Exemple #1
0
    public static List <DialogDeploy> GetDrawList(int paragraphId)
    {
        var list = new List <DialogDeploy>();

        var t = TableUtility.GetTable <DialogDeploy>();

        foreach (var d in t)
        {
            if (d.paragraphId == paragraphId)
            {
                list.Add(d);
            }
        }

        list.Sort((a, b) =>
        {
            if (a.paragraphId < b.paragraphId)
            {
                return(-1);
            }
            if (a.paragraphId > b.paragraphId)
            {
                return(1);
            }
            return(0);
        });
        return(list);
    }
Exemple #2
0
 static Sound()
 {
     _audioVolume       = 1f;
     _musicVolume       = 1f;
     _environmentVolume = 1f;
     _uiVolume          = 1f;
     GlobalMusicVolume  = 1f;
     GlobalAudioVolume  = 1f;
     _soundTableT       = TableUtility.GetTable <SoundDeploy>();
 }
Exemple #3
0
    public static BossDialogDeplpy GetBossDialog(int playerId, int bossId, bool beforeBoss)
    {
        var t = TableUtility.GetTable <BossDialogDeplpy>();

        foreach (var d in t)
        {
            if (d.playerId == playerId && d.bossId == bossId && beforeBoss == d.beforeBoss)
            {
                return(d);
            }
        }
        return(null);
    }
    private IEnumerator LoadBullets()
    {
        var soringLayerId = UiManager.GetCanvasByLayer(UiLayer.Tips).sortingLayerID;

        var tab = TableUtility.GetTable <BulletDeploy>();

        foreach (var deploy in tab)
        {
            if (deploy.id < 1000)
            {
                continue;
            }

            //ui prefab
            var bulletObj = ResourceMgr.Instantiate(_component.BulletPrefab);
            var txtId     = bulletObj.GetComponentInChildren <UiText>();
            txtId.text = deploy.id.ToString();
            bulletObj.transform.SetParent(_component.Grid, false);

            //createBullet
            Bullet bullet = null;
            BulletFactory.CreateBullet(deploy.id, bulletObj.transform, Layers.Ui, b =>
            {
                bullet = b;
            });
            yield return(new WaitUntil(() => bullet != null));

            var localScale = bullet.Renderer.transform.localScale;
            var ratio      = localScale.x * 100;
            if (ratio > 100)
            {
                ratio = 96f / localScale.x;
            }

            bullet.Renderer.sortingLayerID = soringLayerId;
            bullet.transform.localScale    = Vector3.one * ratio;
            bullet.Renderer.transform.SetLayer(Layers.Ui);
            bullet.transform.SetParent(bulletObj.transform, false);

            //显示collider
            var col = new GameObject("collider");
            col.transform.SetParent(bullet.transform, false);
            col.AddComponent <MeshFilter>().sharedMesh = GameSystem.DefaultRes.QuadMesh;
            col.layer = Layers.Ui;

            var material = new Material(GameSystem.DefaultRes.CommonShader);
            material.SetColor("_TintColor", Color.red);
            material.SetFloat("_AlphaScale", deploy.alpha);

            var collider = bullet.CollisionInfo;
            if (!collider.IsBox)
            {
                material.mainTexture     = GameSystem.DefaultRes.CircleTexture;
                col.transform.localScale = Vector3.one * collider.Radius * 2;
            }
            else
            {
                material.mainTexture        = GameSystem.DefaultRes.BoxTexture;
                col.transform.localScale    = new Vector3(collider.BoxWidth, collider.BoxHeight, 1);
                col.transform.localPosition = collider.Center;
            }

            var mr = col.AddComponent <MeshRenderer>();
            mr.sharedMaterial = material;
            mr.sortingLayerID = soringLayerId;
            mr.sortingOrder   = bullet.Renderer.sortingOrder + 1;
            col.SetActiveSafe(_showPoint);
            _pointList.Add(col);
        }
    }
Exemple #5
0
 static BulletFactory()
 {
     CachePool = new Dictionary<int, Holder>();
     BulletTab = TableUtility.GetTable<BulletDeploy>();
 }
 static TextureEffectFactroy()
 {
     CachePool = new Dictionary <int, Holder>();
     EffectTab = TableUtility.GetTable <TextureEffectDeploy>();
 }