public void CollectTileMethod() { foreach (Transform t in tankTile.transform) { var rd = t.gameObject.GetComponent <RoomData>(); var par = new GameObject(t.name); par.transform.parent = this.transform; Util.InitGameObject(par.gameObject); foreach (var roomPosRot in rd.Prefabs) { if (roomPosRot.prefab != null) { var g = PrefabUtility.InstantiatePrefab(roomPosRot.prefab) as GameObject; g.transform.parent = par.transform; g.transform.position = roomPosRot.pos; //if (roomPosRot.rot.x != 0) { g.transform.rotation = roomPosRot.rot; } if (roomPosRot.scale.x != 0) { g.transform.localScale = roomPosRot.scale; } } } } }
public void UpdateEditor() { #if UNITY_EDITOR if (!EditorApplication.isPlaying) { if (NpcId != -1) { var mData = GMDataBaseSystem.database.SearchId <NpcConfigData>(GameData.NpcConfig, NpcId); if (mData != null) { Resource = Resources.Load <GameObject>(mData.model); } if (oldResource != Resource) { ClearChildren(); if (Resource != null) { var showRes = GameObject.Instantiate(Resource) as GameObject; showRes.transform.parent = transform; Util.InitGameObject(showRes); } oldResource = Resource; } } } #endif }
void UpdateFrame() { foreach (var c in Cells) { GameObject.Destroy(c); } Cell.SetActive(false); for (int i = 0; i < BackPack.MaxBackPackNumber; i++) { var item = GameInterface_Package.playerPackage.EnumItem(GameInterface_Package.PackagePageEnum.All, i); var temp = item; if (item != null && item.itemData.IsGem()) { var count = CheckContainGem(item.id); if (item.entry.Count > count) { var c = GameObject.Instantiate(Cell) as GameObject; c.name = "" + item.id; c.transform.parent = Cell.transform.parent; Util.InitGameObject(c); c.SetActive(true); var pak = c.GetComponent <PackageItem>(); pak.SetData(item, count); pak.SetButtonCB(delegate() { PutInGem(temp); }); Cells.Add(c); } } } StartCoroutine(WaitReset()); }
void ExportRoomPieces(GameObject g) { var saveData = new GameObject("RoomPieces_data"); saveData.AddComponent <RoomData>(); saveData.transform.parent = g.transform; Util.InitGameObject(saveData); var resPath = Path.Combine(Application.dataPath, "prefabs"); var dir = new DirectoryInfo(resPath); var prefabs = dir.GetFiles("*.prefab", SearchOption.TopDirectoryOnly); resPath = Path.Combine(Application.dataPath, "prefabs/props"); dir = new DirectoryInfo(resPath); var propsPrefab = dir.GetFiles("*.prefab", SearchOption.TopDirectoryOnly); GameObjectDelegate gg = delegate(string name) { return(GetPrefab(name, new List <FileInfo[]>() { prefabs, propsPrefab })); }; TranverseTree(transform.Find("RoomPieces_data").gameObject, saveData, gg); }
void InitList() { foreach (var c in Cells) { GameObject.Destroy(c); } Cell.SetActive(false); for (int i = 0; i < gems.Count; i++) { var item = gems[i]; var temp = item; if (item != null) { var c = GameObject.Instantiate(Cell) as GameObject; c.transform.parent = Cell.transform.parent; Util.InitGameObject(c); c.SetActive(true); var pak = c.GetComponent <PackageItem>(); pak.SetData(item, 0, false); pak.SetButtonCB(delegate(){ TakeOffGem(temp); }); Cells.Add(c); } } Grid.repositionNow = true; }
void UpdateFrame() { foreach (var c in Cells) { GameObject.Destroy(c); } Cell.SetActive(false); var eq = BackPack.backpack.GetEquipmentData(); for (int i = 0; i < eq.Count; i++) { var item = eq[i]; if (item != null) { var c = GameObject.Instantiate(Cell) as GameObject; c.transform.parent = Cell.transform.parent; Util.InitGameObject(c); c.SetActive(true); var pak = c.GetComponent <PackageItem>(); pak.SetEquipData(item); Cells.Add(c); } } Grid.repositionNow = true; }
private void Awake() { attribute = GetComponent <NpcAttribute>(); attribute.ShowBloodBar = false; ai = new ChestCharacter(); ai.attribute = attribute; ai.AddState(new ChestIdle()); Util.SetLayer(gameObject, GameLayer.IgnoreCollision2); var st = attribute.spawnTrigger; var sz = st.GetComponent <SpawnZone>(); var old = sz.GetComponent <BoxCollider>(); var go = new GameObject(); go.transform.parent = transform; var bc = go.AddComponent <BoxCollider>(); bc.isTrigger = true; bc.center = old.center; bc.size = old.size; Util.InitGameObject(go); go.transform.localPosition = Vector3.zero; go.transform.localScale = sz.transform.localScale; var wz = go.AddComponent <WarnZone>(); wz.light = sz.transform.Find("light").gameObject; }
void SetData() { var allJobs = GameData.RoleJobDescriptions; while (cells.Count < allJobs.Count) { var c = GameObject.Instantiate <GameObject>(cell); c.transform.parent = grid.transform; Util.InitGameObject(c); cells.Add(c); } foreach (var c in cells) { c.SetActive(false); } var i = 0; foreach (var j in allJobs) { var id = j.id; var n = j.job; var c = cells[i]; var hc = c.GetComponent <HeroCell>(); hc.SetData(id, n); c.SetActive(true); i++; } grid.repositionNow = true; }
void UpdateFrame() { foreach (var c in Cells) { GameObject.Destroy(c); } Cell.SetActive(false); for (int i = 0; i < BackPack.MaxBackPackNumber; i++) { var item = GameInterface_Package.playerPackage.EnumItem(GameInterface_Package.PackagePageEnum.All, i); if (item != null && item.packInfo != null && item.itemData != null) { Log.GUI("PackageRight is " + item.packInfo + " slot is " + item.InstanceID); var c = GameObject.Instantiate(Cell) as GameObject; c.transform.parent = Cell.transform.parent; Util.InitGameObject(c); c.SetActive(true); var pak = c.GetComponent <PackageItem>(); pak.SetData(item); Cells.Add(c); } } Grid.repositionNow = true; }
IEnumerator LoadRoom(GameObject roomConfig, bool slowly = false) { var pieces = roomConfig.transform.Find("RoomPieces_data"); var rd = pieces.GetComponent <RoomData>(); var root = GameObject.Find("Root_" + currentRoomIndex); var rootOfPieces = new GameObject("RoomPieces"); rootOfPieces.transform.parent = root.transform; Util.InitGameObject(rootOfPieces); int c = 0; //Batch Rooom foreach (var p in rd.Prefabs) { if (p != null && p.prefab != null) { var r = GameObject.Instantiate(p.prefab) as GameObject; r.isStatic = true; r.transform.parent = rootOfPieces.transform; r.transform.localPosition = p.pos; r.transform.localRotation = p.rot; r.transform.localScale = p.scale; } c++; if (slowly && c >= batchNum) { c = 0; yield return(null); } } Log.Sys("LoadRoomFinish " + roomConfig.name + " num " + rd.Prefabs.Count); yield return(null); }
IEnumerator LoadLight(GameObject roomConfig, bool slowly = false) { var light = roomConfig.transform.Find("light_data"); var rd = light.GetComponent <RoomData>(); var root = GameObject.Find("Root_" + currentRoomIndex); var rootOfLight = new GameObject("Light"); rootOfLight.transform.parent = root.transform; Util.InitGameObject(rootOfLight); //Batch Rooom int c = 0; foreach (var p in rd.Prefabs) { var r = GameObject.Instantiate(p.prefab) as GameObject; r.isStatic = true; r.transform.parent = rootOfLight.transform; r.transform.localPosition = p.pos; r.transform.localRotation = p.rot; r.transform.localScale = p.scale; c++; if (slowly && c > batchNum) { c = 0; yield return(null); } } Log.Sys("LoadLightFinish " + roomConfig.name + " num " + rd.Prefabs.Count); yield return(null); }
/// <summary> /// 加载某个房间的邻居 /// 进入某个房间正在加载,而又有了加载Neibor的请求 /// </summary> /// <returns>The current room neibor.</returns> public IEnumerator LoadRoomNeibor() { Log.Sys("LoadRoomNeibor"); var nextRoom = currentRoomIndex + 1; if (loadedRoom.Contains(nextRoom) || configLists.Count <= nextRoom) { yield break; } if (inLoad) { loadRequest.Add(currentRoomIndex + 1); yield break; } inLoad = true; //InitNamePieces(); currentRoomIndex++; loadedRoom.Add(currentRoomIndex); var root = new GameObject("Root_" + currentRoomIndex); //FirstRoom Util.InitGameObject(root); var first = configLists [currentRoomIndex]; var firstOffset = new Vector3(first.x * 96, 9, first.y * 96 + 48); Log.Sys("FirstRoom " + first.room); root.transform.localPosition = firstOffset; if (first.flip) { root.transform.localScale = new Vector3(-1, 1, 1); } //var piece = namePieces [first.room]; //var roomConfig = Resources.Load<GameObject>("room/" + piece); var roomConfig = RoomList.GetStaticObj(first.type, first.room); yield return(StartCoroutine(LoadRoom(roomConfig, true))); yield return(null); yield return(StartCoroutine(LoadLight(roomConfig, true))); yield return(StartCoroutine(LoadProps(roomConfig, true))); yield return(StartCoroutine(LoadZone())); yield return(null); inLoad = false; if (loadRequest.Count > 0) { Log.Sys("Cache Load Request"); loadRequest.RemoveAt(0); StartCoroutine(LoadRoomNeibor()); } }
void AddChildren() { foreach (var g in parts) { if (g.g != null) { var nb = GameObject.Instantiate(g.g) as GameObject; var oldRot = nb.transform.localRotation; nb.transform.parent = transform; Util.InitGameObject(nb); nb.transform.localRotation = oldRot; if (g.rotY != 0) { nb.transform.localRotation = Quaternion.Euler(new Vector3(oldRot.eulerAngles.x, g.rotY, oldRot.eulerAngles.z)); } nb.transform.localPosition = g.pos; if (g.scale.x != 0) { nb.transform.localScale = g.scale; } else { nb.transform.localScale = Vector3.one; } } } }
void UpdateFrame() { foreach (var c in Cells) { GameObject.Destroy(c); } Cell.SetActive(false); foreach (var id in storeList) { var c = GameObject.Instantiate(Cell) as GameObject; c.transform.parent = Cell.transform.parent; Util.InitGameObject(c); c.SetActive(true); var pak = c.GetComponent <StoreItem>(); pak.SetId(this, id); Cells.Add(c); } Grid.repositionNow = true; var me = ObjectManager.objectManager.GetMyData(); goldNum.text = "金币: " + me.GetProp(CharAttribute.CharAttributeEnum.GOLD_COIN); JNum.text = "晶石: " + ServerData.Instance.playerInfo.JingShi; }
private void InitChat() { foreach (var chatInfo in ChatData.Instance.chatInfo) { var ord = chatInfo.ord; if (ord >= chatId) { var cell = GameObject.Instantiate(Cell) as GameObject; cell.transform.parent = Cell.transform.parent; Util.InitGameObject(cell); cell.SetActive(true); var cc = cell.GetComponent <ChatCell>(); cc.Name.text = chatInfo.who; cc.Content.text = chatInfo.content; cc.transform.localPosition = new Vector3(0, -cells.Count * 50, 0); cells.Enqueue(cell); chatId = ord + 1; } } while (cells.Count >= 30) { var d = cells.Dequeue(); GameObject.Destroy(d); } StartCoroutine(WaitReset()); }
void UpdateFrame() { foreach (var c in cells) { GameObject.Destroy(c); } cells.Clear(); gNum.text = "技能点:" + GameInterface_Skill.skillInterface.GetLeftSp(); var skillList = GameInterface_Skill.skillInterface.GetActiveSkill(); for (int i = 0; i < skillList.Count; i++) { var data = skillList[i]; var nc = GameObject.Instantiate(cell) as GameObject; nc.SetActive(true); nc.transform.parent = cell.transform.parent; Util.InitGameObject(nc); var c = nc.GetComponent <SkillCell>(); var nextLevSkill = Util.GetSkillData(data.skillId, data.level + 1); c.SetSkillName(data.skillId, data.skillData.SkillName, data.level, nextLevSkill.LevelRequired, data.skillData.SkillDes, data.skillData.MaxLevel); c.SetCb(delegate() { GameInterface_Skill.skillInterface.SkillLevelUp(data.skillId); }); cells.Add(nc); } grid.repositionNow = true; }
private void UpdateFrame() { var score = ScoreManager.Instance.score; while (cells.Count < score.Count) { var g = Object.Instantiate(cell) as GameObject; g.transform.parent = cell.transform.parent; Util.InitGameObject(g); cells.Add(g); g.SetActive(false); } foreach (var c in cells) { c.SetActive(false); } var keys = score.Keys.ToList(); keys.Sort((a, b) => { var ad = score[a]; var bd = score[b]; if (ad.killed > bd.killed) { return(-1); } if (ad.killed < bd.killed) { return(1); } return(0); }); var rank = 0; for (var i = 0; i < keys.Count; i++) { var k = keys[i]; var player = ObjectManager.objectManager.GetPlayer(k); if (player != null) { var un = player.GetComponent <NpcAttribute>().userName; if (!string.IsNullOrEmpty(un)) { ScoreManager.Instance.UpdateCacheName(k, un); var g = cells[i]; g.SetActive(true); g.GetComponent <RealtimeCell>().SetData(rank + 1, un, score[k].killed, score[k].serverId, score[k].killCount, score[k].deadCount, score[k].assistCount); rank++; } } else { ScoreManager.Instance.RemoveCacheName(k); } } StartCoroutine(WaitReset()); }
void Awake() { bar = GameObject.Instantiate(Resources.Load <GameObject>("UI/BloodBar")) as GameObject; bar.transform.parent = WindowMng.windowMng.GetUIRoot().transform; Util.InitGameObject(bar); var barUI = bar.gameObject.AddComponent <BloodBarUI>(); label = barUI.GetLabel("Label"); masterLabel = barUI.GetLabel("MasterLabel"); fill = bar.GetComponent <UISlider>(); }
public void UpdateFrame() { if (mailInfoList.Count == 0) { GetName("MailNoneDetailPanel").SetActive(true); GetName("MailDetailPanel").SetActive(false); } else { GetName("MailNoneDetailPanel").SetActive(false); GetName("MailDetailPanel").SetActive(true); } while (cells.Count < mailInfoList.Count) { var g = Object.Instantiate(cell) as GameObject; g.transform.parent = cell.transform.parent; Util.InitGameObject(g); cells.Add(g); g.SetActive(false); } foreach (var c in cells) { c.SetActive(false); } mailInfoList.Sort((obj1, obj2) => { return(obj2.id.CompareTo(obj1.id)); }); for (var i = 0; i < mailInfoList.Count; i++) { var g = cells[i]; g.SetActive(true); g.GetComponent <MailCell>() .SetData(i, mailInfoList[i]); } if (mailInfoList.Count > 0) { currentSelectedIndex = Mathf.Clamp(currentSelectedIndex, 0, mailInfoList.Count - 1); ShowDetailMailInfo(); } StartCoroutine(WaitReset()); }
/// <summary> /// 关卡房间相关怪物配置 /// level_1_4_0 /// 网络游戏 怪物实例是由Master 负责生成和管理的 /// 不加载properties下面的对象 /// 动态对象 /// 其它的是静态对象 /// </summary> /// <returns>The zones.</returns> IEnumerator LoadZone() { var roomConfig = configLists [currentRoomIndex]; int index = currentRoomIndex; if (roomConfig.useOtherZone) { index = roomConfig.zoneId; if (zoneId != 0) { index = zoneId; } } var name = "zones/level_1_4_" + index; var root = GameObject.Find("Root_" + currentRoomIndex); var zoneConfig = Resources.Load <GameObject>(name); if (zoneConfig == null) { Log.Sys("LoadZoneConfig Error " + name); yield break; } var zone = GameObject.Instantiate(zoneConfig) as GameObject; var ze = zone.AddComponent <ZoneEntityManager>(); var world = WorldManager.worldManager.GetActive(); Log.Sys("WorldIs Net: " + world.IsNet + " act " + world + " pro "); if (world.IsNet) { //pro.gameObject.AddComponent<TestDisable>(); //pro.gameObject.SetActive(false); ze.DisableProperties(); } if (zone == null) { Debug.LogError("LoadZone Null " + zone + " config " + zoneConfig); } zone.transform.parent = root.transform; Util.InitGameObject(zone); loadedZone [currentRoomIndex] = zone; BattleManager.battleManager.AddZone(zone); yield return(null); }
void Awake() { var mc = Camera.main; var ca = gameObject.AddComponent <Camera>(); ca.cullingMask = 1 << (int)GameLayer.SkillLight; ca.clearFlags = CameraClearFlags.SolidColor; ca.backgroundColor = new Color(0, 0, 0, 0); ca.orthographic = false; ca.fieldOfView = Camera.main.fieldOfView; ca.nearClipPlane = mc.nearClipPlane; ca.farClipPlane = mc.farClipPlane; ca.targetTexture = GraphInit.Instance.skillLight; ca.transform.parent = mc.transform; Util.InitGameObject(gameObject); }
void Awake() { attribute = GetComponent <NpcAttribute>(); attribute.ShowBloodBar = false; ai = new ChestCharacter(); ai.attribute = attribute; ai.AddState(new ChestIdle()); ai.AddState(new NotMoveDead()); ai.AddState(new MonsterKnockBack()); Util.SetLayer(gameObject, GameLayer.IgnoreCollision2); var g = new GameObject("AddHP"); g.transform.parent = transform; Util.InitGameObject(g); g.AddComponent <AddHPComponent>(); }
void Awake() { bar = GameObject.Instantiate(Resources.Load <GameObject>("UI/BloodBar")) as GameObject; bar.transform.parent = WindowMng.windowMng.GetUIRoot().transform; Util.InitGameObject(bar); var barUI = bar.gameObject.AddComponent <BloodBarUI>(); label = barUI.GetLabel("SkillLabel"); label.gameObject.SetActive(false); masterLabel = barUI.GetLabel("MasterLabel"); NameLabel = barUI.GetLabel("NameLabel"); fill = new UISlider[1]; fill[0] = bar.transform.Find("BloodBarAnchor/BloodBar1").gameObject.GetComponent <UISlider>(); //fill[1] = bar.transform.FindChild("BloodBarAnchor/BloodBar2").gameObject.GetComponent<UISlider>(); //fill[2] = bar.transform.FindChild("BloodBarAnchor/BloodBar3").gameObject.GetComponent<UISlider>(); //fill[3] = bar.transform.FindChild("BloodBarAnchor/BloodBar4").gameObject.GetComponent<UISlider>(); }
//EnterScene //ExitScene void Awake() { var go = new GameObject("NearMainCameraTrigger"); go.transform.parent = gameObject.transform.parent; Util.InitGameObject(go); go.transform.position = gameObject.transform.position; var col = go.AddComponent <SphereCollider>(); var tri = go.AddComponent <NearTrigger>(); tri.connectObject = gameObject; col.radius = 2; col.isTrigger = true; go.layer = (int)GameLayer.SceneProps; gameObject.SetActive(false); }
public void SetData(Dictionary <int, ScoreData> score) { while (cells.Count < score.Count) { var g = Object.Instantiate(cell) as GameObject; g.transform.parent = cell.transform.parent; Util.InitGameObject(g); cells.Add(g); g.SetActive(false); } foreach (var c in cells) { c.SetActive(false); } var keys = score.Keys.ToList(); keys.Sort((a, b) => { var ad = score [a]; var bd = score [b]; if (ad.killed > bd.killed) { return(-1); } if (ad.killed < bd.killed) { return(1); } return(0); }); for (var i = 0; i < keys.Count; i++) { var k = keys [i]; var player = ObjectManager.objectManager.GetPlayer(k); if (player != null) { var g = cells [i]; g.SetActive(true); IUserInterface.SetText(g, "Name", player.GetComponent <NpcAttribute>().userName + ": " + score [k].killed + ""); } } StartCoroutine(WaitReset()); }
/// <summary> /// 加载第一个房间 /// </summary> /// <returns>The first room.</returns> public IEnumerator LoadFirstRoom() { Log.Sys("LoadFirstRoom"); currentRoomIndex = 0; loadedRoom.Add(currentRoomIndex); var root = new GameObject("Root_0"); //FirstRoom Util.InitGameObject(root); var first = configLists [0]; Log.Sys("First Room NamePices " + first.room); if (string.IsNullOrEmpty(first.room)) { } else { var roomConfig = RoomList.GetStaticObj(first.type, first.room); yield return(StartCoroutine(LoadRoom(roomConfig))); yield return(null); yield return(StartCoroutine(LoadLight(roomConfig))); yield return(StartCoroutine(LoadProps(roomConfig))); } yield return(StartCoroutine(LoadZone())); var zone = loadedZone [currentRoomIndex]; //单一出生点位置 var zoneConfigStart = zone.transform.Find("PlayerStart"); if (zoneConfigStart != null) { var g = new GameObject("PlayerStart"); g.transform.position = zoneConfigStart.transform.position; } InitYet = true; }
private void Start() { //StartCoroutine(AutoEnemy()); var attr = NetworkUtil.GetAttr(gameObject); if (attr.IsMine()) { var shootManager = new GameObject("ShootManager"); shootManager.transform.parent = transform; Util.InitGameObject(shootManager); var sm = shootManager.AddComponent <ShootManager>(); sm.autoCheck = this; } else { StartCoroutine(SynDir()); } InitTowerTrace(); }
void Start() { for (var i = 0; i < tank.Count; i++) { var n = tank [i]; //var c = Object.Instantiate(cell) as GameObject; var c = NGUITools.AddChild(cell.transform.parent.gameObject, cell); items.Add(c); c.SetActive(true); //c.transform.parent = cell.transform.parent; Util.InitGameObject(c); IUserInterface.SetText(c, "Name", n); var temp = i; c.GetComponent <IUserInterface>().SetCallback("Info", () => { OnSelect(temp); }); } grid.repositionNow = true; }
void UpdateFrame() { foreach (var c in Cells) { GameObject.Destroy(c); } Cell.SetActive(false); foreach (var id in chargeList) { var c = GameObject.Instantiate(Cell) as GameObject; c.transform.parent = Cell.transform.parent; Util.InitGameObject(c); c.SetActive(true); var pak = c.GetComponent <ChargeItem>(); pak.SetCharge(this, id); Cells.Add(c); } Grid.repositionNow = true; JingShi.text = "晶石: " + ServerData.Instance.playerInfo.JingShi; }
void Awake() { attribute = GetComponent <NpcAttribute>(); attribute.ShowBloodBar = false; ai = new ChestCharacter(); ai.attribute = attribute; var bd = new HideDead(); ai.AddState(new ChestIdle()); ai.AddState(bd); ai.AddState(new MonsterKnockBack()); Util.SetLayer(gameObject, GameLayer.IgnoreCollision2); var g = new GameObject("HideBloodBar"); g.transform.parent = transform; Util.InitGameObject(g); var hb = g.AddComponent <HideBloodBar>(); bd.deadCallback = hb.RestoreAll; }