/// <summary>
    /// 添加状态
    /// </summary>
    /// <param name="strRoleID">角色ID</param>
    /// <param name="strRolePartName">角色部件名称</param>
    /// <param name="strClipSourceName">源名称</param>
    /// <param name="strKey">控制器主键</param>
    /// <param name="strClipName">剪辑名称</param>
    /// <param name="overrideController"></param>
    private static void AddStateTransition(string strRoleID, string strRolePartName, string strKey, string strClipSourceName, string strClipName, ref AnimatorOverrideController overrideController)
    {
        bool   bPair      = false;
        string strCliPath = "Assets/Models/Roles/" + strRoleID + "/" + strRolePartName + "@Ani/" + strRolePartName + "@" + strClipSourceName + ".FBX";

        if (strClipName == "")
        {
            strClipName = strRolePartName + "@" + strKey;
        }
        else
        {
            strClipName = strRolePartName + "@" + strClipName;
        }
        //根据动画文件读取它的AnimationClip对象
        Object [] obj    = AssetDatabase.LoadAllAssetsAtPath(strCliPath);
        int       nCount = obj.Length;

        for (int nCnt = 0; nCnt < nCount; nCnt++)
        {
            if (obj[nCnt] is AnimationClip && obj[nCnt].name == strClipName)
            {
                overrideController [strKey] = obj[nCnt] as AnimationClip;
                bPair = true;
                break;
            }
        }
        if (!bPair)
        {
            string strErr = "角色" + strRoleID + "的部件" + strRolePartName + "的动作" + strKey + "找不到匹配" + strClipName;
            //Debug.LogError(strErr);
            NGUIUtil.DebugLog(strErr, "red");
        }
    }
Exemple #2
0
    /// <summary>
    /// 获取建筑数据
    /// </summary>
    /// <param name="Type">建筑类型</param>
    /// <param name="Level">建筑等级</param>
    /// <param name="Quality">建筑品质</param>
    /// <param name="Star">建筑星级</param>
    /// <returns>建筑数据,null 获取失败</returns>
    private static BuildInfo GetStageBuildInfo(int id, int Level, int Quality, int Star)
    {
        //获取基础建筑信息
        s_stagebuildInfo BaseInfo = GetStageBuildInfo(id);

        if (BaseInfo == null)
        {
            NGUIUtil.DebugLog("获取不到该类型的建筑数据:" + id);
            return(null);
        }
        BuildInfo Info = new BuildInfo();

        Info.ID        = id;
        Info.BuildType = BaseInfo.type;
        Info.Level     = BaseInfo.level;
        Info.Quality   = BaseInfo.quality;
        Info.StarLevel = BaseInfo.starlevel;

        Info.m_name      = BaseInfo.name;
        Info.m_modeltype = BaseInfo.modeltype;
        Info.m_damage    = BaseInfo.damage;
        Info.m_RoomType  = (RoomType)BaseInfo.resource;
        Info.m_Desc      = BaseInfo.description;
        Info.m_data0     = BaseInfo.data0;
        Info.m_Shape     = GetShapeType(BaseInfo.shapeid);
        Info.m_bear      = BaseInfo.bear;
        Info.m_wood      = BaseInfo.dropwood;
        Info.Mana        = BaseInfo.dead_mana;


        //计算升级,升星,升阶 数据。
        CalcStageBuildInfo(BaseInfo, ref Info);
        //返回结果
        return(Info);
    }
Exemple #3
0
    private void SetUI()
    {
        if (m_soldierInfo == null && m_buildInfo == null)
        {
            NGUIUtil.DebugLog("SummonHeroWnd 's Info is null!!!");
            return;
        }
        int NeedNum  = 0;
        int NeedCoin = 0;

        if (m_iWndType == 1 && m_soldierInfo != null)
        {
            SoldierM.GetUpStarNeed(m_soldierInfo.SoldierTypeID, m_soldierInfo.StarLevel, ref NeedNum, ref NeedCoin);
        }
        else if (m_iWndType == 2 && m_buildInfo != null)
        {
            buildingM.GetUpStarNeed(m_buildInfo.BuildType, m_buildInfo.StarLevel, ref NeedNum, ref NeedCoin);
        }


        SetDialogLable(NeedCoin);
        if (NeedCoin > UserDC.GetCoin())
        {
            MyHead.BtnYES.SetState(UIButtonColor.State.Disabled, true);
            MyHead.BtnYES.isEnabled = false;
        }
    }
Exemple #4
0
    /// <summary>
    /// 创建 3D 角色
    /// </summary>
    void Create3DSoldier()
    {
        if (m_soldierInfo == null)
        {
            return;
        }
        if (m_role == null)
        {
            m_role = new Role();
        }
        m_role.CreateSkin(MyHead.SoldierPos, m_soldierInfo.m_modeltype, m_soldierInfo.m_name, AnimatorState.Stand);
        //IGameRole i = GameRoleFactory.Create(MyHead.SoldierPos, m_soldierInfo.m_modeltype, m_soldierInfo.m_name, AnimatorState.Stand);
        if (m_role == null)
        {
            NGUIUtil.DebugLog("创建3D角色出错:modelType =" + m_soldierInfo.m_modeltype);
            return;
        }
        GameObject go = m_role.RoleSkinCom.tRoot.gameObject;

        go.name = m_soldierInfo.m_name;
        go.transform.localScale = new Vector3(100f, 100f, 100f);
        Vector3 pos = go.transform.localPosition;

        pos.z -= 270;
        pos.y += 20;
        go.transform.localPosition = pos;
        GameObjectLoader.SetGameObjectLayer(go, gameObject.layer);
        if (m_soldierInfo.m_modeltype == 100003)
        {
            CreatePet1002(go.transform);
        }
    }
Exemple #5
0
 // 回调事件
 static void ProcessRealHooks(int CmdID, int nErrorCode)
 {
     RegisterHooksTempToRealHooks();
     if (s_DataHook.ContainsKey(CmdID))
     {
         List <int> listHook = s_DataHook[CmdID];
         int        nCount   = listHook.Count;
         for (int nCnt = 0; nCnt < nCount; nCnt++)
         {
             int nHookIndex = listHook[nCnt];
             try {
                 if (s_IndexDataHook.ContainsKey(nHookIndex))
                 {
                     s_IndexDataHook[nHookIndex](nErrorCode);
                 }
             } catch (Exception e) {
                 //当上面s_IndexDataHook回调出现问题时,此回调就会被移除,小心成为坑
                 NGUIUtil.DebugLog(e.Message.ToString() + "," + CmdID);
                 listHook.Remove(nHookIndex);
                 if (listHook.Count == 0)
                 {
                     s_DataHook.Remove(CmdID);
                     break;
                 }
             }
         }
     }
     AntiRegisterHooksFrDelTemp();
 }
Exemple #6
0
    /// <summary>
    /// 获取建筑数据
    /// </summary>
    /// <param name="Type">建筑类型</param>
    /// <param name="Level">建筑等级</param>
    /// <param name="Quality">建筑品质</param>
    /// <param name="Star">建筑星级</param>
    /// <returns>建筑数据,null 获取失败</returns>
    public static void UpdateBuildInfo(ref BuildInfo Info)
    {
        if (Info == null)
        {
            return;
        }
        //获取基础建筑信息
        s_building_typeInfo BaseInfo = GetBuildType(Info.BuildType);

        if (BaseInfo == null)
        {
            NGUIUtil.DebugLog("获取不到该类型的建筑数据:" + Info.BuildType);
            return;
        }
        FillBaseBuildInfo(BaseInfo, ref Info);
        //获取建筑掉落资源
        s_buildresourceInfo sreinfo = GetBuildSource(Info.BuildType, Info.Level);

        if (sreinfo != null)
        {
            FillSourceDrop(sreinfo, ref Info);
        }
        //计算升级,升星,升阶 数据。
        CalcBuildInfo(BaseInfo, ref Info);
    }
Exemple #7
0
    /// <summary>
    /// 设置数据并刷新UI
    /// </summary>
    /// <param name="info"></param>
    public void SetData(SoldierInfo info, bool isFirstLoad = false)
    {
        ClearUI();
        m_soldierInfo = info;

        m_ID       = info.ID;
        m_starInfo = SoldierM.GetSoldierStarData(info.SoldierTypeID, info.StarLevel);
        if (m_soldierInfo == null)
        {
            NGUIUtil.DebugLog("SoldierInfoWnd.cs   m_soldierInfo==null !");
            return;
        }
        EquipID[0] = info.Equipment0;
        EquipID[1] = info.Equipment1;
        EquipID[2] = info.Equipment2;
        EquipID[3] = info.Equipment3;
        EquipID[4] = info.Equipment4;
        EquipID[5] = info.Equipment5;
        SetUI(isFirstLoad);
        DoCanJinSheng();
        DoCanShengXing();
        MyHead.Toggle2.startsActive = true;
        DoCanJinSheng();
        DoCanShengXing();
    }
Exemple #8
0
    /// <summary>
    /// 获取建筑数据
    /// </summary>
    /// <param name="Type">建筑类型</param>
    /// <param name="Level">建筑等级</param>
    /// <param name="Quality">建筑品质</param>
    /// <param name="Star">建筑星级</param>
    /// <returns>建筑数据,null 获取失败</returns>
    private static BuildInfo GetBuildInfo(int Type, int Level, int Quality, int Star)
    {
        //获取基础建筑信息
        s_building_typeInfo BaseInfo = GetBuildType(Type);

        if (BaseInfo == null)
        {
            NGUIUtil.DebugLog("获取不到该类型的建筑数据:" + Type);
            return(null);
        }
        BuildInfo Info = new BuildInfo();

        Info.BuildType = Type;
        Info.Level     = Level;
        Info.Quality   = Quality;
        Info.StarLevel = Star;
        FillBaseBuildInfo(BaseInfo, ref Info);
        //获取建筑掉落资源
        s_buildresourceInfo sreinfo = GetBuildSource(Type, Level);

        if (sreinfo != null)
        {
            FillSourceDrop(sreinfo, ref Info);
        }
        //计算升级,升星,升阶 数据。
        CalcBuildInfo(BaseInfo, ref Info);
        //返回结果
        return(Info);
    }
Exemple #9
0
    //加入战斗
    public static void JoinCombat(int SceneID, Life m, LifeMCore Core)
    {
        if (m == null)
        {
            NGUIUtil.DebugLog("life is null do not join");
            return;
        }
        List <SceneSoldier> l = GetSceneSoldierList(Core.m_type);

        if (l != null)
        {
            bool IsHave = false;
            for (int i = 0; i < l.Count; i++)
            {
                if (SceneID == l[i].m_SceneID)
                {
                    if (Core.m_MoveState != l[i].m_Core.m_MoveState)
                    {
                        l [i].m_Life = m;
                        l [i].m_Core.Copy(Core);
                    }
                    IsHave = true;
                }
            }
            if (IsHave == false)
            {
                l.Add(new SceneSoldier(SceneID, m, Core));
            }
        }
    }
Exemple #10
0
    void BtnSetTransGate_OnClickEventHandler(UIButton sender)
    {
        SetBuildParaStart();
        List <CanvasCore> childrenCore = PutCanvasM.GetChildByCore(m_Core);

        if (childrenCore.Count == 0)
        {
#if UNITY_EDITOR_LOG
            NGUIUtil.DebugLog("房间内未检测到传送门,请调查!!!");
#endif
            return;
        }
        ShipPlan P = ShipPlanDC.GetCurShipPlan();
        if (P == null)
        {
            return;
        }
        foreach (var childCore in childrenCore)
        {
            TouchMove     tm      = PutCanvasM.GetTouchMoveByCore(childCore);
            BuildProperty lifeobj = tm.GetComponent <BuildProperty>();
            if (lifeobj != null && lifeobj.GetModeType() == 1605)
            {
                Building1605 b = lifeobj.GetLife() as Building1605;
                if (b != null)
                {
                    ShipPutInfo Info = P.GetShipBuildInfo(m_Core);
                    b.ShowTranGate(new Int2(Info.shipput_data0, Info.shipput_data1));
                }
            }
        }
    }
Exemple #11
0
    private void SetUI()
    {
        GameObject go = NDLoad.LoadWndItem("TrapViewItem", MyHead.trap);

        if (go != null)
        {
            TrapViewItem item = go.GetComponent <TrapViewItem>();
            if (item != null)
            {
                item.SetBuildInfo(m_build, null, TrapState.Exit, 2);
            }
        }
        sdata.s_itemtypeInfo info = ItemM.GetItemInfo(m_build.fragmentTypeID);
        if (info != null)
        {
            NGUIUtil.Set2DSprite(MyHead.Spr2DItem, "Textures/item/" + info.icon);
        }
        else
        {
            NGUIUtil.DebugLog("m_build.fragmentTypeID =" + m_build.fragmentTypeID + "not found!");
        }
        NGUIUtil.SetLableText(MyHead.LblItemNum, m_FragmentNum);
        NGUIUtil.SetLableText(MyHead.LblWoodNum, m_wood);
        NGUIUtil.SetLableText(MyHead.LblGoldNum, m_coin);
    }
Exemple #12
0
 /// <summary>
 /// 获取多语言配置文本
 /// </summary>
 public static string GetLocalizationStr <T>(T skey)
 {
     if (!Localization.Exists(skey.ToString()))
     {
         NGUIUtil.DebugLog(skey.ToString() + "使用不存在的keyCode!");
         return("");
     }
     return(Localization.Get(skey.ToString()));
 }
Exemple #13
0
 protected void CheckListUIPanel(List <UIPanel> listUIpanel)
 {
     foreach (UIPanel item in listUIpanel)
     {
         if (item == null)
         {
             NGUIUtil.DebugLog("_h文件中的listUIpanel 有未设定的");
         }
     }
 }
 public GridActionCmd100003Skill02(DoQianyaoFun qianyaofun, DoAttackFun fun, int AttackSceneId, WalkDir AttackDir, int deep, int skillid)
     : base(qianyaofun, fun, AttackSceneId, AttackDir, deep, skillid)
 {
     m_Duration  = 1.667f; ///3.667f;
     m_EventTime = 1f;     //2.367f;
     m_CastTime  = 1f;     //2.267f;
             #if UNITY_EDITOR_LOG
     NGUIUtil.DebugLog("蹦达与蹦蹦怒气加持", "yellow");
             #endif
 }
Exemple #15
0
    /// <summary>
    /// 创建已召唤炮弹兵
    /// </summary>
    private void CreateTrap(List <BuildInfo> BuildList, TrapState trapState)
    {
        if (trapState == TrapState.Exit)
        {
            m_canShengji = null;
        }
        if (BuildList == null || BuildList.Count == 0)
        {
            return;
        }
        if (MyHead.Parent == null)
        {
            NGUIUtil.DebugLog("ShipCanvasDialogWnd ListParent!!!");
            return;
        }

        if (trapState == TrapState.CanNotSum)
        {
            CreateBanner();
        }

        PdbbbItem pbbItem = null;
        int       count   = 0;

        for (int i = 0; i < BuildList.Count; i++)
        {
            if (count % 4 == 0)
            {
                pbbItem = null;
                GameObject go = NDLoad.LoadWndItem("PdbbbItem", MyHead.Parent.transform);
                pbbItem = go.GetComponent <PdbbbItem>();
            }
            count++;
            if (pbbItem != null && pbbItem.MyHead.Table != null)
            {
                GameObject viewgo = NDLoad.LoadWndItem("TrapViewItem", pbbItem.MyHead.Table.transform);
                if (viewgo != null)
                {
                    TrapViewItem item = viewgo.GetComponent <TrapViewItem>();
                    if (item != null)
                    {
                        item.SetBuildInfo(BuildList[i], this, trapState);
                        if (null == m_canShengji && trapState == TrapState.Exit)
                        {
                            CanLevelResult LevResult = buildingM.GetLevelCanUP(BuildList[i]);
                            if (LevResult == CanLevelResult.CanUp)
                            {
                                m_canShengji = item;
                            }
                        }
                    }
                }
            }
        }
    }
Exemple #16
0
    void SetUI(ref List <int> listUsedItem)
    {
        s_itemtypeInfo info = ItemM.GetItemInfo(m_itemTypeID);

        if (info != null)
        {
            NGUIUtil.Set2DSprite(Spr2dEquipIcon, "Textures/item/", info.icon.ToString());
            int quality = ConfigM.GetBigQuality(info.quality);
            NGUIUtil.SetSprite(SprEquipQuality, quality.ToString());
        }
        else
        {
            NGUIUtil.DebugLog(" ItemM.GetItemInfo " + m_itemTypeID.ToString() + " not found!");
            return;
        }
        //设置装备总数量和合成所需的数量
        int totalCount = ItemDC.GetItemCount(m_itemTypeID);
        int countUsed  = listUsedItem.Count;

        if (totalCount > 0)
        {
            int nCountTemp = totalCount;
            int nCnt       = 0;
            for (nCnt = 0; nCnt < countUsed; nCnt++)
            {
                if (listUsedItem[nCnt] == m_itemTypeID)
                {
                    nCountTemp--;
                    if (nCountTemp == 0)
                    {
                        break;
                    }
                }
            }
            for (nCnt = 0; nCnt < m_iNeedNum; nCnt++)
            {
                listUsedItem.Add(m_itemTypeID);
            }
            if (nCountTemp < m_iNeedNum)
            {
                totalCount = nCountTemp;
            }
        }
        string numText = "";

        if (totalCount >= m_iNeedNum)
        {
            numText = string.Format("[FFFFFF]{0}/{1}[-]", totalCount, m_iNeedNum);
        }
        else
        {
            numText = string.Format("[FF0000]{0}/{1}[-]", totalCount, m_iNeedNum);
        }
        NGUIUtil.SetLableText <string>(LblNum, numText);
    }
Exemple #17
0
    public virtual void SetWndDepth()
    {
        if (BaseHead().m_listUIpanel.Count == 0)
        {
            NGUIUtil.DebugLog("请给窗口添加UIPanel" + gameObject.name);
        }
        CheckListUIPanel(BaseHead().m_listUIpanel);
        int MaxDepth = SetDepth(WndManager.NormalWndDepth);

        WndManager.NormalWndDepth = MaxDepth;
    }
Exemple #18
0
    /// <summary>
    /// 设置窗口的深度(控制窗口表现的前后)
    /// </summary>
    /// <param name="depth"></param>
    public override void SetWndDepth()
    {
        if (BaseHead().m_listUIpanel.Count == 0)
        {
            NGUIUtil.DebugLog("请给窗口添加UIPanel" + gameObject.name);
        }
        CheckListUIPanel(BaseHead().m_listUIpanel);
        int MaxDepth = SetDepth(WndManager.TopWndDepth);

        WndManager.TopWndDepth  = MaxDepth;
        transform.localPosition = new Vector3(transform.localPosition.x, transform.localPosition.y, ConstantData.iDepBefore3DModel);
    }
Exemple #19
0
    public void SetData(SoldierInfo info)
    {
        ClearUI();
        m_soldierInfo = info;

        if (m_soldierInfo == null)
        {
            NGUIUtil.DebugLog("SoldierInfoWnd.cs   m_soldierInfo==null !");
            return;
        }
        SetUI();
    }
Exemple #20
0
 private void SetUI()
 {
     if (MyHead.AttributesTable == null || m_soldierInfo == null)
     {
         NGUIUtil.DebugLog("HeroIntroduceWnd.cs AttributesTable parent or m_soldierInfo null !!! ");
         return;
     }
     AddItem02();
     AddItem04();
     AddAllItem05();
     NGUIUtil.RepositionTable(MyHead.AttributesTable);
 }
Exemple #21
0
 private void Recv_ItemSellRespone(int nErrorCode)
 {
     if (nErrorCode == 0)
     {
         BtnClose_OnClickHander(null);
         m_parent.ItemUsed();
     }
     else
     {
         NGUIUtil.DebugLog("道具出售错误码:" + nErrorCode.ToString());
     }
 }
Exemple #22
0
    /// <summary>
    ///
    /// </summary>
    /// <param name="dItemID"></param>
    /// <param name="posIndex">装备索引 0~5</param>
    /// <param name="solderierInfo"></param>
    public void SetData(int dItemID, int posIndex, SoldierInfo solderierInfo)
    {
        m_iItemID     = dItemID;
        m_soldierInfo = solderierInfo;
        m_iPosIndex   = posIndex;
        m_itemTypeID  = SoldierM.GetSoldierEquip(solderierInfo.SoldierTypeID, solderierInfo.Quality, posIndex);
        if (m_itemTypeID == 0)
        {
            NGUIUtil.DebugLog(string.Format(" SoldierTypeID={0},Quality={1},EquipIndex={2} 装备静态数据未配置", solderierInfo.SoldierTypeID, solderierInfo.Quality, posIndex));
            return;
        }
        if (m_iItemID == 0)//当未穿装备时
        {
            ItemTypeInfo info = ItemDC.SearchItem(m_itemTypeID);
            if (info != null)
            {
                m_iItemID    = info.ID;
                m_itemTypeID = info.itemType;
                m_icon       = info.m_Icon;
            }
            else
            {
                s_itemtypeInfo sInfo = ItemM.GetItemInfo(m_itemTypeID);
                if (sInfo != null)
                {
                    m_icon = sInfo.icon;
                }
                else
                {
                    NGUIUtil.DebugLog("itemTypeID =" + m_itemTypeID + " 未配置");
                }
            }
        }
        else//已装备
        {
            ItemTypeInfo info1 = ItemDC.GetItem(m_iItemID);
            if (info1 == null || info1.Positon == 0)
            {
                NGUIUtil.DebugLog("获取已装备的信息失败 itemID =" + m_iItemID);
                return;
            }
            m_icon = info1.m_Icon;
            if (info1 != null)
            {
                m_iEquipQuality = info1.m_Quality;
            }
        }
        int itemTypeid = 0;

        m_equipmentPutType = SoldierM.CheckCanPutEquip(solderierInfo, dItemID, posIndex, ref itemTypeid);
        SetUI();
    }
Exemple #23
0
 /// <summary>
 /// 0702 获取所有已造建筑回应
 /// </summary>
 /// <param name="Info"></param>
 void CanCombat(int nErrorCode)
 {
     if (nErrorCode == 0)
     {
         NGUIUtil.DebugLog("2:收到702 获取所有建筑请求 回应" + Time.time, "yellow");
         JoinCombat();
     }
     else
     {
         Debug.Log("获取数据失败:" + nErrorCode.ToString());
     }
     DataCenter.AntiRegisterHooks((int)gate.Command.CMD.CMD_702, CanCombat);
 }
Exemple #24
0
    /// <summary>
    /// 获取初级建筑数据
    /// </summary>
    /// <param name="Type">建筑类型</param>
    /// <param name="Level">建筑等级</param>
    /// <param name="Quality">建筑品质</param>
    /// <param name="Star">建筑星级</param>
    /// <returns>建筑数据,null 获取失败</returns>
    public static BuildInfo GetStartBuildInfo(int Type)
    {
        //获取基础建筑信息
        s_building_typeInfo BaseInfo = GetBuildType(Type);

        if (BaseInfo == null)
        {
            NGUIUtil.DebugLog("获取不到该类型的建筑数据:" + Type);
            return(null);
        }

        return(GetBuildInfo(Type, 1, 10, BaseInfo.starlevel));
    }
Exemple #25
0
 /// <summary>
 /// 获取装备情况
 /// </summary>
 private void GetEquimment()
 {
     if (MyHead.EquipmentsParent == null)
     {
         NGUIUtil.DebugLog("SoldierInfoWnd.cs   EquipmentsParent == null !");
         return;
     }
     for (int i = 0; i < 6; i++)
     {
         NDLoad.LoadWndItem("EquipmentItem", MyHead.EquipmentsParent.transform);
     }
     NGUIUtil.RepositionTable(MyHead.EquipmentsParent);
 }
Exemple #26
0
    /// <summary>
    /// 获取当前年月第n次签到的奖励
    /// </summary>
    public static s_signinInfo GetSignInInfo(int times)
    {
        //先选出当前年月的奖励数据
        List <s_signinInfo> m_lData = new List <s_signinInfo>();

        m_lData = GetCurSignInData();
        if (times >= m_lData.Count)
        {
            NGUIUtil.DebugLog(string.Format("获取第 {0}次奖励数据未在s_signin表中找到", times));
            return(null);
        }
        return(m_lData[times - 1]);
    }
Exemple #27
0
 /// <summary>
 /// 0702 获取所有已造建筑回应
 /// </summary>
 /// <param name="Info"></param>
 void CanCombat(int nErrorCode)
 {
     DataCenter.AntiRegisterHooks((int)gate.Command.CMD.CMD_702, CanCombat);
     if (nErrorCode == 0)
     {
         NGUIUtil.DebugLog("2:收到702 获取所有建筑请求 回应" + Time.time, "yellow");
         SceneM.Load(CombatScene.GetSceneName(), false, null, false);
     }
     else
     {
         Debug.Log("获取数据失败:" + nErrorCode.ToString());
     }
 }
Exemple #28
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    public void BtnSelect_OnClickEventHandler(UIButton sender)
    {
        //NGUIUtil.DebugLog(string.Format("选取了 炮弹兵:"+Info.m_name));
        if (Info == null)
        {
            NGUIUtil.DebugLog("ExistHeroItem.cs SoldierInfo == null !!!");
            return;
        }
        //SoldierInfoWnd wnd = WndManager.GetDialog<SoldierInfoWnd>();
        PdbycWnd wnd = WndManager.GetDialog <PdbycWnd>();

        wnd.SetData(Info, true);
    }
Exemple #29
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    /// <summary>
    /// 获取物品图标
    /// </summary>
    public static string GetItemIcon(int ItemTypeID)
    {
        s_itemtypeInfo info = GetItemInfo(ItemTypeID);

        if (info != null)
        {
            return(info.icon.ToString());
        }
        else
        {
            NGUIUtil.DebugLog("静态表s_itemtypeInfo id=" + ItemTypeID + " 未找到!");
        }
        return(null);
    }
Exemple #30
0
 public override void ActionUpdate(float deltatime)
 {
     if (m_slider == null)
     {
         NGUIUtil.DebugLog(m_target.name + " Slider is null ");
         Finish();
         return;
     }
     // base.ActionUpdate(deltatime);
     if (m_TimeCount < m_Duration)
     {
         m_slider.value = Mathf.Lerp(m_FromValue, m_fToValue, m_TimeCount / m_Duration);
     }
 }