private void UpdateCheckSkillprompt()
    {
        if (skillCheckTimerLock.IsLocked)
        {
            return;
        }
        skillCheckTimerLock.IsLocked = true;
        if (currentSkillpromptmove != null || currentSkillprompt != null)
        {
            return;
        }
        int index = IsHaveFreeSkill();

        if (index == -1)
        {
            return;
        }
        currentSkillpromptId = (GameSkill.SkillId)index;

        currentSkillprompt     = LoadResource_UIPrefabs(string.Format("skillprompt{0}.prefab", index + 1));
        currentSkillpromptmove = LoadResource_UIPrefabs("skillpromptmovein.prefab").GetComponent <GuiPlaneAnimationPlayer>();
        currentSkillprompt.transform.parent = currentSkillpromptmove.transform;
        currentSkillpromptmove.Stop();
        currentSkillpromptmove.Play();
        currentSkillpromptmove.DelegateOnPlayEndEvent += CurrentSkillPromptMoveIn;
    }
    public void SetProgressBar(float targetvalue, bool isDirect)
    {
        //需要规划到血条区间内
        targetvalue = Mathf.Clamp(targetvalue * 0.5f, 0.0f, 0.5f);
        //在新的血条体系下。0.0f表示满血,0.5表示空血
        if (!IsForwardUV)
        {
            targetvalue = 0.5f - targetvalue;
        }

        if (isDirect || !IsSupportAnimation)
        {
            currentValue = targetvalue;
            //刷新血条
            GetComponent <Renderer>().material.SetVector("_WhiteMaskOffset", new Vector4(targetvalue, 0.0f, 0.0f, 0.0f));
            return;
        }
        Vector4 v = GetComponent <Renderer>().material.GetVector("_WhiteMaskOffset");

        currentValue = v.x;
        targetValue  = targetvalue;
        GuiPlaneAnimationPlayer player = this.GetComponent <GuiPlaneAnimationPlayer>();

        player.Stop();
        player.Play();
    }
    private void SetCurrentSelectMapIndex(int index)
    {
        if (currentSelectMapIndex == index)
        {
            return;
        }
        buttonGroup.IsWorkDo = false;

        tempMoveAni = ((GameObject)UnityEngine.Object.Instantiate(moveAni.gameObject)).GetComponent <GuiPlaneAnimationPlayer>();
        tempMoveAni.transform.parent        = this.transform;
        tempMoveAni.IsAutoDel               = false;
        tempMoveAni.playMode                = GuiPlaneAnimationPlayer.PlayMode.Mode_PlayOnec;
        tempMoveAni.DelegateOnPlayEndEvent += OnMoveAniPlayEnd;
        //增加关键帧
        GuiPlaneAnimationCurvePosition curvePosition = tempMoveAni.gameObject.GetComponentInChildren <GuiPlaneAnimationCurvePosition>();

        curvePosition.xCurve = UnityEngine.AnimationCurve.EaseInOut(0.0f, maplist[0].position.x,
                                                                    1.0f, maplist[0].position.x - maplist[index].position.x);
        //将对象定位到开始坐标对象
        curvePosition.gameObject.transform.position = maplist[0].position;
        maplist[0].transform.parent.parent          = curvePosition.gameObject.transform;
        //重新标记索引
        currentSelectMapIndex = index;
        //开始播放
        tempMoveAni.Play();
    }
 //显示游戏结束
 private void ShowGameOver()
 {
     m_Prompt_Continue.gameObject.SetActive(false);
     m_Prompt_GameOver.gameObject.SetActive(true);
     m_Prompt_GameOver.Stop();
     m_Prompt_GameOver.Play();
 }
 private void ReleaseSkillprompt()
 {
     currentSkillpromptmove = LoadResource_UIPrefabs("skillpromptmoveout.prefab").GetComponent <GuiPlaneAnimationPlayer>();
     currentSkillprompt.transform.parent = currentSkillpromptmove.transform;
     currentSkillpromptmove.Stop();
     currentSkillpromptmove.Play();
     currentSkillpromptmove.DelegateOnPlayEndEvent += CurrentSkillPromptMoveout;
 }
    //初始化界面
    public void InitUI()
    {
        Invoke("ShowGameOver", m_ContinueTime);

        m_Prompt_Continue.gameObject.SetActive(false);
        m_Prompt_GameOver.gameObject.SetActive(false);

        m_Prompt_Continue.gameObject.SetActive(true);
        m_Prompt_Continue.Stop();
        m_Prompt_Continue.Play();
    }
Exemple #7
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    private void PlayerOneCompanyLogo(int index)
    {
        PlayIndex = index;
        MeshRenderer reader = CompanyLogoPlayer.GetComponent <MeshRenderer>();

        reader.material.mainTexture = CompanyLogoTexture[PlayIndex];

        CompanyLogoPlayer.DelegateOnPlayEndEvent = null;
        CompanyLogoPlayer.DelegateOnPlayEndEvent = OnOneCompanyLogoPlayEnd;
        CompanyLogoPlayer.Stop();
        CompanyLogoPlayer.Play();
    }
Exemple #8
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    public void SetFloatRollValue(float targetValue, bool isDirect)
    {
        if (isDirect)
        {
            Text = string.Format("{0:0.00}", targetValue);
            return;
        }
        currentRollNumberType = RollNumberType.Type_Float;
        currentFloatValue[(int)NumberIndex.Index_CurrentNumber] = Convert.ToSingle(Text);
        currentFloatValue[(int)NumberIndex.Index_TargetNumber]  = targetValue;
        GuiPlaneAnimationPlayer player = this.GetComponent <GuiPlaneAnimationPlayer>();

        player.Stop();
        player.Play();
    }
Exemple #9
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    public void SetIntegerRollValue(int targetValue, bool isDirect)
    {
        if (isDirect)
        {
            Text = targetValue.ToString();
            return;
        }
        currentRollNumberType = RollNumberType.Type_Integer;
        currentIntegerValue[(int)NumberIndex.Index_CurrentNumber] = Convert.ToInt32(Text);
        currentIntegerValue[(int)NumberIndex.Index_TargetNumber]  = targetValue;
        GuiPlaneAnimationPlayer player = this.GetComponent <GuiPlaneAnimationPlayer>();

        player.Stop();
        player.Play();
    }
    //显示开始游戏
    private void ShowGameStart()
    {
        if (LoadObject != null)
        {
            UnityEngine.GameObject.Destroy(LoadObject);
            LoadObject = null;
        }
        if (SelectMap_Remainder != null)
        {
            UnityEngine.GameObject.Destroy(SelectMap_Remainder.gameObject);
            SelectMap_Remainder = null;
        }
        Prompt_GameStart = GameRoot.uiOrthographicCamera.LoadLanguageResource_UIPrefabs("Prompt_GameStart.prefab", GameRoot.gameResource);
        GuiPlaneAnimationPlayer ani = GameObject.Find("/UICamera(Clone)/Prompt_GameStart(Clone)/text").GetComponent <GuiPlaneAnimationPlayer>();

        ani.DelegateOnPlayEndEvent += PromptGameStartPlayEnd;
        ani.Play();
        SoundEffectPlayer.Play("startgame.wav");
    }
    private void OnShowAwardFace()
    {
        SoundEffectPlayer.Play("buttonok.wav");
        //显示关卡完成字样
        GuiPlaneAnimationPlayer gameoverprompt = null;

        if (result == UiSceneGameOver.Result.Result_Win)
        {
            gameoverprompt = LoadResource_UIPrefabs("gamewinprompt.prefab").GetComponent <GuiPlaneAnimationPlayer>();
        }
        else
        {
            gameoverprompt = LoadResource_UIPrefabs("gamefaileprompt.prefab").GetComponent <GuiPlaneAnimationPlayer>();
        }
        gameoverprompt.Stop();
        gameoverprompt.Play();
        gameoverprompt.DelegateOnPlayEndEvent += GameOverPromptPlayEnd;
        //完成关卡后显示奖励获取界面
        //LoadResource_UIPrefabs("gameaward.prefab");
    }
 public virtual void CloseGameBootFace()
 {
     bootFacePlayer.DelegateOnPlayEndEvent = GameBootFacePlayEnd;
     bootFacePlayer.Play();
 }
 //播放动画
 public void AnimPlay(string txt)
 {
     m_GuiPlaneAnimationPlayer.Stop();
     m_GuiPlaneAnimationText.Text = txt;
     m_GuiPlaneAnimationPlayer.Play();
 }