private GameObject setInfo(roleInfo pInfo, int orderUIID) { //加载图片 string fileName = csPicPath + pInfo.picName; Texture2D texture1 = (Texture2D)Resources.Load(csPicPath + pInfo.picName) as Texture2D; //创建UI UnityEngine.Object infoObj = Resources.Load("Prefab/UI/" + csRoleInfo); GameObject tmpObj = GameObject.Instantiate(infoObj, viewPortLst) as GameObject; //Image tmpImage = tmpObj.GetComponent<Image>(); //tmpImage.sprite = Sprite.Create(texture1, new Rect(0, 0, texture1.width, texture1.height), new Vector2(0.5f, 0.5f)); //hp显示及背景默认隐藏 roleInfoUI tmpInfoUI = tmpObj.GetComponent <roleInfoUI>(); tmpInfoUI.hpSlider.value = pInfo.hp * 100.0f / pInfo.maxHp; tmpInfoUI.backImage.gameObject.SetActive(false); tmpInfoUI.picIcon.sprite = Sprite.Create(texture1, new Rect(0, 0, texture1.width, texture1.height), new Vector2(0.5f, 0.5f)); tmpInfoUI.roleID = pInfo.roleID; pInfo.infoUI = tmpInfoUI; // uiRole.Add(pInfo); //int order = uiRole.Count - 1; tmpInfoUI.orderUIID = orderUIID; //点击事件绑定 Button tmpBtn = tmpObj.GetComponent <Button>(); tmpBtn.onClick.AddListener(delegate() { this.OnClick(orderUIID); }); return(tmpObj); }
private void initData() { uiRole = new List <roleInfo>(); int nCount = 0; gameDataMgr.bossTag tmpTag = gameDataMgr.gameData().m_bossTag; for (int i = 0; i < tmpTag.bossUse.Length; i++) { if (tmpTag.bossUse[i] == true) { roleInfo tmpInfo = new roleInfo(); tmpInfo.hp = gameDataMgr.gameData().m_roleData.bosshp[i]; RoleProTable.rolePro tmpPro = RoleProTable.GetFromRoleID(i); tmpInfo.maxHp = tmpPro.MaxHp; tmpInfo.roleID = tmpPro.ID; ShopItemTable.shopElements tmpEle = ShopItemTable.Get(i); //RoleInfoTable.roleElements tmpEle = RoleInfoTable.Get(i+1); tmpInfo.picName = tmpEle.Pic; uiRole.Add(tmpInfo); nCount++; } } //OKBtnClick btnOK.onClick.AddListener(delegate() { this.OKBtnClick(); }); }
void OnGUI() { for (int i = 0; i < roleInfoTableManager.instance.Size(); i++) { roleInfo info = roleInfoTableManager.instance.GetByIndex(i); GUILayout.Label(info.ID + info.name + info.resModel); } }
public static roleInfo getInstance() { if (_instance == null) { if (_instance == null) { _instance = new roleInfo(); } } return(_instance); }
public List <roleInfo> GetRoleList() { List <roleInfo> l = new List <roleInfo>(); string sql = "select * from t_admin_role order by id asc"; try { using (DataTable dt = helper.GetDataTable(sql)) { Dictionary <int, adminLimit> dic = new _AdminLimit().getLimitDic(); foreach (DataRow r in dt.Rows) { roleInfo ad = new roleInfo { id = Convert.ToInt16(r["id"]), roleName = r["roleName"].ToString(), limits = r["limits"].ToString() }; string[] arr = ad.limits.Split(','); string limitInfo = "全部"; if (ad.limits != "*") { limitInfo = ""; foreach (string item in arr) { if (item.Length > 0) { if (dic.ContainsKey(Convert.ToInt16(item))) { if (dic[Convert.ToInt16(item)].pId > 0) { limitInfo += dic[Convert.ToInt16(item)].typeName + "-" + dic[Convert.ToInt16(item)].limitName + " , "; } } } } } ad.limitInfo = limitInfo; l.Add(ad); } } } catch { } return(l); }
//Add role in DB public void AddRole(RoleInfos role) { using (StationeryModel context = new StationeryModel()) { roleInfo r = new roleInfo(); r.roleID = role.RoleId; r.roleName = role.RoleName; r.description = role.Description; context.roleInfoes.Add(r); foreach (var ps in role.Permissions) { rolePermission rp = new rolePermission(); rp.roleID = role.RoleId; rp.permissionID = ps.permissionID; context.rolePermissions.Add(rp); } context.SaveChanges(); } }
//加载显示UI public void showUI(int roleID, Action <int> pEvent) { calBackEvent = pEvent; initData(); int nCount = uiRole.Count; //int nCount = pData.mRoleData.Count; int nRowMax = 3; int nLine = Mathf.CeilToInt((float)nCount / (float)nRowMax); float csPosX = 160.0f; float csPosY = 124.0f; float allHeight = csPosY * nLine; RectTransform tmpTrans = viewPortLst.GetComponent <RectTransform>(); tmpTrans.sizeDelta = new Vector2(csPosX * 3, allHeight); for (int i = 1; i <= nCount; i++) { int orderUIID = i - 1; roleInfo tmpPro = uiRole[orderUIID]; //roleProperty tmpPro = pData.mRoleData[i - 1]; if (tmpPro.roleID == roleID) //设置默认选中的UIID { oldRoleIndex = orderUIID; } //设置信息 GameObject tmpObj = setInfo(tmpPro, orderUIID); //调整位置 RectTransform tmp = tmpObj.GetComponent <RectTransform>(); int orderY = orderUIID / nRowMax; int orderX = orderUIID - nRowMax * orderY; float tmpPosX = csPosX * orderX; float tmpPosY = csPosY * orderY; tmp.anchoredPosition3D = new Vector3(tmpPosX, tmpPosY, 0); } setSel(oldRoleIndex, true); this.gameObject.SetActive(true); }
void OnGUI() { GUILayout.BeginHorizontal(); if (GUILayout.Button("Load File New")) { AIDataMgr.instance.LoadNewData(); } if (GUILayout.Button("重新加载AI配置表")) { LoadAiTable(); } if (GUILayout.Button("ClearAllAI", GUILayout.Width(100))) { AIMgr.instance.DestroyAllAIs(); } if (GUILayout.Button("DebugWindow", GUILayout.Width(100))) { AIDebugWindow.Open(); } GUILayout.EndHorizontal(); AIMgr.DisableAiAttack = EditorGUILayout.Toggle("关闭AI攻击", AIMgr.DisableAiAttack); createCamp = (EAiCamp)EditorGUILayout.EnumPopup("创建阵营", createCamp); createAsAI = EditorGUILayout.Toggle("asAi", createAsAI); GUILayout.BeginHorizontal(); aiModelName = AIFUIUtility.DrawTextField(aiModelName, "AI资源名"); aiDataId = EditorGUILayout.IntField("AI数据ID", aiDataId); GUILayout.EndHorizontal(); GUILayout.BeginHorizontal(); if (GUILayout.Button("Create")) { CreateAI(aiModelName, aiDataId, createCamp, createAsAI); } if (GUILayout.Button("CreateEnemy")) { CreateAI(aiModelName, aiDataId, EAiCamp.Enemy, true); } GUILayout.EndHorizontal(); GUILayout.Label("创建列表"); GUILayout.BeginScrollView(scrollPos); for (int i = 0; i < roleInfoTableManager.instance.Size(); i++) { roleInfo info = roleInfoTableManager.instance.GetByIndex(i); GUILayout.BeginHorizontal(); GUILayout.Label(info.ID + "/" + info.AiDataId + "/" + info.name, GUILayout.Width(200)); if (GUILayout.Button("创建为主角")) { CreateAI(info.resModel, info.AiDataId, EAiCamp.MainPlayer, false); } if (GUILayout.Button("创建为友方")) { CreateAI(info.resModel, info.AiDataId, EAiCamp.Friend, true); } if (GUILayout.Button("创建为敌方")) { CreateAI(info.resModel, info.AiDataId, EAiCamp.Enemy, true); } GUILayout.EndHorizontal(); } GUILayout.EndScrollView(); }