Exemple #1
0
 // 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);
 }
Exemple #2
0
    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();
        }
    }
Exemple #3
0
    // 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();
        }
    }
Exemple #4
0
    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();
        }
    }
Exemple #5
0
    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;
    }
Exemple #6
0
    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);
        }
    }