private void BigButton_Click(object sender, RoutedEventArgs e) { Button button = (Button)sender; HeroView heroView = (HeroView)button.Content; heroView.HeroContext.Life = heroView.HeroContext.BaseLife; }
private void popUpHeroChoiceGenerator() { this.popUp = new Window(); this.popUp.MaxHeight = 400; this.popUp.MaxWidth = 900; ScrollViewer scrollViewer = new ScrollViewer(); scrollViewer.VerticalScrollBarVisibility = ScrollBarVisibility.Hidden; scrollViewer.HorizontalScrollBarVisibility = ScrollBarVisibility.Visible; StackPanel newStackPanel = new StackPanel(); newStackPanel.Orientation = Orientation.Horizontal; foreach (Hero hero in GameViewModel.Instance.MainCastle.Heroes) { Button bigButton = new Button(); bigButton.Background = System.Windows.Media.Brushes.Transparent; bigButton.BorderBrush = System.Windows.Media.Brushes.Transparent; bigButton.Click += BigButton_Click; bigButton.Width = 300; bigButton.Height = 350; HeroView newHeroView = new HeroView(hero); newHeroView.Width = 300; newHeroView.Height = 350; newHeroView.SelectHeroButton.Visibility = Visibility.Collapsed; bigButton.Content = newHeroView; newStackPanel.Children.Add(bigButton); } scrollViewer.Content = newStackPanel; this.popUp.Content = scrollViewer; this.popUp.Show(); }
public override void Init() { base.Init(); this.m_HeroItem = base.LoadPrefabCache("HeroItem"); this.AllButton = this.transform.Find("Anchor/AllButton"); this.Employ = this.AllButton.Find("Employ"); this.All = this.AllButton.Find("All"); this.Power = this.AllButton.Find("Power"); this.Agile = this.AllButton.Find("Agile"); this.IQ = this.AllButton.Find("IQ"); this.BG = this.transform.Find("Bottom/BG").GetComponent <UISprite>(); this.BackButton = this.transform.Find("Anchor/BackButton"); Transform root = this.transform.Find("Anchor/HeroPanel/HeroView"); this.favouredHeroView = new HeroView(root); this.Number = this.transform.Find("Bottom/BattleNum/Number").GetComponent <UILabel>(); this.PlayGame = this.transform.Find("Bottom/PlayGame"); Transform root2 = this.transform.Find("Bottom/HeroPanel/HeroView"); this.selectedHeroView = new SelectHeroView(root2); UIEventListener.Get(this.BackButton.gameObject).onClick = new UIEventListener.VoidDelegate(this.ClickBackBtnEvent); UIEventListener.Get(this.All.gameObject).onClick = new UIEventListener.VoidDelegate(this.ShowTypeHero); UIEventListener.Get(this.Power.gameObject).onClick = new UIEventListener.VoidDelegate(this.ShowTypeHero); UIEventListener.Get(this.Agile.gameObject).onClick = new UIEventListener.VoidDelegate(this.ShowTypeHero); UIEventListener.Get(this.IQ.gameObject).onClick = new UIEventListener.VoidDelegate(this.ShowTypeHero); UIEventListener.Get(this.Employ.gameObject).onClick = new UIEventListener.VoidDelegate(this.ShowTypeHero); UIEventListener.Get(this.PlayGame.gameObject).onClick = new UIEventListener.VoidDelegate(this.ClickGoToGame); this.m_AlphaController = this.transform.GetComponent <TweenAlpha>(); }
/// <summary> /// /// </summary> /// <param name="hurt">等于0:miss,大于0:红色减生命,小于0:绿色加生命</param> public void Fresh(object data) { HeroView view = (HeroView)data; int hurt = view.preHPChangeValue; if (hurt == 0) { Miss(); } if (hurt < 0) { Hurt(hurt); } if (hurt > 0) { Reply(hurt); } RectTransform viewRtf = view.GetComponent <RectTransform>(); rtf.anchoredPosition = viewRtf.anchoredPosition; Vector2 endPos = new Vector2(rtf.anchoredPosition.x, rtf.anchoredPosition.y + viewRtf.sizeDelta.y / 2); UpAni(endPos); }
public override void OnStartClient() { try { base.OnStartClient(); loadDeck(); ShuffleDeck(); Debug.Log("player ctrller client started"); ctrl = GameObject.Find("BattleController"); handCanvas = GameObject.Find("handPlayer"); enemyCanvas = GameObject.Find("handEnemy"); playerField = GameObject.Find("playerField"); enemyField = GameObject.Find("enemyField"); turnButton = GameObject.Find("turn_button"); Logger = GameObject.Find("game_logger"); heroContainer = GameObject.Find("playerHeroContainer"); heroView = GameObject.Find("playerHeroView").GetComponent <HeroView>(); ctrl.GetComponent <BattleController>().registerPlayers(gameObject); if (hasAuthority) { StartCoroutine(wait4AllPlayer()); Debug.Log("initializing"); } } catch (System.Exception e) { Debug.Log(e); throw; } }
private void CreateHero() { HeroView view = UnityEngine.Object.Instantiate(_rootView.HeroPrefab, Vector2.zero, Quaternion.identity); Hero.Ctx heroCtx = new Hero.Ctx { lineCount = _rootView.LevelConfig.LineCount, maxHeath = 3, currentHealth = 3, view = view, availableColors = _rootView.LevelConfig.AvailableColors, availableMeshes = _rootView.LevelConfig.AvailableMeshes, lineWidth = _rootView.LevelConfig.LineWidth, continueGame = _rootView.GameSpeed.ContinueGame, blockSwipeCommand = _blockSwipeCommand, hideTutorialView = _hideTutorialView, restartScene = _ctx.restartScene, returnToStoryScene = _ctx.returnToStoryScene, isPaused = () => _rootView.Paused, stopRun = _rootView.GameSpeed.SlowDownGame, }; _mainHero = new Hero(heroCtx); _mainHero.InitializeHero(); ConfigCamera(view.transform); }
void OpenHeroMiniView() { if (!view) { view = HeroView.Create(ViewStructHelper.Instance.rightPanel); } view.Activate(this); }
private void NewHeroView() { HeroView newHeroView = new HeroView(); newHeroView.DataContext = GameViewModel.Instance.MainCastle.Army.Hero; newHeroView.SelectHeroButton.Visibility = System.Windows.Visibility.Collapsed; view.Units.Children.Add(newHeroView); }
private void OnHeroAdded(HeroRemoteDataModel heroModel) { if (heroModel != null) { SpawnHero(heroModel).Done((v) => { _hero = v; heroModel.Group.ObserveAdd().Subscribe(OnAnimalAddToGroup).AddTo(Disposables); }); } }
public HeroViewModel(Hero hero) { View = new HeroView(); this.Hero = hero; this.View.DataContext = this.Hero; InventoryUC newIventoryUC = new InventoryUC(); newIventoryUC.HorizontalAlignment = System.Windows.HorizontalAlignment.Stretch; newIventoryUC.DataContext = this.Hero; this.View.HeroInfoSP.Children.Add(newIventoryUC); InitEquipView(); }
private IPromise <HeroView> SpawnHero(HeroRemoteDataModel hero) { Promise <HeroView> promise = new Promise <HeroView>(); GameObject instance = _container.InstantiatePrefab(_projectSettings.HeroPrefab); HeroView heroView = instance.GetComponent <HeroView>() ?? _container.InstantiateComponent <HeroView>(instance); heroView.Initialize(hero); promise.Resolve(heroView); return(promise); }
private void GenerateUI(Hero attackingHero, Hero defendingHero) { HeroView AllyHeroView = new HeroView(); AllyHeroView.HeroInfoSP.Visibility = System.Windows.Visibility.Collapsed; AllyHeroView.SelectHeroButton.Visibility = System.Windows.Visibility.Collapsed; AllyHeroView.DataContext = attackingHero; foreach (Skill skill in attackingHero.Skills) { SkillViewModel newSkill; switch (skill.Type) { case "Attaque": newSkill = new SkillViewModel(skill); newSkill.View.SkillLaunchButton.Click += AttaqueButton_Click; newSkill.View.CounterTB.Visibility = System.Windows.Visibility.Collapsed; newSkill.View.SetValue(Grid.ColumnProperty, 0); View.SkillsGrid.Children.Add(newSkill.View); break; case "Parade": newSkill = new SkillViewModel(skill); newSkill.View.SkillLaunchButton.Click += ParadeButton_Click; newSkill.View.SetValue(Grid.ColumnProperty, 1); View.SkillsGrid.Children.Add(newSkill.View); break; case "Feinte": newSkill = new SkillViewModel(skill); newSkill.View.SkillLaunchButton.Click += FeinteButton_Click; newSkill.View.SetValue(Grid.ColumnProperty, 2); View.SkillsGrid.Children.Add(newSkill.View); break; default: break; } } this.View.AllyHeroSP.Children.Add(AllyHeroView); this.View.AllyHeroAttributesSP.DataContext = this.AttackingHero; this.View.EnnemyHeroAttributesSP.DataContext = this.DefendingHero; HeroView EnnemyHeroView = new HeroView(); EnnemyHeroView.HeroInfoSP.Visibility = System.Windows.Visibility.Collapsed; EnnemyHeroView.SelectHeroButton.Visibility = System.Windows.Visibility.Collapsed; EnnemyHeroView.DataContext = defendingHero; this.View.ValidateButton.Click += ValidateButton_Click; this.View.EnnemyHeroSP.Children.Add(EnnemyHeroView); }
public void SetUp() { input = Substitute.For <Input>(); var heroPrefab = AssetDatabase.LoadAssetAtPath <GameObject>("Assets/Prefabs/Hero.prefab"); var heroInstance = Object.Instantiate(heroPrefab); heroView = heroInstance.GetComponent <HeroView>(); var map = MapFactory.AMap.Build(); var hero = new HeroSpawner().CreateHero(map, 0, 0); var heroMovement = new HeroMovement(hero, map); var movementController = new MovementController(heroView, heroMovement); heroView.Configure(input, movementController); }
public HeroUnitController( EntityController.Select entityControllerSelect, HeroViewPresentor unitViewPresenter, BaseUnit.UnitCharacteristics unitCharacteristics, EntityController.GetTarget getTarget, EntityController.Faction faction, DeathDestroy updateDeath, EntityController.HeroResurrect heroResurrect, BaraksModel.SetUpdeteCharacteristicsDelegate setUpdeteCharacteristicsDelegate ) : base(entityControllerSelect, unitViewPresenter, unitCharacteristics, getTarget, faction, updateDeath, setUpdeteCharacteristicsDelegate) { this.updateDeath = updateDeath; EffectsController effectsController = new EffectsController(); this.heroResurrect = heroResurrect; unitBehaviour.CallDeathFSMEvent(); unitBehaviour = new HeroBehaviour( getTarget, faction, unitViewPresenter, animationController ); unitModel = new HeroUnit( "Unit", unitCharacteristics, SpellInit( effectsController ), faction, effectsController, _UpdateCharacteristics, UpdateDeath, LevelUpEffect, setUpdeteCharacteristicsDelegate, DeleteVisualEffect ); unitView = new HeroView( unitViewPresenter, Selected, GetDamage, ((HeroUnit)unitModel).GetXp ); }
public InventorySetViewModel(Hero hero) { this.Hero = hero; this.View = new InventorySetPopUp(); HeroViewModel newHeroViewModel = new HeroViewModel(this.Hero); newHeroViewModel.View.InventoryHeroButton.Visibility = System.Windows.Visibility.Collapsed; this.HeroView = newHeroViewModel.View; this.HeroView.Height = this.View.Grid.Height - 100; this.HeroView.HeroImage.Height = 150; this.HeroView.ButtonSP.Visibility = System.Windows.Visibility.Collapsed; this.View.HeroViewSP.Children.Add(HeroView); EquipmentListing EquipmentListing = new EquipmentListing(); EquipmentListing.Controller.initEquipView(hero); this.view.allObjectSP.Children.Add(EquipmentListing); }
public override void Destroy() { this.selectIndex = 0; this.favouredHeroView.Clear(); this.selectedHeroView.Clear(); this.AllButton = null; this.All = null; this.Power = null; this.Agile = null; this.IQ = null; this.Employ = null; this.BG = null; this.PlayGame = null; this.BackButton = null; this.Number = null; this.favouredHeroView = null; this.selectedHeroView = null; this.m_HeroItem = null; base.Destroy(); }
public HeroController(tunbasedbattlerContext dbContext) { this.heroService = new HeroService(dbContext); heroView = new HeroView(); }
public override void Activate(object controller) { curHeroView = (HeroView)controller; gameObject.SetActive(true); sqadAddViewList.ForEach((SquadAddView squadAddView) => squadAddView.UpdateAcces(curHeroView.curHero.GetArmy())); }
//public event UnityAction addSelectNinjaClick; private void Awake() { instence = this; }
public void SetCurrentPhase(Phase active_phase) { switch (active_phase) { case Phase.IdlePhase: break; case Phase.DraftPhase: //fade in/out animation ui _fadingBannerView.SetAnimationUI(true, Phase.DraftPhase, CurrentPlayerTurn); //set turn to 1 _currentTurnCount = 1; _turnNumberText.text = "turn: " + _currentTurnCount; _draftUi.SetActive(true); _phaseText.text = "Draft Phase"; //reset draft text PlayerOneDraftedText.text = "Drafted: 0/5"; PlayerTwoDraftedText.text = "Drafted: 0/5"; //disable plan ui _planUi.SetActive(false); DraftHeroUnits(); break; case Phase.PlanPhase: Player.Instance.ClearActionIcons(); //check if turn is player 1s turn SetPlayerTurn(CurrentPlayerTurn); //fade in/out animation ui _fadingBannerView.SetAnimationUI(true, Phase.PlanPhase, CurrentPlayerTurn); CleanLists(); //enable grid ui _gridUi.SetActive(true); _draftUi.SetActive(false); _resolveUi.SetActive(false); _phaseText.text = "Planning Phase"; _planUi.SetActive(true); //reset player actions on new turn PlayerOneActionsText.text = "Actions: 0/3"; PlayerTwoActionsText.text = ""; Player.Instance.ResetPlayerActionCounts(); foreach (var hero in HeroListP1) { var heroView = hero.GetComponent <HeroView>(); heroView.SetUI(true); } foreach (var hero in HeroListP2) { var heroView = hero.GetComponent <HeroView>(); heroView.SetUI(true); } //if phase was drafted phase, place units if (CurrentPhase == Phase.DraftPhase) { PlaceDraftedUnits(); } break; case Phase.ResolvePhase: //hide player turn text/set empty _playerTurnText.text = ""; //fade in/out animation ui _fadingBannerView.SetAnimationUI(true, Phase.ResolvePhase, CurrentPlayerTurn); //disable plan ui _planUi.SetActive(false); //enable resolve ui _resolveUi.SetActive(true); //set action ended to true so that animations can play HasActionEnded = true; //hide stats on heroes and green check foreach (GameObject g in HeroListP2) { HeroView heroView = g.GetComponent <HeroView>(); heroView.SetUI(false); heroView.SetAction(false); } _phaseText.text = "Resolve Phase"; StartCoroutine(Player.Instance.ResolveActions()); break; default: throw new ArgumentOutOfRangeException("no phase found for: " + active_phase); } //set current phase to active phase CurrentPhase = active_phase; }
public HeroViewModel(Hero hero) { View = new HeroView(); this.Hero = hero; EventGenerator(); }