//奖励界面场景加载完毕回调 private void SetPrizeResultObjContainer(SceneResInfoManager info) { if (info == null || info.SceneRoot == null) { Debug.LogError("load scene 'TreasureBoxRoomView02' failed."); return; } currentView = EMPrizeChestView.EMView_Award; if (prizeResultObjContainer == null) { prizeResultObjContainer = info.SceneRoot.transform.FindChild("Scenes_Container"); if (prizeResultObjContainer == null) { GameObject go = new GameObject(); go.name = "prizeResultContainer"; prizeResultObjContainer = go.transform; //挂载奖励界面场景模型根节点 prizeResultObjContainer.SetParent(info.SceneRoot.transform); prizeResultObjContainer.localPosition = new Vector3(0, 0, 0); } } LoadPrizeResultEffectAndSetUIData(); }
//主界面场景加载完毕回调 private void SetPrizeChestObjContainer(SceneResInfoManager info) { currentView = EMPrizeChestView.EMView_Main; //挂载主界面场景模型根节点,创建场景光效 if (chestObjContainer == null) { GameObject go = new GameObject(); go.name = "PrizeChestContainer"; chestObjContainer = go.transform; } //挂载宝箱模型根节点到场景上 chestObjContainer.SetParent(info.SceneRoot.transform); chestObjContainer.localPosition = mainViewChestPos; RefreshChest(); if (m_reaminingChestCount <= 0) { linkBtn.gameObject.SetActive(true); if (defaultBGEffect == null && chestObjContainer != null) { defaultBGEffect = new SceneEffectParamBase((int)ESceneEffectID.SE_PrizeChest_DefaultBG, chestObjContainer); SceneEffectManager.Instance.CreateSceneEffect(ref defaultBGEffect); } } chestPageObj.SetActive(true); closeBtn.gameObject.SetActive(true); bEnableClose = true; }
public void OnContinueOpenBtn() { LightingEffectManager lem = EntityFactory.EffectGroup.GetComponent <LightingEffectManager>(); if (lem != null && m_camEffectID > 0) { lem.RemoveLightingImmediate(m_camEffectID); } resultPageObj.SetActive(false); Clear(); //卸载动画场景 SceneManager.Instance.UnLoadTreasureBoxAwardViewScene(); //开启主界面UI chestPageObj.SetActive(true); closeBtn.gameObject.SetActive(true); RefreshChest(); currentView = EMPrizeChestView.EMView_Main; bEnableClose = true; // 如果没有宝箱了就直接返回游戏主城界面 if (m_reaminingChestCount <= 0) { OnCloseBtn(); } }
public override bool Init(IUIWnd wnd) { base.Init(wnd); currentView = EMPrizeChestView.EMView_Main; openTips = ULocalizationService.Instance.Get("UIView", "PrizeChest", "OpenToolTip"); ReturnBtnText.text = ULocalizationService.Instance.Get("UIView", "PrizeChest", "ReturnBtn"); continueOpenText.text = ULocalizationService.Instance.Get("UIView", "PrizeChest", "ReturnBtn"); taskTip.text = ULocalizationService.Instance.Get("UIView", "PrizeChest", "taskTip"); string tip = ULocalizationService.Instance.Get("UIView", "PrizeChest", "taskDesc"); UBB.toHtml(ref tip); taskDesc.text = tip; //宝箱模型资源节点 prizeChestResNodeList = new ResNode[3]; prizeChestResNodeList[0] = AssetBundleManager.GetAssets(AssetType.Asset_Prefab, "Skin/Other/TreasureBoxRoomView/BaoXiang_01"); prizeChestResNodeList[1] = AssetBundleManager.GetAssets(AssetType.Asset_Prefab, "Skin/Other/TreasureBoxRoomView/BaoXiang_02"); prizeChestResNodeList[2] = AssetBundleManager.GetAssets(AssetType.Asset_Prefab, "Skin/Other/TreasureBoxRoomView/BaoXiang_03"); bonesName = new string[8]; string[] names = { "Back_M", "Back_M1", "Back_M2", "Back_M3", "Back_M4", "Back_M5", "Back_M6", "Back_M7" }; bonesName = names; prizeChestInfoList = new List <PrizeChestInfo>(); chestGroup.onButtonGroupSelectedChange.RemoveAllListeners(); chestGroup.onButtonGroupSelectedChange.AddListener(OnPrizeChestSelectChanged); chestPageObj.SetActive(false); bEnableClose = false; linkBtn.gameObject.SetActive(false); linkBtn.gameObject.GetComponentInChildren <Text>().text = ULocalizationService.Instance.Get("UIView", "PrizeChest", "LinkBtn"); linkBtn.onClick.RemoveAllListeners(); linkBtn.onClick.AddListener(OnLinkBtnClicked); nextChestBtn.gameObject.GetComponentInChildren <Text>().text = ULocalizationService.Instance.Get("UIView", "PrizeChest", "NextChestBtn"); nextChestBtn.onClick.RemoveAllListeners(); nextChestBtn.onClick.AddListener(OnNextChestBtnClicked); nextChestBtn.gameObject.SetActive(false); nextChestHint.gameObject.SetActive(false); return(true); }
//强行终止宝箱动画,关闭整个UI //此方法供游戏匹配进入时调用 public void StopPrizeChest() { KillAllTimer(); if (currentView == EMPrizeChestView.EMView_Award) { LightingEffectManager lem = EntityFactory.EffectGroup.GetComponent <LightingEffectManager>(); if (lem != null && m_camEffectID > 0) { lem.RemoveLightingImmediate(m_camEffectID); } Clear(); resultPageObj.SetActive(false); //卸载动画场景 SceneManager.Instance.UnLoadTreasureBoxAwardViewScene(); currentView = EMPrizeChestView.EMView_Main; bEnableClose = true; } OnCloseBtn(); }