = (GameObject)Resources.Load(AppConfig.FOLDER_PROFAB_UI + "strengthen/StrengthenTankItem");
                GameObject item     = NGUITools.AddChild(grid.gameObject, tankItem);
//				item.name = "0" + i;
            }
        }
        grid.repositionNow = true;
        grid.Reposition();
    }
Example #18
0
 void CreateWrapUnit(UIGrid grid, int num)
 {
     if (grid != null)
     {
         grid.DestoryAllChildren();
     }
     for (int i = 0; i < num; i++)
     {
         if (grid.gameObject != null)
         {
             GameObject tankItem = (GameObject)Resources.Load(AppConfig.FOLDER_PROFAB_UI + "hero/HeroInfoItemsContainer");
             GameObject item     = NGUITools.AddChild(grid.gameObject, tankItem);
             item.name = "0" + i;
             _gridChildList.Add(item);
         }
     }
     grid.repositionNow = true;
     grid.Reposition();
 }
Example #19
0
    void UpdateUI()
    {
        CountdownData _countdown = new CountdownData();

        _countdownList = _countdown.GetCountdownData();
        int count = _countdownList.Count;

        if (count != _countdownCount)
        {
            _grid.DestoryAllChildren();

            foreach (CountdownData.Countdown countdown in _countdownList)
            {
                Create(countdown);
            }
            _grid.Reposition();
            _countdownCount = count;
        }
    }
Example #20
0
 void CreateMission(UIGrid grid, List <DataMission> datalist)
 {
     if (grid != null)
     {
         grid.DestoryAllChildren();
     }
     for (int i = 0; i < datalist.Count; i++)
     {
         if (grid.gameObject != null)
         {
             GameObject  Item = (GameObject)Resources.Load(AppConfig.FOLDER_PROFAB_UI + "warehouse/missionItem");
             GameObject  item = NGUITools.AddChild(grid.gameObject, Item);
             missionItem miss = item.GetComponent <missionItem>();
             miss.Init(datalist[i]);
             item.name = "0" + i;
         }
     }
     grid.repositionNow = true;
     grid.Reposition();
 }
Example #21
0
    void UpdateDataUI()
    {
        expItemList.Clear();
        expItemList.Add(100006);
        expItemList.Add(100007);
        expItemList.Add(100008);
        expItemList.Add(100009);

        _Grid.DestoryAllChildren();
        for (int i = 0; i < 4; i++)
        {
            GameObject expItem    = (GameObject)Resources.Load(AppConfig.FOLDER_PROFAB_UI + "hero/EXP_ContainerItem");
            GameObject item       = NGUITools.AddChild(_Grid.gameObject, expItem);
            UseExpItem useExpItem = item.GetComponent <UseExpItem>();
            useExpItem.Init(expItemList[i], _heroData.id);
            item.name = i.ToString();
        }
        _Grid.repositionNow = true;
        _Grid.Reposition();
    }
Example #22
0
 void CreateItem(UIGrid grid, int num)
 {
     grid.DestoryAllChildren();
     _toggleList.Clear();
     for (int i = 1; i <= num; i++)
     {
         if (grid.gameObject != null)
         {
             GameObject profab  = (GameObject)Resources.Load(AppConfig.FOLDER_PROFAB_UI + "vip/vipBtn_1");
             GameObject item    = NGUITools.AddChild(grid.gameObject, profab);
             UIToggle   toggle  = item.GetComponent <UIToggle>();
             UILabel    label_1 = item.transform.Find("Label").GetComponent <UILabel>();
             label_1.text = "VIP" + i;
             UILabel label_2 = item.transform.Find("vip_Sprite/Label").GetComponent <UILabel>();
             label_2.text = i.ToString();
             _toggleList.Add(toggle);
             item.name = "vipBtn_" + i;
         }
     }
     grid.Reposition();
 }
Example #23
0
 void CreateUnlockBuildingItem(List <Model_Building.Building_Type> unLockedBuildingsType)
 {
     _Unlocking_Grid.DestoryAllChildren();
     if (unLockedBuildingsType.Count <= 5)
     {
         _Unlocking_ScrollView.enabled = false;
     }
     else
     {
         _Unlocking_ScrollView.enabled = true;
     }
     foreach (Model_Building.Building_Type type in unLockedBuildingsType)
     {
         GameObject   prefab        = (GameObject)Resources.Load(AppConfig.FOLDER_PROFAB_UI + "building/UnlockingBuilingItem");
         GameObject   item          = NGUITools.AddChild(_Unlocking_Grid.gameObject, prefab);
         UILabel      label         = item.transform.Find("BuilingName_Label").GetComponent <UILabel>();
         UISprite     building      = item.transform.Find("BuilingIcon_Sprite/builingIcon").GetComponent <UISprite>();
         DataBuilding data_Building = DataManager.instance.dataBuildingGroup.GetBuilding((int)type, 1);
         label.text = data_Building.name.ToString();
     }
     _Unlocking_Grid.Reposition();
 }