private void Awake() { ChapterData = TableDataExtension.GetTableData <DRChapter>(Data.GetInstance().getcurrentChapterID()); LevelData = TableDataExtension.GetTableData <DRBattle>(Data.GetInstance().getcurrentLevelID()); ChapterNum = TableDataExtension.GetTableData <DRScene>(Data.GetInstance().getcurrentSceneID()).ChapterNum; currentLevelallNum = ChapterData.BattleNum; }
//我失败了 private void testLoser() { passLevelUIshow(); int Chapter = Data.GetInstance().getcurrentChapterID(); Data.GetInstance().setcurrentLevelID(int.Parse(Chapter + "01")); LevelData = TableDataExtension.GetTableData <DRBattle>(Data.GetInstance().getcurrentLevelID()); Level_Text.text = Data.GetInstance().getcurrentLevelID() + ""; Debug.Log("失败"); }
public void ClickEvent() { DRSkillDrop SkillData = TableDataExtension.GetTableData <DRSkillDrop>(luckNum); if (isClick) { describe.text = SkillData.Description; } else { describe.text = ""; } }
// 下发这个章节对应数据信息 private void ClickLeftButton() { if (SceneData.SceneOrder == 1) { //Debug.Log("场景开始"); return; } Data.GetInstance().pluscurrentSceneID(-1); SceneData = TableDataExtension.GetTableData <DRScene>(Data.GetInstance().getcurrentSceneID()); UIInfoShowBySceneID(); //测试 //Data.GetInstance().plusCoin(50.1f); }
private void OnScrollMove(Vector2 pVec) { //向下滚动 while (mContentRect.anchoredPosition.y > (firstIndex + 1) * itemHeight && lastIndex != datasNum - 1) { //思路是List中的保存的GameObject顺序与真实显示的物体保持一致 GameObject _first = itemList[0]; RectTransform _rectTrans = _first.GetComponent <RectTransform>(); //将首个物体移出List,再添加到List最后端 itemList.RemoveAt(0); itemList.Add(_first); //将这个物体移到最下方 _rectTrans.anchoredPosition = new Vector2(0, -(lastIndex + 1) * itemHeight); firstIndex += 1; lastIndex += 1; //修改显示 //_first.name = (lastIndex + 1).ToString(); //_first.transform.Find("Text").GetComponent<Text>().text = _first.name; Debug.Log("idex" + lastIndex); if (lastIndex == datasNum - 1) { skillID = luckNum; //偷天换柱 isClick = true; //结束可点击 } else { skillID = itemID[lastIndex]; } DRSkillDrop SkillData = TableDataExtension.GetTableData <DRSkillDrop>(skillID); _first.GetComponent <Image>().sprite = Resources.Load <Sprite>("UI/UIphoto/SkillChoiceMenuUI/skill_icon/" + SkillData.Preferb); //luckNum _first.name = SkillData.Skill; skillID++; //Debug.Log("下标" + lastIndex); } //向上滚动 while (mContentRect.anchoredPosition.y < firstIndex * itemHeight && firstIndex != 0) { GameObject _last = itemList[itemList.Count - 1]; RectTransform _rectTrans = _last.GetComponent <RectTransform>(); itemList.RemoveAt(itemList.Count - 1); itemList.Insert(0, _last); _rectTrans.anchoredPosition = new Vector2(0, -(firstIndex - 1) * itemHeight); firstIndex -= 1; lastIndex -= 1; _last.name = firstIndex.ToString(); //_last.transform.Find("Text").GetComponent<Text>().text = _last.name; } }
/// <summary> /// 展示 关卡 相关信息 /// </summary> private void UIInfoShowByCurrentLevelID() { if (LevelData.BattleOrder == currentLevelallNum) { Debug.Log("当前章节已完成---结算界面,玩家选择下个章节"); Level_Text.text = "模拟通关"; test_image.SetActive(true); return; } Data.GetInstance().pluscurrentLevelID(1); refreshMaxLevel(); LevelData = TableDataExtension.GetTableData <DRBattle>(Data.GetInstance().getcurrentLevelID()); Level_Text.text = Data.GetInstance().getcurrentLevelID() + ""; }
private void ClickRightButton() { if (SceneData.SceneOrder == SceneNum || Data.GetInstance().getcurrentSceneID() + 1 > Data.GetInstance().getmaxSceneID()) { //Debug.Log("可用场景结束"); return; } Data.GetInstance().pluscurrentSceneID(1); SceneData = TableDataExtension.GetTableData <DRScene>(Data.GetInstance().getcurrentSceneID()); UIInfoShowBySceneID(); //测试 //Data.GetInstance().plusCoin(-60.1f); }
private void UIInfoShowBySceneID() { SceneData = TableDataExtension.GetTableData <DRScene>(Data.GetInstance().getcurrentSceneID()); if (SceneData.SceneOrder <= 2) { scene_image.sprite = Resources.Load <Sprite>("UI/UIphoto/homeMenuUI/scene_" + SceneData.SceneOrder); sceneBG_image.sprite = Resources.Load <Sprite>("UI/UIphoto/homeMenuUI/sceneBG_" + SceneData.SceneOrder); } else { scene_image.sprite = Resources.Load("UI/UIphoto/Number_" + SceneData.SceneOrder, typeof(Sprite)) as Sprite; sceneBG_image.sprite = Resources.Load <Sprite>("UI/UIphoto/homeMenuUI/sceneBG_" + 1); } mapName_image.sprite = Resources.Load("UI/UIphoto/" + SceneData.NameAsset, typeof(Sprite)) as Sprite; //测试 //Debug.Log("当前场景 ID" + Data.GetInstance().getcurrentSceneID()); id_text.text = Data.GetInstance().getcurrentSceneID() + ""; }
// 通关点击事件--->开启新章程/开启新场景 private void testPass() { if (ChapterData.ChapterOrder == ChapterNum) { //本场景所有章节全部完成 开启下个场景***预留 Data.GetInstance().pluscurrentSceneID(1); Data.GetInstance().datachangeByScene(); refreshMaxLevel(); //Debug.Log("章节结束"); test_image.SetActive(false); goback(); return; } Data.GetInstance().pluscurrentChapterID(1); UIInfoShowByChapterID(); LevelData = TableDataExtension.GetTableData <DRBattle>(Data.GetInstance().getcurrentLevelID()); refreshMaxLevel(); passLevelUIshow(); test_image.SetActive(false); }
//章节ID 展示:通关奖励&章节选择 private void UIInfoShowByChapterID() { ChapterData = TableDataExtension.GetTableData <DRChapter>(Data.GetInstance().getcurrentChapterID()); currentLevelallNum = ChapterData.BattleNum; Data.GetInstance().datachangeByChapter(); LevelData = TableDataExtension.GetTableData <DRBattle>(Data.GetInstance().getcurrentLevelID()); isshowLRLevle(); Level_Text.text = Data.GetInstance().getcurrentLevelID() + ""; passLevelUIshow(); //Debug.Log(LevelData.BattleOrder); if (ChapterData == null) { //Debug.Log("小老弟你怎么了"); return; } EnegyBonusNum_text.text = ChapterData.EnegyBonusNum + ""; CoinBonusNum_text.text = ChapterData.CoinBonusNum + ""; GoldBonusNum_text.text = ChapterData.GoldBonusNum + ""; S_text.text = ChapterData.ChapterOrder + ""; ChoiceShowing.GetComponent <Image>().sprite = Resources.Load("UI/UIphoto/choiceMenuUI/chaptericon_" + (ChapterData.ChapterOrder), typeof(Sprite)) as Sprite; if (ChapterData.ChapterOrder == 1) { L_text.text = ""; } else { L_text.text = ChapterData.ChapterOrder - 1 + ""; ChoiceLeft.GetComponent <Image>().sprite = Resources.Load("UI/UIphoto/choiceMenuUI/chaptericon_" + (ChapterData.ChapterOrder - 1), typeof(Sprite)) as Sprite; } if (ChapterData.ChapterOrder == ChapterNum) { R_text.text = ""; } else { R_text.text = ChapterData.ChapterOrder + 1 + ""; ChoiceRight.GetComponent <Image>().sprite = Resources.Load("UI/UIphoto/choiceMenuUI/chaptericon_" + (ChapterData.ChapterOrder + 1), typeof(Sprite)) as Sprite; } }
private void Sceninfo() { var ChapterNum = TableDataExtension.GetTableData <DRScene>(601).ChapterNum;//场景601 测试 }
// Use this for initialization private void Awake() { Data.GetInstance().SaveData_standAlone_Get(); SceneData = TableDataExtension.GetTableData <DRScene>(Data.GetInstance().getcurrentSceneID()); }
public int getmaxPassChapterID() { return(TableDataExtension.GetTableData <DRBattle>(Data.GetInstance().getmaxPassLevelID()).ChapterId); }
public int getmaxSceneID() { return(TableDataExtension.GetTableData <DRChapter>(Data.GetInstance().getmaxPassChapterID()).SceneId); }