void StartRecipe(GameObject go) { //如果没有选择材料,则提示 foreach (SlotBox slot in SlotList.Values) { if (slot.slot.Name == null) { SmallNoticeUI sNotice = gameObject.AddComponent <SmallNoticeUI>(); sNotice = sNotice.INIT(); string str = "请放入材料!"; sNotice.OpenNotice(str, 2f, Plane.transform); return; } } btn_startRecipe.gameObject.SetActive(false); //下拉属性界面和合成槽 float targetPos = Screen.height - PropertyListPlane.rect.height * 0.5f; LeanTween.moveY(PropertyListPlane.gameObject, targetPos, 0.5f).setEase(LeanTweenType.easeOutQuad); targetPos = recipeSlotsList.rect.height * 0.5f; LeanTween.moveY(recipeSlotsList.gameObject, targetPos, 0.5f).setEase(LeanTweenType.easeOutQuad); LeanTween.scale(recipeSlotsList.gameObject, new Vector3(0.8f, 0.8f, 0.8f), 0.5f).setEase(LeanTweenType.easeOutQuad); AddFristPropertyUIEft(); SetPropertyPlane(); }
//在加个板上点击确认按钮 void OkToMove(GameObject go) { LeanTween.cancel(priceBoard.gameObject); LeanTween.scale(priceBoard.gameObject, new Vector3(0, 0, 0), 0.15f).setOnComplete(() => { priceBoard.gameObject.SetActive(false); }); //扣除货币如果不足则弹出货币不足提示 if (!_mapUI.DownMoney(playerPoints.Price, playerPoints.Targetposition, false)) { SmallNoticeUI sNotice = gameObject.AddComponent <SmallNoticeUI>(); sNotice = sNotice.INIT(); string str = "金币不足..."; sNotice.OpenNotice(str, 0.5f, MovePlayer); CloseMovePathLine(); return; } MovePath(); ShowPathPoint(playerPoints.Targetpoint); }
void CollectAction(GameObject go) { if (iscanClick) { //如果次数不足则弹出次数不足提示 if (!_mapUI.DownMineCount(1, playerPoints.Targetposition, false)) { SmallNoticeUI sNotice = gameObject.AddComponent <SmallNoticeUI>(); sNotice = sNotice.INIT(); string str = "采集次数不足..."; sNotice.OpenNotice(str, 0.5f, MovePlayer); return; } iscanClick = false; state = MoveState.Mining; LeanTween.rotateLocal(btn_mine.gameObject, new Vector3(0, 0, 90), 0.25f).setLoopPingPong(2).setOnComplete(() => { collectAction.CollectionAction(playerPoints.Targetpoint, playerPoints.Targetposition); ChangeCanClick(); state = MoveState.Stay; }); } }
void SetTarget(GameObject go) { //如果正在移动/采集则跳过 if (state != MoveState.Stay) { SmallNoticeUI sNotice = gameObject.AddComponent <SmallNoticeUI>(); sNotice = sNotice.INIT(); sNotice.SetMaxNotice(2, MovePlayer); sNotice.SetAlignType(SmallNoticeList.Align.UP, MovePlayer); sNotice.SetFirstPosition(new Vector3(0, Screen.height / 2 - 50, 0), MovePlayer); string str = "移动中..."; if (state == MoveState.Mining) { str = "采集中..."; } sNotice.OpenNotice(str, 0.5f, MovePlayer); return; } playerPoints.Targetpoint = int.Parse(go.name); playerPoints.Targetposition = go.GetComponent <RectTransform>(); pathBox.Clear(); pathBox.Add("," + playerPoints.Nowpoint.ToString() + ","); FindPath(playerPoints.Nowpoint); Bestpaths = GetBestPath(pathBox); ShowPriceBoard(playerPoints.Targetpoint); //获取路径中的点,然后显示出来 GetMovePathLine(); ShowMovePathLine(); //ShowPathPoint(playerPoints.Targetpoint); }
// Use this for initialization void Start() { sNotice = new SmallNoticeUI(); sNotice = sNotice.INIT(); }