Esempio n. 1
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 private static void ClearCombatScene()
 {
     if (m_MapStart != null)
     {
         U3DUtil.DestroyAllChild(m_MapStart.gameObject);
     }
 }
Esempio n. 2
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 /// <summary>
 /// 显示传送点
 /// </summary>
 /// <param name="grid"></param>
 public void ShowTranGate(Int2 grid)
 {
     if (BattleEnvironmentM.GetBattleEnvironmentMode() == BattleEnvironmentMode.Edit)
     {
         Vector3 vEndEff = Vector3.zero;
         if (RoomMap.CheckHaveMap() == true)
         {
             vEndEff = RoomMap.GetRoomGridLocalPos(grid);
         }
         else
         {
             vEndEff = GenerateShip.GetbuildPos(grid);
         }
         vEndEff = U3DUtil.AddX(vEndEff, 1.0f);
         if (go1903041)
         {
             go1903041.SetActive(true);
             go1903041.transform.localPosition = vEndEff;
             if (go1903041.GetComponent <NdHide>() != null)
             {
                 go1903041.GetComponent <NdHide>().ResetDuration(3f);
             }
         }
     }
 }
Esempio n. 3
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    /// <summary>
    /// 绘制导线
    /// </summary>
    public void DrawLine()
    {
        Vector3 s      = m_line.StartLineLeap.Link != null ? m_line.StartLineLeap.Link.transform.position : m_line.StartLineLeap.transform.position;
        Vector3 e      = m_line.EndLineLeap.Link != null ? m_line.EndLineLeap.Link.transform.position : m_line.EndLineLeap.transform.position;
        bool    change = CheckCtrlChange(s, m_MidCtrl.transform.position, e);

        if (m_lpoint.Count > 0)
        {
            if (change == true)
            {
                Vector3[] resultList = PointController.PointList(pathList, pointnum);
                for (int i = 0; i < resultList.Length; i++)
                {
                    if (i == 0 && m_line.StartLineLeap.Link != null)
                    {
                        m_lpoint[0] = m_line.StartLineLeap.Link.transform.position;
                    }
                    else if (i == 0 && m_line.StartLineLeap.Link == null)
                    {
                        m_lpoint[0] = m_line.StartLineLeap.transform.position;
                    }
                    else
                    {
                        m_lpoint[i] = resultList[i];
                    }
                }
                if (m_line.EndLineLeap.Link != null)
                {
                    m_lpoint[resultList.Length - 1] = m_line.EndLineLeap.Link.transform.position;
                }
                else
                {
                    m_lpoint[resultList.Length - 1] = m_line.EndLineLeap.transform.position;
                }
                SetColloderPosition();
            }
        }
        else
        {
            Vector3[] resultList = PointController.PointList(pathList, pointnum);
            for (int i = 0; i < resultList.Length; i++)
            {
                m_lpoint.Add(resultList[i]);
            }
            InitCollider();
            m_fLineMiniDistance = U3DUtil.GetVectorListDistance(m_lpoint);
        }
        //if (CheckMiniDistance())
        //{
        //    return;
        //}
        //循环100遍来绘制贝塞尔曲线每个线段
        for (int i = 0; i < m_lpoint.Count; i++)
        {
            Vector3 vec = m_lpoint[i];
            //把每条线段绘制出来 完成白塞尔曲线的绘制
            Line.SetPosition(i, vec);
            Line.SetWidth(fwidth, fwidth);
        }
    }
Esempio n. 4
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    /// <summary>
    /// 主菜单初始设定
    /// </summary>
    void MainMenuInit()
    {
        m_bOpenMainMenu = false;//默认是关闭主菜单

        if (MyHead.BtnClick)
        {
            MyHead.BtnClick.OnClickEventHandler += BtnClick_OnClickEventHandler;
        }

        if (MyHead.BtnWndBackground)
        {
            MyHead.BtnWndBackground.OnClickEventHandler += BtnWndBackground_OnClickEventHandler;
        }

        if (MyHead.GoTweenSprite)
        {
            Vector3 pos = MyHead.GoTweenSprite.transform.localPosition;
            if (m_bOpenMainMenu == true)
            {
                MyHead.GoTweenSprite.transform.localPosition = U3DUtil.SetY(pos, m_fMaxHeight);
            }
            else
            {
                MyHead.GoTweenSprite.transform.localPosition = U3DUtil.SetY(pos, m_fMinHeight);
            }
        }

        if (MyHead.LblFangAnName != null)
        {
            ShipPlan P = ShipPlanDC.GetCurShipPlan();
            MyHead.LblFangAnName.text = P.Name;
        }
    }
Esempio n. 5
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    /// <summary>
    /// 加载船上炮弹兵
    /// </summary>
    public static void LoadShipPutSoldier(int ID, int DataID, SoldierInfo Info)
    {
        if (Info == null)
        {
            return;
        }

        Role r = new Role();

        r.CreateSkin(GetLifeMBornNode(true), Info.m_modeltype, Info.m_name, AnimatorState.Stand, true);
        //IGameRole i = GameRoleFactory.Create(GetLifeMBornNode(true), Info.m_modeltype, Info.m_name, AnimatorState.Stand);
        GameObject go = r.RoleSkinCom.tRoot.gameObject;

        go.name = Info.m_name;
        Int2 BornPos = new Int2(Info.CX, Info.CY);

        go.transform.localPosition = RoomMap.GetShipBuildLocalPos(BornPos, ShipBuildType.Soldier);
        go.transform.localPosition = U3DUtil.SetZ(go.transform.localPosition, -2.0f);

        Transform  tRole = go.transform.GetChild(0);
        TouchMove  touch = tRole.gameObject.AddComponent <TouchMove>();
        CanvasCore Core  = new CanvasCore(ShipBuildType.Soldier, false, ID, DataID, Vector2.zero);

        touch.InitTouchMoveCore(Core, BornPos, null);

        AddBuildingEditPlugin(touch);
        if (Info.SoldierTypeID == 100003)   //隐藏蹦蹦
        //RolePropertyM rpm = i.GetBodyComponent<RolePropertyM>();
        {
            r.RoleSkinCom.ShowLeftHand(false);
        }
        TouchMoveManager.JointShipBuild(touch);
    }
Esempio n. 6
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 public void GoldCoinEffect(int num, int count)
 {
     for (int i = 0; i < num; i++)
     {
         Vector3 pos = MapGrid.GetMG(m_Attr.Pos).pos;            //+new Vector3(Random.Range(1,m_Attr.Size*0.5f-2),-0.5f,1f);
         pos += new Vector3(0, 0.25f, 1.2f);
         pos  = BattleEnvironmentM.Local2WorldPos(pos);
         int n = (int)count / num;
         if (i == 0)
         {
             n += count - num * ((int)count / num);
         }
         GameObjectActionExcute gae = EffectM.LoadEffect("effect/prefab/", "2000041", EffectCamera.GetEffectPos(pos), BattleEnvironmentM.GetLifeMBornNode(true));
         //EffectCamera.AddFollowList(gae.transform,pos);
         if (gae != null)
         {
             GameObjectActionResourceDrop gaw = new GameObjectActionResourceDrop(2f, pos, pos + new Vector3(Random.Range(-1.5f, 1.5f), 0, 0));
             gae.AddAction(gaw);
             GameObjectActionResourceFlyToUI gar = new GameObjectActionResourceFlyToUI();
             gar.SetData(EffectCamera.camera, WndManager.GetNGUICamera(), n, ResourceType.Gold);
             gae.AddAction(gar);
             GameObject coin = U3DUtil.FindChild(gae.gameObject, "coin");
             if (coin != null)
             {
                 coin.GetComponent <ParticleSystem>().startDelay = Random.Range(1f, 1.5f);
             }
         }
     }
 }
Esempio n. 7
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 /// <summary>
 /// 对于有召唤物的 处理
 /// </summary>
 /// <param name="Info"></param>
 void KickSummonPet(FlyCollisionInfo Info)
 {
     if (Info.SummonPet != null)
     {
         //MapBoat._Mapboat.GetWorldPos(m_vhitJumpPos).x
         if (Info.SummonPet.transform.position.x <= m_Owner.m_thisT.position.x)
         {
             Info.HitDir = WalkDir.WALKLEFT;
         }
         else
         {
             Info.HitDir = WalkDir.WALKRIGHT;
         }
         Pet pet = Info.SummonPet.GetComponentInChildren <LifeProperty>().GetLife() as Pet;
         if (pet != null && pet.PetMoveAI is PetFly1002)
         {
             if ((pet.PetMoveAI as PetFly1002).m_bHitFloor)
             {
                 //m_vhitJumpPos = pet.m_Skin.tRoot.localPosition;
                 pet.m_Skin.tRoot.position = U3DUtil.SetY(pet.m_Skin.tRoot.position, m_Owner.m_Skin.tRoot.position.y);
                 (pet.PetMoveAI as PetFly1002).KickBomb(Info.HitDir);
             }
             else
             {
                 Info.m_flyFallStandState = AnimatorState.FlyFallStand00200;
                 Object.Destroy(Info.SummonPet);
             }
         }
     }
 }
Esempio n. 8
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    public void ReSetUI()
    {
        m_listAllTypeInfo = ItemDC.GetItemList(m_itemType);

        CreateItems();
        //最后一个卖掉,显示其上一个内容.
        if (nSelectIndex == m_listAllTypeInfo.Count)
        {
            nSelectIndex = m_listAllTypeInfo.Count - 1;
        }

        if (nSelectIndex >= 0 && nSelectIndex < m_listAllTypeInfo.Count)
        {
            ItemTypeInfo info = m_listAllTypeInfo[nSelectIndex];
            if (info != null && info.Num > 0)
            {
                RefreshIntorduct(info);
                return;
            }
        }

        ItemTypeInfo defaultInfo = GetDefaultInfo();

        if (defaultInfo == null)
        {
            U3DUtil.DestroyAllChild(MyHead.ItemParent);
            return;
        }
        RefreshIntorduct(defaultInfo);
    }
Esempio n. 9
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 /// <summary>
 ///  攻击范围 光效半圆环
 /// </summary>
 /// <param name="isShow">是否显示</param>
 /// <param name="radius">攻击半径</param>
 public void ShowAttackRangeSemi(bool isShow, float radius = 1.0f)
 {
     if (isShow)
     {
         if (AttackRangeSemiCircle02 == null && AttackRangeSemiCircle01 == null)
         {
             AttackRangeSemiCircle01 = GameObjectLoader.LoadPath("effect/prefab/", "2000681_01", m_thisT);
             Vector3 pos = AttackRangeSemiCircle01.transform.position;
             AttackRangeSemiCircle01.transform.position = U3DUtil.AddX(pos, 1.5f);
             AttackRangeSemiCircle01.transform.Rotate(0, -180f, 0);
             GameObjectActionExcute       gae  = AttackRangeSemiCircle01.AddComponent <GameObjectActionExcute>();
             GameObjectActionWait         wait = new GameObjectActionWait(1 + Time.deltaTime, ShowSemiLoop);
             GameObjectActionDelayDestory fade = new GameObjectActionDelayDestory(1f);
             gae.AddAction(wait);
             gae.AddAction(fade);
         }
     }
     else
     {
         if (AttackRangeSemiCircle01)
         {
             GameObject.Destroy(AttackRangeSemiCircle01);
         }
         if (AttackRangeSemiCircle02)
         {
             GameObject.Destroy(AttackRangeSemiCircle02);
         }
     }
 }
Esempio n. 10
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 /// <summary>
 /// 根据选取的背包类型创建物品.
 /// </summary>
 private void CreateItems()
 {
     //		nSelectIndex = -1;
     U3DUtil.DestroyAllChild(MyHead.Parent);
     CreateAllItemsList();//临时 等待其他物品数据和资源
     NGUIUtil.RepositionTable(MyHead.Parent);
 }
Esempio n. 11
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    public void CreateSkin(Transform parent, int roleType, string roleName, AnimatorState aniState, bool isPlayer)
    {
        m_emAniState = aniState;
        IAnimatorStateRule rule = new AnimatorStateRule(aniState, false);

        m_nActionGroup = rule.GetAniGroup();
        m_nRoleType    = roleType;
        m_strRoleName  = roleName;
        m_objParent    = parent;
        GameObject go = new GameObject();

        m_tRoot               = go.transform;
        m_tRoot.parent        = parent;
        m_tRoot.localPosition = new Vector3(0, 0, 0);
        m_tRoot.name          = roleName;
        m_tbody               = loadRole(m_tRoot, m_nRoleType, m_nActionGroup).transform;
        if (m_tbody != null)
        {
            if (ProPerty == null)
            {
                ProPerty = U3DUtil.GetComponentInChildren <RolePropertyM>(m_tRoot.gameObject, true);
            }
        }
        ChangeState(aniState);
        SetCampModel(isPlayer);
    }
Esempio n. 12
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    IEnumerator  RepositionTable(int frameCount)
    {
        yield return(StartCoroutine(U3DUtil.WaitForFrames(frameCount)));

        MyHead.Table.Reposition();
        MyHead.Table.repositionNow = true;
    }
Esempio n. 13
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    private void SetDraggedPosition(PointerEventData data)
    {
        Vector3 globalMousePos;

        CameraType type = m_labObject != null && m_labObject is EleLine ? CameraType.WireCamera : CameraType.LabCamera;

        LabCamera carme = LabEnv.GetCameraByType(type);

        if (carme != null && carme.ScreenPointToWorldPointInRectangle(m_DraggingPlane, data.position, out globalMousePos))
        {
            Vector3 org = m_DraggingItem.transform.position;
            globalMousePos = U3DUtil.SetZ(globalMousePos, m_DraggingItem.transform.position.z);

            m_DraggingItem.transform.position = globalMousePos;
            if (m_labObject != null && m_labObject is EleLine)
            {
                bool startOut = carme.CheckPositionInCamera((m_labObject as EleLine).m_LineAction.m_StartCtrl.transform.position);
                bool EndOut   = carme.CheckPositionInCamera((m_labObject as EleLine).m_LineAction.m_EndCtrl.transform.position);
                if (!startOut || !EndOut)
                {
                    m_DraggingItem.transform.position = org;
                }
            }
            else if (!carme.CheckPositionInCamera(globalMousePos))
            {
                m_DraggingItem.transform.position = org;
            }
        }
    }
Esempio n. 14
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    public override void Start()
    {
        base.Start();

        GameObject box = U3DUtil.FindChild(m_target, "box");

        if (box != null)
        {
            box.SetActive(false);
        }


        GameObject go = GameObjectLoader.LoadPath("effect/prefab/", "2000601", m_target.transform);

        if (go != null)
        {
            GameObjectLoader.SetGameObjectLayer(go, LayerMask.NameToLayer("Resource"));
            ParticleSystem s = go.GetComponent <ParticleSystem>();
            if (s != null)
            {
                s.Play();
            }
        }

        m_itemTransform = SetEffect(m_itemtype, m_itemID);
    }
Esempio n. 15
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 /// <summary>
 /// 设置镜像
 /// </summary>
 public void SetEffectMirror(WalkDir dir)
 {
     if (dir == WalkDir.WALKRIGHT)
     {
         U3DUtil.SetMirror(gameObject, -1, 1, 1);
     }
 }
Esempio n. 16
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    IEnumerator RepositionFinish(int frameCount)
    {
        yield return(StartCoroutine(U3DUtil.WaitForFrames(frameCount)));

        ResetPosition();
        MyHead.DragBox.enabled = true;
    }
Esempio n. 17
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    /// <summary>
    /// 飞行出蹦蹦
    /// </summary>
    private void FlyPet()
    {
        DelHandPet();
        Pet pet = new Pet();

        pet.CreateSkin(m_Skin.tRoot.parent, 1002, "1002", AnimatorState.FlyClick00300, m_LifePrent.m_Core.m_IsPlayer);
        // IGameRole i = GameRoleFactory.Create(m_Skin.tRoot.parent, 1002, "1002", AnimatorState.FlyClick00300);
        GameObject goPet    = pet.PetSkinCom.tRoot.gameObject;
        GameObject navelpos = m_Skin.ProPerty.HelpPoint.GetVauleByKey(HelpPointName.NavelPos);

        if (navelpos != null)
        {
            goPet.transform.position = navelpos.transform.position;
        }
        U3DUtil.SetZ(goPet.transform.position, -1f);
        LifeObj lo = goPet.AddComponent <LifeObj>();

        m_FlyCollisionInfo.SummonPet = goPet;

        pet.SetBorn(m_LifePrent, 1002001, 1002, m_LifePrent.m_thisT.position);
        pet.SetSkin();
        //pet.SetMoveState(MoveState.Fly);
        if (m_LifePrent is Role)
        {
            (m_LifePrent as Role).CurPet = pet;
        }
        lo.SetLife(pet, pet.PetSkinCom.ProPerty);
    }
Esempio n. 18
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    public static void ReBuildShip()
    {
        U3DUtil.DestroyAllChild(m_MapStart.gameObject);
        Int2 roomGrid = new Int2();

        switch (m_SceneState)
        {
        case TreasureState.None:
        case TreasureState.CanvasEdit: {
            ShipPlan plan = ShipPlanDC.GetCurShipPlan();
            if (plan != null)
            {
                roomGrid = plan.Canvans.GetMapSize();
                BattleEnvironmentM.ResetStartPos(plan.Canvans.GetMapSize(), true);
            }

            GenerateShip.GenerateShips(m_MapStart);

            break;
        }
        }
        Vector3 pos = MainCameraM.GetMainCameraPos(roomGrid);

        MainCameraM.s_Instance.SetCameraLimitParam(MainCameraM.s_reaLimitPyramidBoatView);
        MainCameraM.s_Instance.AutoMoveTo(pos, 0f);
    }
Esempio n. 19
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    private void CreateWhenSelectChange(AttributeType type)
    {
        m_iBtnTrapTypeIndex = type;

        List <BuildInfo> BuildList           = new List <BuildInfo> ();
        List <BuildInfo> CanExitBuildList    = new List <BuildInfo> ();
        List <BuildInfo> CanNotExitBuildList = new List <BuildInfo> ();

        switch (m_iBtnTrapTypeIndex)
        {
        case AttributeType.Gas:
            BuildList           = GetBuildInfo(AttributeType.Gas, TrapState.Exit);
            CanExitBuildList    = GetBuildInfo(AttributeType.Gas, TrapState.CanSum);
            CanNotExitBuildList = GetBuildInfo(AttributeType.Gas, TrapState.CanNotSum);
            break;

        case AttributeType.Electric:
            BuildList           = GetBuildInfo(AttributeType.Electric, TrapState.Exit);
            CanExitBuildList    = GetBuildInfo(AttributeType.Electric, TrapState.CanSum);
            CanNotExitBuildList = GetBuildInfo(AttributeType.Electric, TrapState.CanNotSum);
            break;

        case AttributeType.Poison:
            BuildList           = GetBuildInfo(AttributeType.Poison, TrapState.Exit);
            CanExitBuildList    = GetBuildInfo(AttributeType.Poison, TrapState.CanSum);
            CanNotExitBuildList = GetBuildInfo(AttributeType.Poison, TrapState.CanNotSum);
            break;

        case AttributeType.Water:
            BuildList           = GetBuildInfo(AttributeType.Water, TrapState.Exit);
            CanExitBuildList    = GetBuildInfo(AttributeType.Water, TrapState.CanSum);
            CanNotExitBuildList = GetBuildInfo(AttributeType.Water, TrapState.CanNotSum);
            break;

        case AttributeType.Fire:
            BuildList           = GetBuildInfo(AttributeType.Fire, TrapState.Exit);
            CanExitBuildList    = GetBuildInfo(AttributeType.Fire, TrapState.CanSum);
            CanNotExitBuildList = GetBuildInfo(AttributeType.Fire, TrapState.CanNotSum);
            break;

        case AttributeType.ALL:
            BuildList           = m_Build;
            CanExitBuildList    = m_CanSumBuild;
            CanNotExitBuildList = m_CannotSumBuild;
            break;
        }

        U3DUtil.DestroyAllChild(MyHead.Parent);

        CreateTrap(CanExitBuildList, TrapState.CanSum);
        CreateTrap(BuildList, TrapState.Exit);
        CreateTrap(CanNotExitBuildList, TrapState.CanNotSum);

        SetTrapCount(BuildList.Count);
        NGUIUtil.RepositionTable(MyHead.Parent);
        MyHead.Anchor.enabled = true;
        StartCoroutine(RepositionFinish(2));
        //		MyHead.Anchor.runOnlyOnce = true;
    }
Esempio n. 20
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 /// <summary>
 /// 图鉴
 /// </summary>
 public void TogTuJian_OnValueChange()
 {
     if (!MyHead.BtnTuJian.value)
     {
         return;
     }
     U3DUtil.DestroyAllChild(MyHead.SprTrapIntorduct as UnityEngine.GameObject);
 }
Esempio n. 21
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    private void ClearUI()
    {
        U3DUtil.DestroyAllChild(MyHead.Parent.gameObject);

        m_NoExistSoldier.Clear();
        m_CanExistSoldier.Clear();
        m_ExistSoldier.Clear();
    }
Esempio n. 22
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    /// <summary>
    /// 技能已满级的时候UI设定
    /// </summary>
    IEnumerator RepostionLblCoin()
    {
        yield return(U3DUtil.WaitForFrames(1));

        Vector3 pos = MyHead.LblCoin.transform.localPosition;

        MyHead.LblCoin.transform.localPosition = U3DUtil.AddX(pos, -50f);
    }
Esempio n. 23
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 void ClearUI()
 {
     WndManager.DestoryDialog <AddSkillWnd>();
     if (MyHead.EquipmentsParent)
     {
         U3DUtil.DestroyAllChild(MyHead.EquipmentsParent);
     }
 }
Esempio n. 24
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    private void ShowSemiLoop(object o)
    {
        AttackRangeSemiCircle02 = GameObjectLoader.LoadPath("effect/prefab/", "2000681_02", m_thisT);
        Vector3 pos = AttackRangeSemiCircle02.transform.position;

        AttackRangeSemiCircle02.transform.position = U3DUtil.AddX(pos, 1.5f);
        AttackRangeSemiCircle02.transform.Rotate(0, -180f, 0);
    }
Esempio n. 25
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    void BtnReturn_OnClickEventHandler(UIButton sender)
    {
        U3DUtil.DestroyAllChild(BattleEnvironmentM.GetLifeMBornNode(true).gameObject);
        WndManager.DestroyAllDialogs();
        BoatObj.SendGetPlanData();

        TreasureScene.OutTreasureScene();
    }
Esempio n. 26
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 /// <summary>
 /// 清空头像列表
 /// </summary>
 private void EmptyCapHeadList(GameObject Parent)
 {
     if (Parent == null)
     {
         return;
     }
     m_CaptionList.Clear();
     U3DUtil.DestroyAllChild(Parent);
 }
Esempio n. 27
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 public virtual void DoStateAction(LabObjectState state)
 {
     //设置完好或损毁表现
     if (ShowMaterial == null || ShowTextures.Length != Enum.GetNames(typeof(LabObjectState)).Length)
     {
         return;
     }
     U3DUtil.ChangeTexture(ShowMaterial, ShowTextures[(int)state]);
 }
    private void HideHandPet()
    {
        GameObject go = U3DUtil.FindChildDeep(m_Skin.tRoot.gameObject, "1002@skin");

        if (go)
        {
            go.SetActive(false);
        }
    }
Esempio n. 29
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    /// <summary>
    /// 显示/删除 状态特效
    /// </summary>
    /// <param name="type">眩晕、冰冻、压扁、击飞、麻痹、死亡</param>
    public void ShowStatusEffect(StatusType type, float duration)
    {
        if (CombatScheduler.State == CSState.End)
        {
            return;
        }
        string name = "";

        switch (type)
        {
        case StatusType.Vertigo:    //眩晕
            U3DUtil.DestroyAllChild(MyHead.StatusEffectParent, true);
            name = "2000691_02";
            break;

        case StatusType.IceBuild:    //冰冻
            U3DUtil.DestroyAllChild(MyHead.StatusEffectParent, true);
            name = "2000691_01";
            break;

        case StatusType.Squash:    //压扁
            U3DUtil.DestroyAllChild(MyHead.StatusEffectParent, true);
            name = "2000691_05";
            break;

        case StatusType.ClickFly:    //击飞
            U3DUtil.DestroyAllChild(MyHead.StatusEffectParent, true);
            name = "2000691_03";
            break;

        case StatusType.paralysis:    //麻痹
            U3DUtil.DestroyAllChild(MyHead.StatusEffectParent, true);
            name = "2000691_04";
            break;

        case StatusType.Die:    //死亡
            U3DUtil.DestroyAllChild(MyHead.StatusEffectParent, true);
            NGUIUtil.Change2DSpriteGray(m_soldierItem.MyHead.SprRolePhoto);
            break;

        case StatusType.None:
            U3DUtil.DestroyAllChild(MyHead.StatusEffectParent, true);
            break;

        default:

            break;
        }
        if (name != "")
        {
            GameObjectActionExcute gae = EffectM.LoadEffect("effect/prefab/", name, MyHead.StatusEffectParent.transform.position, MyHead.StatusEffectParent.transform);
            gae.gameObject.AddComponent <SetRenderQueue>();
            GameObjectActionDelayDestory delay = new GameObjectActionDelayDestory(duration);
            gae.AddAction(delay);
        }
    }
Esempio n. 30
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    public void SetData(int prelevel, int afterlevel, string explain)
    {
        UISprite[] starSprites = U3DUtil.GetComponentsInChildren <UISprite>(MyHead.lblPreStar);
        NGUIUtil.SetStarLevelNum(starSprites, prelevel);

        starSprites = U3DUtil.GetComponentsInChildren <UISprite>(MyHead.lblAfterStar);
        NGUIUtil.SetStarLevelNum(starSprites, afterlevel);

        MyHead.lblExplain.text = explain;
    }