public void SetUI(DataTransfer data) { m_LevelList = new List <Transform>(); int maxPassLevel = data.GetData <int>(ConstDefine.MaxPassLevel); int maxLevel = data.GetData <int>(ConstDefine.MaxLevel); for (int i = 0; i < maxLevel; i++) { //item GameObject go = ResourcesMrg.Instance.Load(ResourcesMrg.ResourceType.UIWindowChild, "GameLevelItem", isCache: true); go.transform.SetParent(m_Grid); DataTransfer d = new DataTransfer(); d.SetData(ConstDefine.GameLevelItem_Level, i + 1); if (i + 1 <= maxPassLevel) { d.SetData(ConstDefine.GameLevelItem_IsLock, false); } else { d.SetData(ConstDefine.GameLevelItem_IsLock, true); } UIGameLevelItemView itemView = go.GetComponent <UIGameLevelItemView>(); itemView.OnClickBtn = OnClickGameLevelItemBtn; go.transform.localScale = Vector3.one; itemView.SetUI(d); m_LevelList.Add(go.transform); m_LastLevel = go.transform; } StartCoroutine("CreateLine", maxLevel); }
public void SetUI(DataTransfer data) { m_LevelText.transform.parent.localScale = Vector3.one; isInit = true; int gamLevel = data.GetData <int>(ConstDefine.Item_Level); m_GameLevel = gamLevel; m_IsLock = data.GetData <bool>(ConstDefine.Item_IsLock); int hasStar = data.GetData <int>(ConstDefine.Item_HasStar); if (hasStar > 0) { m_StarImagge.sprite = m_Star1Sprite; } else { m_StarImagge.sprite = m_Star2Sprite; } if (m_IsLock) { m_LockImage.sprite = m_LockSprite; m_LevelText.font = m_Font1; } else { m_LockImage.sprite = m_UnLockSprite; m_LevelText.font = m_Font2; } m_LevelText.text = m_GameLevel.ToString(); }
public void SetUI(DataTransfer data) { //拥有的英雄 List <int> jobList = data.GetData <List <int> >(ConstDefine.Has_Job); //当前的英雄 int curJob = data.GetData <int>(ConstDefine.Cur_Job); //拥有的金币 int coin = data.GetData <int>(ConstDefine.Has_Coin); for (int i = 0; i < jobList.Count; i++) { for (int j = 0; j < m_JobList.Count; j++) { if (jobList[i] == m_JobList[i].Index) { m_JobList[i].HasJob(); } } } for (int i = 0; i < m_JobList.Count; i++) { if (m_JobList[i].Index == curJob) { m_JobItem = m_JobList[i]; m_JobList[i].IsCurJob(); } } m_Coin.text = coin.ToString(); }
public void SetWorldMap(DataTransfer data) { m_LevelMapRect = m_LevelMap.GetComponent <RectTransform>(); m_LevelMapRect.anchoredPosition = Vector2.zero; Vector2 screenRect = new Vector2(Screen.width, Screen.height); Vector2 uiRect = new Vector2(Screen.width, 1136f * Screen.height / (float)Screen.width); Vector2 uiLeftAndTopPos = new Vector2(uiRect.x / 2f, uiRect.y / 2f); Vector2 LevelMapLeftAndTopPos = m_LevelMapRect.anchoredPosition + new Vector2(m_LevelMapRect.rect.width / 2f, m_LevelMapRect.rect.height / 2f); Vector2 relativePos = LevelMapLeftAndTopPos - uiLeftAndTopPos; m_LevelMapMin = m_LevelMapRect.anchoredPosition - relativePos; m_LevelMapMax = m_LevelMapRect.anchoredPosition + relativePos; m_LevelItemList = new List <UILevelItemView>(); List <DataTransfer> levelList = data.GetData <List <DataTransfer> >(ConstDefine.UI_WorldMap_Content); bool isMatch = false; int maxCanPlayLevelId = data.GetData <int>(ConstDefine.UI_WorldMap_MaxCanPlayGameLevelId); for (int i = 0; i < levelList.Count; i++) { GameObject go = ResourcesMrg.Instance.Load(ResourcesMrg.ResourceType.UIWindowChild, "LevelItem", isCache: true); if (go != null) { go.transform.SetParent(m_LevelMap); go.transform.localPosition = Vector2.zero; go.transform.localScale = Vector3.one; UILevelItemView view = go.GetComponent <UILevelItemView>(); if (view != null) { int levelId = levelList[i].GetData <int>(ConstDefine.UI_WorldMap_LevelId); int grade = levelList[i].GetData <int>(ConstDefine.UI_WorldMap_LevelGrade); string levelName = levelList[i].GetData <string>(ConstDefine.UI_WorldMap_LevelName); string levelIcon = levelList[i].GetData <string>(ConstDefine.UI_WorldMap_LevelIcon); Vector2 levelPos = levelList[i].GetData <Vector2>(ConstDefine.UI_WorldMap_LevelPos); bool canPlay = levelList[i].GetData <bool>(ConstDefine.UI_WorldMap_CanPlay); view.SetUI(levelId, grade, canPlay, levelName, levelIcon, levelPos); view.OnClick += OnClickGameLevelItemCallBack; if (maxCanPlayLevelId == -1001 && !isMatch)//未通关上一难度,从第一关开始 { MatchPassGameLevel(levelPos); isMatch = true; } else if (!isMatch) { if (maxCanPlayLevelId == levelId) { MatchPassGameLevel(levelPos); isMatch = true; } } } } } if (!isMatch) { Debug.LogError("错误:没有找到匹配的关卡"); } }
private IEnumerator SetUIIE(DataTransfer data) { m_Count = (int)(m_RowAnCol.x * m_RowAnCol.y); m_LevelViewList = new List <UILevelItemView>(); m_TweenList = new List <Tween>(); m_GridLayoutGroup = m_Grid.GetComponent <GridLayoutGroup>(); float heightScale = Screen.height / (Screen.width * (852 / 1136f)); m_GridLayoutGroup.cellSize *= heightScale; m_GridLayoutGroup.spacing *= heightScale; m_BtnLeft.sizeDelta *= heightScale; m_BtnRight.sizeDelta *= heightScale; m_BtnLeft.anchoredPosition3D *= heightScale; m_BtnRight.anchoredPosition3D *= heightScale; for (int i = 0; i < m_Count; i++) { GameObject go = ResourcesMrg.Instance.Load(ResourcesMrg.ResourceType.UIWindowChild, "LevelItem", isCache: true); go.transform.SetParent(m_Grid); go.transform.localScale = Vector3.one; go.transform.localPosition = Vector3.zero; UILevelItemView view = go.GetComponent <UILevelItemView>(); view.OnClickBtn += OnClickGameLevelItemBtn; m_LevelViewList.Add(view); } m_MaxPassLevel = data.GetData <int>(ConstDefine.MaxCanPlay); m_MaxLevel = data.GetData <int>(ConstDefine.MaxLevel); m_StarInfo = data.GetData <List <int> >(ConstDefine.StarInfo); yield return(null); bool isRun = true; m_Index = 1; while (isRun) { int index = m_Index; index += m_Count; if (index <= m_MaxPassLevel) { m_Index += m_Count; } else { m_Index += m_Count; isRun = false; } } Refresh(true); }
private IEnumerator SetUIIE(DataTransfer data) { List <DataTransfer> datas = data.GetData <List <DataTransfer> >(ConstDefine.UI_AllHero_Content); m_HeroInfoViewList = new List <UISimpleHeroInfoView>(); for (int i = 0; i < datas.Count; i++) { GameObject go = ResourcesMrg.Instance.Load(ResourcesMrg.ResourceType.UIWindowChild, "SimpleHeroInfo", isCache: true); if (go != null) { go.transform.SetParent(m_Grid.transform); go.transform.localPosition = Vector3.zero; go.transform.localScale = Vector3.one; UISimpleHeroInfoView heroInfo = go.GetComponent <UISimpleHeroInfoView>(); if (heroInfo != null) { long roleId = datas[i].GetData <long>(ConstDefine.UI_AllHero_RoleId); int heroStar = datas[i].GetData <int>(ConstDefine.UI_AllHero_HeroStar); string heroName = datas[i].GetData <string>(ConstDefine.UI_AllHero_HeroName); string heroIcon = datas[i].GetData <string>(ConstDefine.UI_AllHero_HeroHead); string heroSkillIcon = datas[i].GetData <string>(ConstDefine.UI_AllHero_HeroSkillICon); heroInfo.SetUI(heroName, heroIcon, heroSkillIcon, heroStar, roleId); m_HeroInfoViewList.Add(heroInfo); heroInfo.OnClick += OnClickSimpleHeroInfoCallBack; } if (i % 9 == 0) { yield return(null); } } } }
public void SetUI(DataTransfer data) { isInit = true; int gamLevel = data.GetData <int>(ConstDefine.GameLevelItem_Level); m_GameLevel = gamLevel; m_IsLock = data.GetData <bool>(ConstDefine.GameLevelItem_IsLock); if (m_IsLock) { m_LockImage.sprite = m_LockSprite; } else { m_LockImage.sprite = m_UnLockSprite; } m_LevelText.text = m_GameLevel.ToString(); }
private IEnumerator SetUIIE(DataTransfer data) { m_LevelViewList = new List <UIGameLevelItemView>(); m_TweenList = new List <Tween>(); m_GridLayoutGroup = m_Grid.GetComponent <GridLayoutGroup>(); float weightScale = (Screen.width * (1136f / Screen.height)) / 852f; m_GridLayoutGroup.cellSize *= weightScale; m_BtnLeft.sizeDelta *= weightScale; m_BtnRight.sizeDelta *= weightScale; m_BtnLeft.anchoredPosition3D *= weightScale; m_BtnRight.anchoredPosition3D *= weightScale; for (int i = 0; i < 9; i++) { GameObject go = ResourcesMrg.Instance.Load(ResourcesMrg.ResourceType.UIWindowChild, "GameLevelItem", isCache: true); go.transform.SetParent(m_Grid); go.transform.localScale = Vector3.one; go.transform.localScale = Vector3.one; UIGameLevelItemView view = go.GetComponent <UIGameLevelItemView>(); view.OnClickBtn += OnClickGameLevelItemBtn; m_LevelViewList.Add(view); } m_MaxPassLevel = data.GetData <int>(ConstDefine.MaxPassLevel); m_MaxLevel = data.GetData <int>(ConstDefine.MaxLevel); yield return(null); bool isRun = true; m_Index = 1; while (isRun) { int index = m_Index; index += 9; if (index <= m_MaxPassLevel) { m_Index += 9; } else { m_Index += 9; isRun = false; } } Refresh(true); }
public void SetUI(DataTransfer data) { int gamLevel = data.GetData <int>(ConstDefine.GameLevelItem_Level); m_GameLevel = gamLevel; m_IsLock = data.GetData <bool>(ConstDefine.GameLevelItem_IsLock); if (m_IsLock) { m_LockImage.sprite = m_LockSprite; m_LevelText.font = m_Font2; } else { m_LockImage.sprite = m_UnLockSprite; m_LevelText.font = m_Font1; } m_LevelText.text = m_GameLevel.ToString(); StartCoroutine("SetLevelText"); }
public void SetUI(DataTransfer data) { string heroName = data.GetData <string>("HeroName"); string heroDesc = data.GetData <string>("HeroDesc"); string skill1Name = data.GetData <string>("Skill1Name"); string skill1Desc = data.GetData <string>("Skill1Desc"); string skill2Name = data.GetData <string>("Skill2Name"); string skill2Desc = data.GetData <string>("Skill2Desc"); HeroName.text = heroName; HeroDesc.text = heroDesc; Skill1Name.text = skill1Name; Skill1Desc.text = skill1Desc; Skill2Name.text = skill2Name; Skill2Desc.text = skill2Desc; }
public void SetUI(DataTransfer data) { m_TaskItemList = new List <UITaskItemView>(); List <DataTransfer> ds = data.GetData <List <DataTransfer> >(ConstDefine.UI_Task_Content); for (int i = 0; i < ds.Count; i++) { GameObject go = ResourcesMrg.Instance.Load(ResourcesMrg.ResourceType.UIWindowChild, "TaskItem"); go.transform.SetParent(m_Grid.transform); go.transform.localPosition = Vector3.zero; go.transform.localScale = Vector3.one; UITaskItemView view = go.GetComponent <UITaskItemView>(); int taskId = ds[i].GetData <int>(ConstDefine.UI_Task_Id); string name = ds[i].GetData <string>(ConstDefine.UI_TaskItem_Name); string desc = ds[i].GetData <string>(ConstDefine.UI_TaskItem_Desc); int targetCount = ds[i].GetData <int>(ConstDefine.UI_TaskItem_TargetCount); int curCount = ds[i].GetData <int>(ConstDefine.UI_TaskItem_CurCount); bool getReward = ds[i].GetData <bool>(ConstDefine.UI_TaskItem_GetReward); view.SetUI(taskId, name, desc, curCount, targetCount, getReward); view.GetRewardEvent += OnGetRewardCallBack; m_TaskItemList.Add(view); } }
public void SetUI(DataTransfer data) { m_RoleId = data.GetData <long>(ConstDefine.UI_HeroInfo_RoleId); string heroName = data.GetData <string>(ConstDefine.UI_HeroInfo_HeroName); m_HName.text = heroName; int heroStar = data.GetData <int>(ConstDefine.UI_HeroInfo_HeroStar); RefreshStar(heroStar); int heroQuality = data.GetData <int>(ConstDefine.UI_HeroInfo_HeroQuality); if (heroQuality == 0) { m_Quality.text = "普通"; } else if (heroQuality == 1) { m_Quality.text = "精英"; } else if (heroQuality == 2) { m_Quality.text = "传奇"; } int heroLevel = data.GetData <int>(ConstDefine.UI_HeroInfo_HeroLevel); m_Level.text = heroLevel.ToString(); int hp = data.GetData <int>(ConstDefine.UI_HeroInfo_HeroHp); int mgicAtk = data.GetData <int>(ConstDefine.UI_HeroInfo_MgicAtk); int phyAtk = data.GetData <int>(ConstDefine.UI_HeroInfo_PhyAtk); int cri = data.GetData <int>(ConstDefine.UI_HeroInfo_Cri); float criValue = data.GetData <float>(ConstDefine.UI_HeroInfo_CriValue); int mgicDef = data.GetData <int>(ConstDefine.UI_HeroInfo_MgicDef); int phyDef = data.GetData <int>(ConstDefine.UI_HeroInfo_PhyDef); m_Hp.text = hp.ToString(); m_MgicAtk.text = mgicAtk.ToString(); m_PhyAtk.text = phyAtk.ToString(); m_Cri.text = cri.ToString(); m_CriValue.text = criValue.ToString(); m_PhyDef.text = phyDef.ToString(); m_MgicDef.text = phyDef.ToString(); List <DataTransfer> skillDatas = data.GetData <List <DataTransfer> >(ConstDefine.UI_HeroInfo_SkillContent); for (int i = 0; i < skillDatas.Count; i++) { string skillName = skillDatas[i].GetData <string>(ConstDefine.UI_HeroInfo_SkillName); string skillIcon = skillDatas[i].GetData <string>(ConstDefine.UI_HeroInfo_SkillIcon); string skillDesc = skillDatas[i].GetData <string>(ConstDefine.UI_HeroInfo_SkillDesc); } int needDebris = data.GetData <int>(ConstDefine.UI_HeroInfo_NeedDebris); int ownedDebris = data.GetData <int>(ConstDefine.UI_HeroInfo_OwnedDebris); m_NeedDebris.text = needDebris.ToString(); m_OwnedDebris.text = ownedDebris.ToString(); }
public void SetUI(DataTransfer data) { m_IsPlayMusic = data.GetData <bool>(ConstDefine.MusicStatus); SetMusic(); }