public void InitHeadCell(ItemOfReward[] _reward, GameObject m_Grid) { mAllCount = _reward.Length; UnityEngine.Object obj = PrefabLoader.loadFromPack("LS/pbLSCardRole"); if (obj != null) { for (int i = 0; i < _reward.Length; i++) { GameObject go = UnityEngine.MonoBehaviour.Instantiate(obj) as GameObject; RED.AddChild(go, m_Grid); UICardHeadCell mm = go.GetComponent <UICardHeadCell>(); mm.SetDetail(_reward[i]); CardHeadCellList.Add(mm); //计算卡牌位置的方法有待优化,去适应任意个数的位置 if (_reward.Length == 1) { mTargetPosDic.Add(i, Vector3.zero); } else { if (i < 5) { mTargetPosDic.Add(i, new Vector3((m2.x + (i + 1) * 2 * m_temp) - 6 * m_temp, m2.y, m2.z)); } else { mTargetPosDic.Add(i, new Vector3((m3.x + (i + 1 - 5) * 2 * m_temp) - 6 * m_temp, m3.y, m3.z)); } } mTargetPosDicIndex.Add(i); } } mCardSystemPanel.SetBeginAnimation(); }
public static UIMessageTag OpenUI(FightMegCellData data, bool WinOrLose, RevengeProgressData rpdata) { if (_this == null) { Object prefab = PrefabLoader.loadFromPack("LS/pbLSInformationTag"); if (prefab != null) { GameObject obj = Instantiate(prefab) as GameObject; RED.AddChild(obj, DBUIController.mDBUIInstance._TopRoot); _this = obj.gameObject.GetComponent <UIMessageTag>(); _this.Typography(WinOrLose); _this.data = data; //要花钻石复仇 if (rpdata.needStone > 0) { _this.Spr_Stone.enabled = true; _this.Lab_Revenge.text = rpdata.needStone.ToString(); } else { //免费复仇 _this.Spr_Stone.enabled = false; _this.Lab_Revenge.text = "[FFFF00](" + rpdata.curProgress.ToString() + "/" + rpdata.maxProgress.ToString() + ")[-]"; } } } else { _this.gameObject.SetActive(true); } return(_this); }
void AddBox(List <Vector3> boxlist, List <Vector3> boxposlist, List <string> newstrlist) { for (int i = 0; i < boxlist.Count; i++) { Object prefab = PrefabLoader.loadFromPack("LS/Urlobj"); if (prefab != null) { GameObject obj = Instantiate(prefab) as GameObject; RED.AddChild(obj, root); UILabel label = obj.GetComponentInChildren <UILabel>(); label.text = "[00FF00]" + newstrlist[i]; obj.transform.localPosition = boxposlist[i]; obj.AddComponent <UIButton>().tweenTarget = label.gameObject; BoxCollider box = obj.gameObject.AddComponent <BoxCollider>(); box.size = new Vector3((float)label.width, (float)label.height, 0f); box.center = new Vector3((float)label.width / 2, 0f, 0f); UIButtonMessage message = obj.gameObject.AddComponent <UIButtonMessage>(); message.target = this.gameObject; message.functionName = "OnClick"; message.trigger = UIButtonMessage.Trigger.OnClick; } } }
public void OpenUI(SQYBoxItem itemParent) { RED.AddChild(this.gameObject, itemParent.transform.parent.gameObject); m_selBagItem = itemParent; InitBtnSprite(); SetShow(true); switch (itemParent.curItemType) { case RUIType.EMItemType.Charator: InitMonsterUI(); break; case RUIType.EMItemType.Equipment: InitEquipUI(); break; case RUIType.EMItemType.Gem: InitGemUI(); break; case RUIType.EMItemType.Props: InitPropUI(); break; // case RUIType.EMItemType.Soul: case RUIType.EMItemType.AtkFrag: case RUIType.EMItemType.DefFrag: case RUIType.EMItemType.MonFrag: InitSoulUI(); break; } PlayAnim(); }
//添加房间 public void AddRoom(SockRoomInfo room) { if (!m_dicRoomList.ContainsKey(room.roomId)) { //to add... Object prefab = PrefabLoader.loadFromPack("ZQ/roomItem"); if (prefab != null) { GameObject obj = Instantiate(prefab) as GameObject; RED.AddChild(obj, m_grid.gameObject); RadarRoomItem roomItem = obj.GetComponent <RadarRoomItem> (); roomItem.InitRoomItem(room); m_dicRoomList.Add(room.roomId, roomItem); } else { RED.LogWarning("ZQ/roomItem not find"); } m_grid.Reposition(); } else { UpdateRoom(room); } }
void Start() { // _IsRemove = true; if (_Camera != null) { _Camera.transform.localPosition = new Vector3(-53f, 458f, -1089f); // _Camera.transform.localRotation = Quaternion.Euler(new Vector3(3.1f, 0f, 0f)); _Camera.transform.localRotation = Quaternion.Euler(new Vector3(-6f, 0f, 0f)); } // MultipleX = Mathf.Abs(458f - 118f)/Mathf.Abs(-2436f + 1089f); // MultipleY = Mathf.Abs(53f - 47f)/Mathf.Abs(-2436f + 1089f); // MultipleRotate = Mathf.Abs(3.1f + 6f)/Mathf.Abs(-2436f + 1089f); Object bg = PrefabLoader.loadFromPack("ZQ/CreateRoleBg"); if (bg != null) { m_CreateRoleBg = Instantiate(bg) as GameObject; RED.AddChild(m_CreateRoleBg, DBUIController.mDBUIInstance._bottomRoot); } _Stage = CRLuo_ShowStage.CreateRoleShowStage(); if (_Stage != null) { _Stage.Try_key = false; _Stage.CameraOBJ.gameObject.SetActive(false); _Stage.ShowCharactor(Core.Data.rechargeDataMgr.NPCId); _Stage.gameObject.transform.localPosition = new Vector3(0.6f, 0f, -1.7f); } BeginAnimat(); }
/// <summary> /// 展现文字的动画 /// </summary> void createUpAnim(int changed, GameObject GoParent) { if (changed == 0) { return; } if (lastOne != null) { lastOne.UpAnimImmediate(); } Object obj = null; obj = PrefabLoader.loadFromUnPack("Ban/AngryChg", false); GameObject go = Instantiate(obj) as GameObject; RED.AddChild(go, GoParent); AngryChgAnim aca = go.GetComponent <AngryChgAnim>(); aca.showAnim(changed); lastOne = aca; AsyncTask.QueueOnMainThread(() => { lastOne = null; }, aca.StayTime); }
//如果TargetLevel不是-1,说明要升到指定的级数,curLv没有在外面升级 public static LevelUpUI OpenUI(int TargetLevel = -1) { if (_mInstance == null) { Object prefab = PrefabLoader.loadFromPack("ZQ/LevelUpUI"); if (prefab != null) { GameObject obj = Instantiate(prefab) as GameObject; RED.AddChild(obj, DBUIController.mDBUIInstance._TopRoot); obj.transform.localScale = Vector3.one; obj.transform.localPosition = Vector3.zero; obj.transform.localEulerAngles = Vector3.zero; _mInstance = obj.GetComponent <LevelUpUI>(); RED.TweenShowDialog(obj); _mInstance.targetLv = TargetLevel == -1 ? Core.Data.playerManager.Lv : TargetLevel; mInstance.InitUI(_mInstance.targetLv); } } else { _mInstance.targetLv = TargetLevel == -1 ? Core.Data.playerManager.Lv : TargetLevel; mInstance.InitUI(_mInstance.targetLv); mInstance.SetShow(true); } return(_mInstance); }
//如果type = UITaskType.None,按玩家最近一次的选择显示 public static UITask Open(UITaskType type = UITaskType.None, System.Action callBack = null) { if (Instance == null) { Object prefab = PrefabLoader.loadFromPack("LS/MissionSys/MissionSysRoot"); if (prefab != null) { GameObject obj = Instantiate(prefab) as GameObject; RED.AddChild(obj, DBUIController.mDBUIInstance._TopRoot); obj.transform.localScale = Vector3.one; obj.transform.localPosition = Vector3.zero; obj.transform.localEulerAngles = Vector3.zero; Instance = obj.GetComponent <UITask>(); } } else { if (!Instance.gameObject.activeSelf) { Instance.gameObject.SetActive(true); } Instance.UIInit(); } Instance.exitCallBack = callBack; //if(type != UITaskType.None) Instance.curTaskType = type; return(Instance); }
public bool FeatureWar_Cast(BoxCollider collider, float manualHeight) { //用来判断是否为特殊步骤 bool over = true; BanBattleManager battleMgr = BanBattleManager.Instance; if (curStep == GuideStep.XiaoWuKong_OverSkill1) { Object obj = PrefabLoader.loadFromUnPack("Ban/AngryGuide", false); castGuide = Instantiate(obj) as GameObject; RED.AddChild(castGuide, BanBattleManager.Instance.AngryPos); castGuide.transform.localPosition = new Vector3(0f, 11f, 0f); //走到这一步 curStep = GuideStep.XiaoWuKong_Cast_Overskill; //小悟空的怒气技要把按钮暴露出来 StartCoroutine(turnAngryBtn()); //设定Boxcollider的位置 collider.center = new Vector3(-424f, FitScreen(-198f, manualHeight), 0); collider.size = new Vector3(160f, 160f, 0); over = false; now = Time.realtimeSinceStartup; } else if (curStep == GuideStep.XiaoWuKong_Cast_Overskill) { /// /// --- 为了防止用户的快速点击操作 ----- /// float cur = Time.realtimeSinceStartup; float delta = cur - now; if (delta <= 1) { return(false); } if (castGuide != null) { Destroy(castGuide); } Time.timeScale = 1.0f; BanSideInfo attside = battleMgr.attackSideInfo; attside.PlayerAngryWord.FeatureWarShow(1, string.Empty, () => { battleMgr.AngryUI(false, null, -1); }); attside.angrySlot.curAP = 0; //走到这一步 curStep = GuideStep.XiaoWuKong_Cast_Over; //设定Boxcollider的位置 collider.center = Vector3.zero; collider.size = new Vector3(1600f, 1200f, 0); over = false; StartCoroutine(battleMgr.getGuideUI.Guide_DX()); } return(over); }
void UpdateBtnSprite() { switch (_itemType) { case EMItemType.Charator: SetBtnSpriteName(SEL_SPNAME, m_btnChar); SetBtnSpriteName(UNSEL_SPNAME, m_btnEquip, m_btnGem, m_btnProp, m_btnAtkFrag, m_btnDefFrag, m_btnMonFrag); RED.AddChild(m_selBtnTip, m_btnChar.gameObject); m_selBtnTip.transform.localPosition = new Vector3(-60, 0, 0); break; case EMItemType.Equipment: SetBtnSpriteName(SEL_SPNAME, m_btnEquip); SetBtnSpriteName(UNSEL_SPNAME, m_btnChar, m_btnGem, m_btnProp, m_btnAtkFrag, m_btnDefFrag, m_btnMonFrag); RED.AddChild(m_selBtnTip, m_btnEquip.gameObject); m_selBtnTip.transform.localPosition = new Vector3(-60, 0, 0); break; case EMItemType.Gem: SetBtnSpriteName(SEL_SPNAME, m_btnGem); SetBtnSpriteName(UNSEL_SPNAME, m_btnEquip, m_btnChar, m_btnProp, m_btnAtkFrag, m_btnDefFrag, m_btnMonFrag); RED.AddChild(m_selBtnTip, m_btnGem.gameObject); m_selBtnTip.transform.localPosition = new Vector3(-60, 0, 0); break; case EMItemType.Props: SetBtnSpriteName(SEL_SPNAME, m_btnProp); SetBtnSpriteName(UNSEL_SPNAME, m_btnEquip, m_btnGem, m_btnChar, m_btnAtkFrag, m_btnDefFrag, m_btnMonFrag); RED.AddChild(m_selBtnTip, m_btnProp.gameObject); m_selBtnTip.transform.localPosition = new Vector3(-60, 0, 0); break; case EMItemType.AtkFrag: SetBtnSpriteName(SEL_SPNAME, m_btnAtkFrag); SetBtnSpriteName(UNSEL_SPNAME, m_btnEquip, m_btnGem, m_btnProp, m_btnChar, m_btnDefFrag, m_btnMonFrag); RED.AddChild(m_selBtnTip, m_btnAtkFrag.gameObject); m_selBtnTip.transform.localPosition = new Vector3(-60, 0, 0); break; case EMItemType.DefFrag: SetBtnSpriteName(SEL_SPNAME, m_btnDefFrag); SetBtnSpriteName(UNSEL_SPNAME, m_btnEquip, m_btnGem, m_btnProp, m_btnChar, m_btnAtkFrag, m_btnMonFrag); RED.AddChild(m_selBtnTip, m_btnDefFrag.gameObject); m_selBtnTip.transform.localPosition = new Vector3(-60, 0, 0); break; case EMItemType.MonFrag: SetBtnSpriteName(SEL_SPNAME, m_btnMonFrag); SetBtnSpriteName(UNSEL_SPNAME, m_btnEquip, m_btnGem, m_btnProp, m_btnChar, m_btnAtkFrag, m_btnDefFrag); RED.AddChild(m_selBtnTip, m_btnMonFrag.gameObject); m_selBtnTip.transform.localPosition = new Vector3(-60, 0, 0); break; } RED.SetActive(false, m_selBtnTip); RED.SetActive(true, m_selBtnTip); }
// information tag... include delete, add friend, receive gift, send message and so on void CreateMessageTag() { UnityEngine.Object obj = PrefabLoader.loadFromPack("LS/pbLSInformationTag"); if (obj != null) { GameObject go = RUIMonoBehaviour.Instantiate(obj) as GameObject; mUIMessageTag = go.GetComponent <UIMessageTag>(); RED.AddChild(go.gameObject, DBUIController.mDBUIInstance._bottomRoot); } }
public static void OpenUI() { UnityEngine.Object obj = PrefabLoader.loadFromPack("LS/pbLSMailAndBattleRoot"); if (obj != null) { GameObject go = RUIMonoBehaviour.Instantiate(obj) as GameObject; _instance = go.GetComponent <UIMailAndBattleMain>(); RED.AddChild(go.gameObject, DBUIController.mDBUIInstance._bottomRoot); } }
void CreateSecretShopTag() { UnityEngine.Object obj = PrefabLoader.loadFromPack("LS/pbLSScrectShopTag"); if (obj != null) { GameObject go = RUIMonoBehaviour.Instantiate(obj) as GameObject; _UISecretShopTag = go.GetComponent <UISecretShopTag>(); RED.AddChild(go.gameObject, DBUIController.mDBUIInstance._TopRoot); } }
void InitRankCheckInfoPanel() { UnityEngine.Object obj = PrefabLoader.loadFromPack("LS/pbLSDragonBallRankCheckInfo"); if (obj != null) { GameObject go = RUIMonoBehaviour.Instantiate(obj) as GameObject; mUIDragonBallRankCheckInfo = go.GetComponent <UIDragonBallRankCheckInfo>(); RED.AddChild(go.gameObject, DBUIController.mDBUIInstance._bottomRoot); } }
void CreateSecretShop() { UnityEngine.Object obj = PrefabLoader.loadFromPack("LS/pbLSDragonBallSecretMall"); if (obj != null) { GameObject go = RUIMonoBehaviour.Instantiate(obj) as GameObject; _UISecretShop = go.GetComponent <UISecretShop>(); RED.AddChild(go.gameObject, DBUIController.mDBUIInstance._bottomRoot); } }
public static void OpenUI() { Object prefab = PrefabLoader.loadFromPack("JC/JCCreateRole"); if (prefab != null) { GameObject obj = Instantiate(prefab) as GameObject; RED.AddChild(obj, DBUIController.mDBUIInstance._TopRoot); } }
public static void Open(string strText = "", float maskAlpha = 0.5f) { if (_instance == null) { Object pro = PrefabLoader.loadFromPack("Comload/pbComLoading"); GameObject prefab = GameObject.Instantiate(pro) as GameObject; GameObject parent = null; if (DBUIController.mDBUIInstance != null) { parent = DBUIController.mDBUIInstance._TopRoot; } else { Behaviour uic = UICamera.currentCamera; if (uic == null) //空的情况下,可以再次去战斗场景里面去相机 { uic = BattleCamera.Instance.Camera1; } if (uic == null) { return; } parent = uic.gameObject; } RED.AddChild(prefab, parent); if (Core.SM.CurScenesName == SceneName.GAME_BATTLE) { prefab.layer = LayerMask.NameToLayer("UI"); } else { prefab.layer = LayerMask.NameToLayer("UITop"); } prefab.name = "ComloadingUI"; _instance = prefab.GetComponent <ComLoading>(); } else { RED.SetActive(true, _instance.gameObject); } if (_instance != null) { if (strText == "") { strText = Core.Data.stringManager.getString(9125); } _instance._txtDesp.text = strText; _instance.Init(); _instance.maskAlpha = maskAlpha; } }
void CreateaAnnounceUI() { UnityEngine.Object obj = PrefabLoader.loadFromPack("LS/pbLSAnnounce"); if (obj != null) { GameObject go = RUIMonoBehaviour.Instantiate(obj) as GameObject; mUIAnnounce = go.GetComponent <UIAnnounce>(); //RED.TweenShowDialog (go); RED.AddChild(go.gameObject, DBUIController.mDBUIInstance._TopRoot); } }
public static void OpenUI(string strContent, int fullMoney, int leftMoney, int fullStone, int leftStone) { if (_instance == null) { Object prefab = PrefabLoader.loadFromPack("ZQ/RobUI"); GameObject obj = Instantiate(prefab) as GameObject; RED.AddChild(obj, DBUIController.mDBUIInstance._TopRoot); } _instance.InitUI(strContent, fullMoney, leftMoney, fullStone, leftStone); _instance.SetShow(true); }
void InitCardPanel() { GameObject obj = PrefabLoader.loadFromPack("LS/pbLSCradSystemFX") as GameObject; if (obj != null) { GameObject go = UnityEngine.MonoBehaviour.Instantiate(obj) as GameObject; mCardSystemPanel = go.gameObject.GetComponent <CardSystemPanel>(); RED.AddChild(go.gameObject, DBUIController.mDBUIInstance._bottomRoot); } }
public static void OpenUI(MonsterData data) { Object prefab = PrefabLoader.loadFromPack("ZQ/MonFragUI"); if (prefab != null) { GameObject obj = Instantiate(prefab) as GameObject; RED.AddChild(obj, DBUIController.mDBUIInstance._TopRoot); mInstance = obj.GetComponent <MonFragUI> (); mInstance.InitUI(data); } }
//star >= 1 && star <= 7 public UISprite getBallGo(int star) { Object obj = getBallObj; GameObject go = Instantiate(obj, StartPosList[star - 1].position, Quaternion.identity) as GameObject; UISprite sprite = go.GetComponent <UISprite>(); sprite.spriteName = "dragon-" + star.ToString(); RED.AddChild(go, Rt); return(sprite); }
public static JCSubtitlesPanel OpenUI() { Object prefab = PrefabLoader.loadFromPack("JC/JCSubtitlesPanel"); if (prefab != null) { GameObject obj = Instantiate(prefab) as GameObject; RED.AddChild(obj, DBUIController.mDBUIInstance._bottomRoot); _this = obj.GetComponent <JCSubtitlesPanel>(); } return(_this); }
public static void OpenUI() { if (_instance == null) { Object prefab = PrefabLoader.loadFromPack("ZQ/RadarTeamUI"); if (prefab != null) { GameObject obj = Instantiate(prefab) as GameObject; RED.AddChild(obj, DBUIController.mDBUIInstance._bottomRoot); } } }
void CreateQuickChatCell(string strText) { Object prefab = PrefabLoader.loadFromPack("ZQ/QuickChatCell"); if (prefab != null) { GameObject obj = Instantiate(prefab) as GameObject; RED.AddChild(obj, m_grid.gameObject); QuickChatCell cell = obj.GetComponent <QuickChatCell>(); cell.SetText(strText); } }
/// <summary> /// 根据背包元素类型 来确定当前星级的元素是什么(人物,道具,装备等) /// </summary> /// <param name="node">Node.</param> /// <param name="iType">I type.</param> /// <param name="parent">Parent.</param> void checkNodeBoxItem(SQYNodeForBI node, EMItemType iType, GameObject parent) { switch (iType) { case EMItemType.Charator: if (node._charator == null) { node._charator = SQYBICharator.CreateBICharator(); node._charator.OnClick += this.On_Click; } break; case EMItemType.Equipment: if (node._equipment == null) { node._equipment = SQYBIEquipment.CreateBIEquipment(); node._equipment.OnClick += this.On_Click; } break; case EMItemType.Gem: if (node._gem == null) { node._gem = SQYBIGem.CreateBIGem(); node._gem.OnClick += this.On_Click; } break; case EMItemType.Props: if (node._props == null) { node._props = SQYBIProps.CreateBIProps(); node._props.OnClick += this.On_Click; } break; case EMItemType.AtkFrag: case EMItemType.DefFrag: case EMItemType.MonFrag: if (node._soul == null) { node._soul = SQYBISoul.CreateBISoul(); node._soul.OnClick += this.On_Click; } break; } node.resetItemType(iType); //根据类型 把当前的元素重设. RED.AddChild(node._boxItem.gameObject, parent); node._boxItem.myParent = this; node._boxItem.myNode = node; }
public static void OpenUI() { if (_instace == null) { Object obj = PrefabLoader.loadFromPack("ZQ/GPSRewardUI"); GameObject ui = Instantiate(obj) as GameObject; RED.AddChild(ui, UICamera.currentCamera.gameObject); } else { mInstance.SetShow(true); } }
public static void OpenUI() { UnityEngine.Object obj = PrefabLoader.loadFromPack("LS/pbLSFirstRechargePanel"); if (obj != null) { GameObject go = Instantiate(obj) as GameObject; if (go != null) { RED.AddChild(go, DBUIController.mDBUIInstance._TopRoot); mInstance = go.GetComponent <UIFirstRechargePanel>(); } } }
public static void OpenUI() { if (_Instance == null) { Object prefab = PrefabLoader.loadFromPack("LS/MissionSysRoot"); if (prefab != null) { GameObject obj = Instantiate(prefab) as GameObject; RED.AddChild(obj, DBUIController.mDBUIInstance._TopRoot); _Instance = obj.GetComponent <MissionSystem> (); } } }