// Start is called before the first frame update void Start() { visualsUnit = GetComponentInChildren <UnitCardUI>(); visualsUnit.gameObject.SetActive(false); visualsAbility = GetComponentInChildren <OrdCardUI>(); visualsAbility.gameObject.SetActive(false); visualsBuff = GetComponentInChildren <EquipCardUI>(); visualsBuff.gameObject.SetActive(false); }
public void CancelSelUnit() { var vcfg = UnitConfiguration.GetDefaultConfig(CurUnitType); curBtn.transform.Find(vcfg.IsBuilding ? "BuildingCheck" : "Check").gameObject.SetActive(false); curBtn = null; CurUnitType = null; if (null != onHideUnitPlacedArea) { onHideUnitPlacedArea(); } }
// 设置页签默认选定按钮 private void SetDefaultSelBtn(string ut) { if (!(null == curBtn || !curBtn.gameObject.activeSelf)) { return; } var cfg = UnitConfiguration.GetDefaultConfig(ut); if ((cfg.IsBuilding && !IsShowArmyList) || (!cfg.IsBuilding && IsShowArmyList)) { CurUnitType = ut; curBtn = btns[ut]; btns[ut].OnPtDown(); } }
public void SwitchUnits() { SwitchTimes++; var remainder = SwitchTimes % 3; switch (remainder) { case 0: IsShowArmyList = true; IsShowBuildingList = false; IsShowOtherList = false; break; case 1: IsShowBuildingList = true; IsShowOtherList = false; IsShowArmyList = false; break; case 2: IsShowOtherList = true; IsShowArmyList = false; IsShowBuildingList = false; break; } //IsShowArmyList = !IsShowArmyList; // 页签滑动相关 isSwitch = true; elapsedTime = 0f; SwitchBtn.transform.Find("BigBuildingImg").gameObject.SetActive(!IsShowArmyList); SwitchBtn.transform.Find("SmallArmyImg").gameObject.SetActive(!IsShowArmyList); SwitchBtn.transform.Find("BigArmyImg").gameObject.SetActive(IsShowArmyList); SwitchBtn.transform.Find("SmallBuildingImg").gameObject.SetActive(IsShowArmyList); curBtn = null; CurUnitType = null; RefreshBtns(); if (null != onSwitchUnits) { onSwitchUnits(); } }
private void Room4Client_OnBattleBegin(Room4Client r, bool isReplay) { gameObject.SetActive(!isReplay); if (isReplay) { return; } UnitConfigUtil.GetUnitCfgsFromServer(); curBtn = null; CurUnitType = null; IsShowArmyList = true; IsShowBuildingList = false; IsShowOtherList = false; SwitchTimes = 0; ArmyContent.parent.localPosition = ShowContentPos; BuildingContent.parent.localPosition = HideContentPos; ThirdContent.parent.localPosition = HideContentPos; SwitchBtn.transform.Find("Text1").GetComponent <Text>().text = IsShowArmyList ? "部队" : "建筑"; SwitchBtn.transform.Find("Text2").GetComponent <Text>().text = IsShowArmyList ? "建筑" : "部队"; foreach (var c in btns.Keys) { btns[c].gameObject.SetActive(false); } builder.Clear(); builderAccs.Clear(); coldown.Clear(); btns.Clear(); ContentClear(ArmyContent); ContentClear(BuildingContent); ContentClear(ThirdContent); BuildAllUUIs(); needRefreshBtns = true; }
public void OnSelUnit(string c) { // 再次点击取消选中 if (CurUnitType == c) { CancelSelUnit(); return; } if (curBtn != null) { var vcfg = UnitConfiguration.GetDefaultConfig(CurUnitType); curBtn.transform.Find(vcfg.IsBuilding ? "BuildingCheck" : "Check").gameObject.SetActive(false); } curBtn = btns[c]; CurUnitType = c; var vcfg1 = UnitConfiguration.GetDefaultConfig(CurUnitType); curBtn.transform.Find(vcfg1.IsBuilding ? "BuildingCheck" : "Check").gameObject.SetActive(true); if (null != onSelUnit) { onSelUnit(); } if (null != onHideUnitPlacedArea) { onHideUnitPlacedArea(); } if (null != onShowUnitPlacedArea) { onShowUnitPlacedArea(c); } }