private void OnReconnectResponse() { //全部找到几秒后退出 if (CheckAllEntityFound()) { this.m_gameStatus = GameStatus.GAMEOVER; GameEvents.MainGameEvents.OnGameStatusChange.SafeInvoke(GameStatus.GAMEOVER); TimeModule.Instance.SetTimeout(() => { EngineCoreEvents.UIEvent.HideUIEvent.SafeInvoke(UIDefine.UI_GAME_MAIN); this.StopAndRemoveSceneBGM(false); SCSceneRewardResponse rsp = new SCSceneRewardResponse(); rsp.SceneId = -1; WinFailData data = new WinFailData(ENUM_SEARCH_MODE.E_SEARCH_ROOM, rsp); FrameMgr.OpenUIParams param = new FrameMgr.OpenUIParams(UIDefine.UI_WIN); param.Param = data; EngineCoreEvents.UIEvent.ShowUIEventWithParam.SafeInvoke(param); //PushGiftManager.Instance.TurnOn(ENUM_PUSH_GIFT_BLOCK_TYPE.E_SEEK); }, 3f); Dictionary <UBSParamKeyName, object> _param = new Dictionary <UBSParamKeyName, object>(); _param.Add(UBSParamKeyName.Success, 0); _param.Add(UBSParamKeyName.SceneID, this.m_sceneId); UserBehaviorStatisticsModules.Instance.LogEvent(UBSEventKeyName.game_finish, null, _param); } }
public void OnClose() { this.CloseFrame(); if (!m_data.m_click_act.IsNull) { m_data.m_click_act.SafeInvoke(); } SCSceneRewardResponse _msg = m_data.msg; WinFailData data = new WinFailData(ENUM_SEARCH_MODE.E_SEARCH_ROOM, _msg); FrameMgr.OpenUIParams param = new FrameMgr.OpenUIParams(UIDefine.UI_WIN); param.Param = data; EngineCoreEvents.UIEvent.ShowUIEventWithParam.SafeInvoke(param); Dictionary <UBSParamKeyName, object> _param = new Dictionary <UBSParamKeyName, object>(); _param.Add(UBSParamKeyName.Success, _msg.SceneId > 0 ? 1 : 0); _param.Add(UBSParamKeyName.SceneID, SceneModule.Instance.SceneData.id); UserBehaviorStatisticsModules.Instance.LogEvent(UBSEventKeyName.game_finish, _msg.SceneId > 0 ? 1 : 0, _param); if (_msg.SceneId < 0) { //PushGiftManager.Instance.TurnOn(ENUM_PUSH_GIFT_BLOCK_TYPE.E_SEEK); } }
private void AddProp(SCSceneRewardResponse msg) { foreach (var reward in msg.UpLevelRewards) { ConfProp prop = ConfProp.Get(reward.ItemId); if ((int)PROP_TYPE.E_FUNC == prop.type || (int)PROP_TYPE.E_CHIP == prop.type || (int)PROP_TYPE.E_NROMAL == prop.type || (int)PROP_TYPE.E_ENERGE == prop.type) { GlobalInfo.MY_PLAYER_INFO.AddSingleBagInfo(reward.ItemId, reward.Num); } } GameEvents.UIEvents.UI_GameEntry_Event.Listen_OnCombinePropCollected.SafeInvoke(); }
private void UiStepTo(int step_) { if (1 == step_) { if (ENUM_SEARCH_MODE.E_JIGSAW == this.m_mode) { ShowNormalRewardFirst(); } else if (ENUM_SEARCH_MODE.E_SEARCH_ROOM == this.m_mode) { SCSceneRewardResponse msg = m_data.m_msg as SCSceneRewardResponse; if (msg.UpLevelRewards.Count > 0) { ShowLvlUpReward(); } else { ShowNormalRewardFirst(); } } } else if (2 == step_) { if (ENUM_SEARCH_MODE.E_JIGSAW == this.m_mode) { CurViewLogic().Quit(); } else if (ENUM_SEARCH_MODE.E_SEARCH_ROOM == this.m_mode) { SCSceneRewardResponse msg = m_data.m_msg as SCSceneRewardResponse; if (msg.UpLevelRewards.Count > 0) { HideLvlUpReward(); } else { CurViewLogic().Quit(); } } } else if (3 == step_) { CurViewLogic().Quit(); } }
public override void OnShow(object param) { base.OnShow(param); GameEvents.UIEvents.UI_Bonus_Pop_View_Event.Tell_OnBlock.SafeInvoke(true); if (null != param) { m_data = param as SceneLevelUpData; SCSceneRewardResponse msg = (SCSceneRewardResponse)m_data.msg; m_view.Visible = true; m_view.Refresh(msg); this.AddProp(msg); } }
public void Refresh(WinFailData data_) { if (ENUM_SEARCH_MODE.E_SEARCH_ROOM == data_.m_mode) { SCSceneRewardResponse msg = data_.m_msg as SCSceneRewardResponse; long m_scene_group_id = FindObjSceneDataManager.ConvertSceneIdToSceneGroupId(msg.SceneId); var m_group_data = new FindObjSceneData(m_scene_group_id, 1, 0); var temp_data = FindObjSceneDataManager.Instance.GetDataBySceneGroupID(m_scene_group_id); if (null != temp_data) { m_group_data = temp_data; } long scene_difficult_id = FindObjSceneDataManager.GetSceneDifficultID(m_scene_group_id, m_group_data.m_lvl); ConfSceneDifficulty difficult_data = ConfSceneDifficulty.Get(scene_difficult_id); m_lvl_icon.Sprite = ConfPoliceRankIcon.Get(m_group_data.m_lvl).icon; m_lvl_name.Text = LocalizeModule.Instance.GetString(difficult_data.name); m_lvl_exp_slider.Value = (float)m_group_data.m_exp / (float)m_group_data.m_full_exp; m_lvl_exp_txt.Text = $"{m_group_data.m_exp}/{m_group_data.m_full_exp}"; } }
private void OnQuit(GameObject obj) { TimeModule.Instance.SetTimeout(() => { EngineCoreEvents.UIEvent.HideUIEvent.SafeInvoke(UIDefine.UI_GAME_MAIN); }, 0.1f); Visible = false; SCSceneRewardResponse msg = new SCSceneRewardResponse(); msg.SceneId = -1; WinFailData data = new WinFailData(ENUM_SEARCH_MODE.E_SEARCH_ROOM, msg); FrameMgr.OpenUIParams param = new FrameMgr.OpenUIParams(UIDefine.UI_WIN); param.Param = data; EngineCoreEvents.UIEvent.ShowUIEventWithParam.SafeInvoke(param); Dictionary <UBSParamKeyName, object> _param = new Dictionary <UBSParamKeyName, object>(); _param.Add(UBSParamKeyName.Success, 0); _param.Add(UBSParamKeyName.SceneID, SceneModule.Instance.SceneData.id); UserBehaviorStatisticsModules.Instance.LogEvent(UBSEventKeyName.game_finish, null, _param); //PushGiftManager.Instance.TurnOn(ENUM_PUSH_GIFT_BLOCK_TYPE.E_SEEK); }
private void OnSCGameCurrencyResponse(object msgResponse) { Dictionary <UBSParamKeyName, object> _params = new Dictionary <UBSParamKeyName, object>() { { UBSParamKeyName.TotalTime, ((GameSceneBase)CurrentScene).GetElapseTime() }, { UBSParamKeyName.Error_Times, ((GameSceneBase)CurrentScene).TotalErrorTimes }, { UBSParamKeyName.Punish_Times, ((GameSceneBase)CurrentScene).GetPunishTime() }, }; UserBehaviorStatisticsModules.Instance.LogEvent(UBSEventKeyName.game_time, null, _params); SCSceneRewardResponse _msg = msgResponse as SCSceneRewardResponse; TimeModule.Instance.SetTimeout(() => { if (!MsgStatusCodeUtil.OnError(_msg.ResponseStatus)) { if (0 == _msg.UpLevelRewards.Count) { WinFailData data = new WinFailData(ENUM_SEARCH_MODE.E_SEARCH_ROOM, _msg); FrameMgr.OpenUIParams param = new FrameMgr.OpenUIParams(UIDefine.UI_WIN); param.Param = data; EngineCoreEvents.UIEvent.ShowUIEventWithParam.SafeInvoke(param); Dictionary <UBSParamKeyName, object> _param = new Dictionary <UBSParamKeyName, object>(); _param.Add(UBSParamKeyName.Success, _msg.SceneId > 0 ? 1 : 0); _param.Add(UBSParamKeyName.SceneID, SceneModule.Instance.SceneData.id); UserBehaviorStatisticsModules.Instance.LogEvent(UBSEventKeyName.game_finish, _msg.SceneId > 0 ? 1 : 0, _param); if (_msg.SceneId < 0) { //PushGiftManager.Instance.TurnOn(ENUM_PUSH_GIFT_BLOCK_TYPE.E_SEEK); } } else { SceneLevelUpData data = new SceneLevelUpData() { msg = _msg, m_click_act = null, }; FrameMgr.OpenUIParams param = new FrameMgr.OpenUIParams(UIDefine.UI_SCENE_LEVEL_UP); param.Param = data; EngineCoreEvents.UIEvent.ShowUIEventWithParam.SafeInvoke(param); } } else { SCSceneRewardResponse rsp = new SCSceneRewardResponse(); rsp.SceneId = -1; WinFailData data = new WinFailData(ENUM_SEARCH_MODE.E_SEARCH_ROOM, rsp); FrameMgr.OpenUIParams param = new FrameMgr.OpenUIParams(UIDefine.UI_WIN); param.Param = data; EngineCoreEvents.UIEvent.ShowUIEventWithParam.SafeInvoke(param); Dictionary <UBSParamKeyName, object> _param = new Dictionary <UBSParamKeyName, object>(); _param.Add(UBSParamKeyName.Success, 0); _param.Add(UBSParamKeyName.Description, _msg.ResponseStatus.Code); _param.Add(UBSParamKeyName.SceneID, SceneModule.Instance.SceneData.id); UserBehaviorStatisticsModules.Instance.LogEvent(UBSEventKeyName.game_finish, null, _param); //PushGiftManager.Instance.TurnOn(ENUM_PUSH_GIFT_BLOCK_TYPE.E_SEEK); } }, 2.5f); }
public static void Call(IMessage message) { //IMessage response = null; int messageId = message.GetMessageId(); UnityEngine.Debug.Log("send standalon message " + messageId); switch (messageId) { case MessageDefine.CSSceneSuspendRequest: //场景暂停 SCSceneSuspendResponse suspendRes = new SCSceneSuspendResponse(); suspendRes.Result = 0; MessageHandler.Call(MessageDefine.SCSceneSuspendResponse, suspendRes); break; case MessageDefine.SCSuspendResponse: //拼图场景暂停 { SCSuspendResponse suspendResponse = new SCSuspendResponse(); suspendResponse.Result = 0; MessageHandler.Call(MessageDefine.SCSuspendResponse, suspendResponse); } break; case MessageDefine.CSSceneResumeRequest: //场景恢复 SCSceneResumeResponse resumeRes = new SCSceneResumeResponse(); resumeRes.Result = 0; MessageHandler.Call(MessageDefine.SCSceneResumeResponse, resumeRes); break; case MessageDefine.CSResumeRequest: //拼图场景恢复 { SCResumeResponse resumeResponse = new SCResumeResponse(); resumeResponse.Result = 0; MessageHandler.Call(MessageDefine.SCResumeResponse, resumeResponse); } break; case MessageDefine.CSSkillEmitRequest: //技能释放 CSSkillEmitRequest emitReq = (CSSkillEmitRequest)message; SCSkillEmitResponse emitRes = new SCSkillEmitResponse(); long propID = emitReq.PropId; emitRes.PropId = emitReq.PropId; ConfProp confProp = ConfProp.Get(propID); if (confProp == null) { emitRes.SkillId = 0; emitRes.Result = 0; MessageHandler.Call(MessageDefine.SCSkillEmitResponse, emitRes); return; } emitRes.SkillId = confProp.skillId; emitRes.Result = 1; MessageHandler.Call(MessageDefine.SCSkillEmitResponse, emitRes); break; case MessageDefine.CSSceneRewardRequest: //局内结算 #region CSSceneRewardRequest rewardRequest = (CSSceneRewardRequest)message; ConfScene confScene = ConfScene.Get(rewardRequest.SceneId); SCSceneRewardResponse rewardRes = new SCSceneRewardResponse(); rewardRes.SceneId = rewardRequest.SceneId; rewardRes.OutputCoin = confScene.outputMoney; rewardRes.OutputCash = confScene.outputCash; rewardRes.OutputVit = confScene.outputVit; rewardRes.OutputExp = confScene.outputExp; if (confScene.dropId > 0) { ConfDropOut2 dropOut = ConfDropOut2.Get(confScene.dropId); if (!string.IsNullOrEmpty(dropOut.fixed2)) { List <DropOutJsonData> rdm_datas = CommonHelper.ParseDropOut(dropOut.fixed2); for (int i = 0; i < rdm_datas.Count; i++) { GiftItem giftItem = new GiftItem(); giftItem.ItemId = rdm_datas[i].value; giftItem.Num = rdm_datas[i].count; rewardRes.GiftItems.Add(giftItem); } } } MessageHandler.Call(MessageDefine.SCSceneRewardResponse, rewardRes); #endregion break; case MessageDefine.CSBuildingListReq: //建筑物数据 #region SCBuildingListResp buildRes = new SCBuildingListResp(); BuildingInfo buildInfo = new BuildingInfo(); buildInfo.BuildingId = 1; buildInfo.Status = 1; buildRes.Infos.Add(buildInfo); MessageHandler.Call(MessageDefine.SCBuildingListResp, buildRes); #endregion break; case MessageDefine.CSTaskIdListRequest: //获取任务列表 #region //SCTaskIdListResponse taskIdListRes = new SCTaskIdListResponse(); //TaskIdInfo taskIdInfo = new TaskIdInfo(); //taskIdInfo.TaskId = 6001; //taskIdInfo.PlayerTaskId = taskIdInfo.TaskId * 10; //taskIdListRes.TaskIdInfos.Add(taskIdInfo); //MessageHandler.Call(MessageDefine.SCTaskIdListResponse, taskIdListRes); #endregion break; case MessageDefine.CSTaskListRequest: #region 任务 CSTaskListRequest taskListRequest = (CSTaskListRequest)message; if (taskListRequest.TaskIds.Count > 1) { //SCAcceptTaskNotice taskNotice = new SCAcceptTaskNotice(); if (taskListRequest.TaskIds[0] > 0) { SCTaskStatusChangeNotice taskStatusChange = new SCTaskStatusChangeNotice(); taskStatusChange.PlayerTaskId = taskListRequest.TaskIds[0] * 10; taskStatusChange.TaskId = taskListRequest.TaskIds[0]; taskStatusChange.Status = 3; MessageHandler.Call(MessageDefine.SCTaskStatusChangeNotice, taskStatusChange); } SCAcceptTaskNotice taskNotice = new SCAcceptTaskNotice(); AcceptTaskInfo acceptNewTaskInfo = new AcceptTaskInfo(); acceptNewTaskInfo.TaskId = taskListRequest.TaskIds[1]; acceptNewTaskInfo.PlayerTaskId = acceptNewTaskInfo.TaskId * 10; acceptNewTaskInfo.Status = 1; taskNotice.AcceptTasks.Add(acceptNewTaskInfo); MessageHandler.Call(MessageDefine.SCAcceptTaskNotice, taskNotice); } #endregion //SCTaskListResponse taskListRes = new SCTaskListResponse(); //TaskInfo taskInfo = new TaskInfo(); //taskInfo.TaskId = 6001; //taskInfo.Status = 1; //taskInfo.PlayerTaskId = taskInfo.TaskId * 10; //taskListRes.TaskInfos.Add(taskInfo); //MessageHandler.Call(MessageDefine.SCTaskListResponse, taskListRes); break; case MessageDefine.CSChapterListRequest: //章节 #region SCChapterListResponse chapterListRes = new SCChapterListResponse(); PlayerChapterInfo chapterInfo = new PlayerChapterInfo(); chapterInfo.PlayerChapterId = 1000; chapterInfo.ChapterId = 1; chapterInfo.Status = 1; chapterListRes.Chapters.Add(chapterInfo); MessageHandler.Call(MessageDefine.SCChapterListResponse, chapterListRes); #endregion break; case MessageDefine.CSEnterRequest: #region 拼图 SCEnterResponse enterRes = new SCEnterResponse(); enterRes.Result = 0; CSEnterRequest enterRequest = (CSEnterRequest)message; long sceneId = enterRequest.SceneId; int sceneType = (int)(sceneId / CommonData.C_SCENE_TYPE_ID); int vitConsume = 0; int seconds = 0; for (int i = 0; i < enterRequest.OfficerIds.Count; i++) { long officerId = enterRequest.OfficerIds[i]; ConfOfficer officer = ConfOfficer.Get(officerId); vitConsume += officer.vitConsume; seconds += officer.secondGain; enterRes.OfficerIds.Add(officerId); } //if (sceneType == CommonData.C_SEEK_SCENE_START_ID) //寻物 //{ //} enterRes.Seconds = seconds; enterRes.VitConsume = vitConsume; if (sceneType == CommonData.C_JIGSAW_SCENE_START_ID) //拼图 { enterRes.Seconds = 3600; } //else if (sceneType == CommonData.C_CARTOON_SCENE_START_ID) // 事件 //{ //} MessageHandler.Call(MessageDefine.SCEnterResponse, enterRes); #endregion break; case MessageDefine.CSFinishRequest: #region 拼图结束 CSFinishRequest finishRequest = (CSFinishRequest)message; SCFinishResponse finishRes = new SCFinishResponse(); finishRes.Result = 0; finishRes.SceneId = finishRequest.SceneId; Reward reward = new Reward(); reward.Percent = 100; reward.Type = 3; reward.Num = 15; finishRes.Rewards.Add(reward); MessageHandler.Call(MessageDefine.SCFinishResponse, finishRes); #endregion break; case MessageDefine.CSSearchSceneSelectOfficerReq: #region 警员 CSSearchSceneSelectOfficerReq selectOfficerReq = (CSSearchSceneSelectOfficerReq)message; int officerVitConsume = 0; int officerCostSeconds = 300; for (int i = 0; i < selectOfficerReq.OfficerIds.Count; i++) { long officerId = selectOfficerReq.OfficerIds[i]; ConfOfficer confOfficer = ConfOfficer.Get(officerId / 100); officerVitConsume += confOfficer.vitConsume; //officerCostSeconds += confOfficer.secondGain; } SCSearchSceneSelectOfficerResp selectOfficerReponse = new SCSearchSceneSelectOfficerResp(); selectOfficerReponse.VitConsume = officerVitConsume; selectOfficerReponse.CostSeconds = officerCostSeconds; MessageHandler.Call(MessageDefine.SCSearchSceneSelectOfficerResp, selectOfficerReponse); #endregion break; case MessageDefine.CSSceneEnterRequest: { #region 进入场景 CSSceneEnterRequest enterReq = (CSSceneEnterRequest)message; SCSceneEnterResponse enterResponse = new SCSceneEnterResponse(); int enterVitConsume = 0; int enterCostSeconds = 300; for (int i = 0; i < enterReq.OfficerIds.Count; i++) { long officerId = enterReq.OfficerIds[i]; ConfOfficer confOfficer = ConfOfficer.Get(officerId / 100); enterVitConsume += confOfficer.vitConsume; //enterCostSeconds += confOfficer.secondGain; enterResponse.OfficerIds.Add(officerId); } enterResponse.IsDropScene = false; string exhibit = GuidNewNodeManager.Instance.GetCommonParams(GuidNewNodeManager.sceneExhibit); string[] exhibitIdStr = exhibit.Split('|'); if (exhibitIdStr.Length > 0) { for (int i = 0; i < exhibitIdStr.Length; i++) { long exhibitId = long.Parse(exhibitIdStr[i]); //enterResponse.SceneExhibits.Add(exhibitId); enterResponse.TaskExhibits.Add(exhibitId); enterResponse.VitConsume = enterVitConsume; enterResponse.Seconds = enterCostSeconds; } MessageHandler.Call(MessageDefine.SCSceneEnterResponse, enterResponse); } #endregion } break; case MessageDefine.CSMarketItemRequest: { #region 请求时钟商店数据 CSMarketItemRequest marketItemReq = (CSMarketItemRequest)message; SCMarketItemResponse marketItemRes = new SCMarketItemResponse(); MarketItemMsg marketmsg = new MarketItemMsg(); if (marketItemReq.PropId == 4) { marketmsg.Id = 304; marketmsg.Cost = 0; marketmsg.CostType = CostType.CostCash; } marketItemRes.MarketItems = marketmsg; MessageHandler.Call(MessageDefine.SCMarketItemResponse, marketItemRes); #endregion } break; case MessageDefine.MarkeBuyRequest: { #region 购买 MarkeBuyRequest buyReq = (MarkeBuyRequest)message; MarkeBuyResponse buyRes = new MarkeBuyResponse(); PlayerPropMsg propmsg = new PlayerPropMsg(); if (buyReq.MarketItemId == 304) { //购买时钟 propmsg.PropId = 4; propmsg.Count = 1; } buyRes.Props = propmsg; MessageHandler.Call(MessageDefine.MarkeBuyResponse, buyRes); #endregion } break; case MessageDefine.CSSkillTimerEmitReq: { #region 警员技能释放 SCSkillTimerEmitResp res = new SCSkillTimerEmitResp(); res.Result = 0; MessageHandler.Call(MessageDefine.SCSkillTimerEmitResp, res); #endregion } break; case MessageDefine.CSEventEnterRequest: { #region 进入事件 SCEventEnterResponse res = new SCEventEnterResponse(); res.Result = 0; MessageHandler.Call(MessageDefine.SCEventEnterResponse, res); #endregion } break; case MessageDefine.CSEventPhaseFeedbackRequest: { #region 请求事件 CSEventPhaseFeedbackRequest request = (CSEventPhaseFeedbackRequest)message; SCEventPhaseFeedbackResponse res = new SCEventPhaseFeedbackResponse(); res.Valuation = true; res.TotalScore = 200; PhaseInfo phaseInfo = new PhaseInfo(); phaseInfo.PhaseId = (int)ConfEvent.Get(request.EventId).phases[0]; phaseInfo.PhaseTemplateId = (int)ConfEvent.Get(request.EventId).phases[0]; phaseInfo.OfficerTemplateId = 121; phaseInfo.PhaseScore = 200; res.PhaseInfos.Add(phaseInfo); MessageHandler.Call(MessageDefine.SCEventPhaseFeedbackResponse, res); #endregion } break; case MessageDefine.CSEventRewardRequest: { CSEventRewardRequest request = (CSEventRewardRequest)message; SCEventRewardResponse res = new SCEventRewardResponse(); res.Score = 200; res.Valuation = 2; SceneRewardComprise sceneReward = new SceneRewardComprise(); ConfEvent confEvent = ConfEvent.Get(request.EventId); sceneReward.OutputCash = confEvent.cashGain; //sceneReward.OutputCoin = confEvent.coinGain; //sceneReward.OutputVit = confEvent.vitGain; //sceneReward.OutputExp = confEvent.expGain; sceneReward.Type = 1; res.SceneRewardComprise.Add(sceneReward); MessageHandler.Call(MessageDefine.SCEventRewardResponse, res); } break; } }
public void Refresh(SCSceneRewardResponse msg_) { m_data = msg_; this.Refresh(); }
public void RefreshOutPut(WinFailData data_) { int total_exp = 0, total_vit = 0, total_coin = 0, total_cash = 0; if (ENUM_SEARCH_MODE.E_JIGSAW == data_.m_mode) { var msg = data_.m_msg as SCFinishResponse; int cash = 0, coin = 0, exp = 0, vit = 0; foreach (var item in msg.Rewards) { switch (item.Type) { case (int)EUNM_BASE_REWARD.E_CASH: cash = item.Num; break; case (int)EUNM_BASE_REWARD.E_COIN: coin = item.Num; break; case (int)EUNM_BASE_REWARD.E_EXP: exp = item.Num; break; case (int)EUNM_BASE_REWARD.E_VIT: vit = item.Num; break; } } total_exp = exp; total_vit = vit; total_coin = coin; total_cash = cash; } else if (ENUM_SEARCH_MODE.E_CARTOON == data_.m_mode) { var msg = data_.m_msg as SCCartoonRewardReqsponse; total_exp = msg.Exp; total_vit = msg.Vit; total_coin = msg.Coin; total_cash = msg.Cash; } else if (ENUM_SEARCH_MODE.E_SEARCH_ROOM == data_.m_mode) { SCSceneRewardResponse msg = data_.m_msg as SCSceneRewardResponse; total_exp = msg.OutputExp; total_vit = msg.OutputVit; total_coin = msg.OutputCoin; total_cash = msg.OutputCash; } List <EUNM_BASE_REWARD> types = new List <EUNM_BASE_REWARD>(); List <int> counts = new List <int>(); m_output_item_dict = new Dictionary <EUNM_BASE_REWARD, DropItemIconShake>(); if (total_exp > 0) { types.Add(EUNM_BASE_REWARD.E_EXP); counts.Add(total_exp); } if (total_vit > 0) { types.Add(EUNM_BASE_REWARD.E_VIT); counts.Add(total_vit); } if (total_coin > 0) { types.Add(EUNM_BASE_REWARD.E_COIN); counts.Add(total_coin); } if (total_cash > 0) { types.Add(EUNM_BASE_REWARD.E_CASH); counts.Add(total_cash); } m_output_grid.EnsureSize <DropItemIconShake>(types.Count); for (int i = 0; i < m_output_grid.ChildCount; ++i) { var item = m_output_grid.GetChild <DropItemIconShake>(i); item.InitSprite(CommonHelper.GetOutputIconName(types[i]), counts[i]); item.Visible = false; item.Visible = true; m_output_item_dict.Add(types[i], item); } TweenOutputNum(total_exp, total_vit, total_coin, total_cash); }
public void RefreshDrop(WinFailData data_) { List <OutPutData> datas = new List <OutPutData>(); if (ENUM_SEARCH_MODE.E_JIGSAW == data_.m_mode) { var msg = data_.m_msg as SCFinishResponse; ConfProp prop = ConfProp.Get(msg.PropId); if (null != prop) { OutPutData data = new OutPutData() { Icon = ConfProp.Get(msg.PropId).icon, Count = 0, ItemID = msg.PropId, }; datas.Add(data); } } else if (ENUM_SEARCH_MODE.E_SEARCH_ROOM == data_.m_mode) { SCSceneRewardResponse msg = data_.m_msg as SCSceneRewardResponse; foreach (var item in msg.GiftItems) { OutPutData data = new OutPutData() { Icon = ConfProp.Get(item.ItemId).icon, Count = item.Num, ItemID = item.ItemId, }; datas.Add(data); } //for (int i = 1; i < 4; ++i) //{ // OutPutData data = new OutPutData() // { // Icon = ConfProp.Get((long)i).icon, // Count = 1, // ItemID = (long)i, // }; // datas.Add(data); //} } m_drop_grid.EnsureSize <DropItemIcon>(datas.Count); for (int i = 0; i < m_drop_grid.ChildCount; ++i) { var item = m_drop_grid.GetChild <DropItemIcon>(i); item.InitSprite(datas[i].Icon, datas[i].Count, datas[i].ItemID); item.gameObject.transform.localScale = Vector3.zero; item.Visible = true; } if (datas.Count > 0) { m_move_index = 0; m_move_count = datas.Count - 1; m_drop_scroll.scrollView.horizontal = false; m_cur_x = m_from_x = m_drop_grid_ori_local_x - (m_drop_item_size_x + m_drop_item_space_x) * m_move_count; m_drop_grid.gameObject.transform.localPosition = new Vector3(m_from_x, m_drop_grid.gameObject.transform.localPosition.y, m_drop_grid.gameObject.transform.localPosition.z); DropItemMoveFinished(); //DropItemMove(); } }
public void RefreshOutPut(WinFailData data_) { int total_exp = 0, total_vit = 0, total_coin = 0, total_cash = 0; if (ENUM_SEARCH_MODE.E_SEARCH_ROOM == data_.m_mode) { SCSceneRewardResponse msg = data_.m_msg as SCSceneRewardResponse; //20 体力 //21 金币 //22 钞票 //23 经验 foreach (var item in msg.UpLevelRewards) { if (20 == item.ItemId) { total_vit += item.Num; } else if (21 == item.ItemId) { total_coin += item.Num; } else if (22 == item.ItemId) { total_cash += item.Num; } else if (23 == item.ItemId) { total_exp += item.Num; } } List <EUNM_BASE_REWARD> types = new List <EUNM_BASE_REWARD>(); List <int> counts = new List <int>(); m_output_item_dict = new Dictionary <EUNM_BASE_REWARD, DropItemIcon>(); if (total_exp > 0) { types.Add(EUNM_BASE_REWARD.E_EXP); counts.Add(total_exp); } if (total_vit > 0) { types.Add(EUNM_BASE_REWARD.E_VIT); counts.Add(total_vit); } if (total_coin > 0) { types.Add(EUNM_BASE_REWARD.E_COIN); counts.Add(total_coin); } if (total_cash > 0) { types.Add(EUNM_BASE_REWARD.E_CASH); counts.Add(total_cash); } m_output_grid.EnsureSize <DropItemIcon>(types.Count); for (int i = 0; i < m_output_grid.ChildCount; ++i) { var item = m_output_grid.GetChild <DropItemIcon>(i); item.InitSprite(CommonHelper.GetOutputIconName(types[i]), counts[i]); item.Visible = false; item.Visible = true; m_output_item_dict.Add(types[i], item); } TweenOutputNum(total_exp, total_vit, total_coin, total_cash); } }