Esempio n. 1
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    public override void Init()
    {
        base.Init();

        GameObject canvas = GameObject.Find("Canvas");

        mRootUI = UnityTools.FindChild(canvas, "GameStateUI");

        GameObject heart1 = UnityTools.FindChild(mRootUI, "Heart1");
        GameObject heart2 = UnityTools.FindChild(mRootUI, "Heart1");
        GameObject heart3 = UnityTools.FindChild(mRootUI, "Heart2");

        mHearts = new List <GameObject>();
        mHearts.Add(heart1);
        mHearts.Add(heart2);
        mHearts.Add(heart3);
        mSoliderCount = UITools.FindChild <Text>(mRootUI, "SoldierCount");

        mEnemyCount   = UITools.FindChild <Text>(mRootUI, "EnemyCount");
        mCurrentStage = UITools.FindChild <Text>(mRootUI, "StageCounter");
        mPauseBtn     = UITools.FindChild <Button>(mRootUI, "PauseBtn");
        mGameOverUI   = UnityTools.FindChild(mRootUI, "GameOver");
        mBackMenuBtn  = UITools.FindChild <Button>(mRootUI, "BackMenuBtn");
        mMessage      = UITools.FindChild <Text>(mRootUI, "Message");
        mEnergySlider = UITools.FindChild <Slider>(mRootUI, "EnergySlider");
        mEnergyText   = UITools.FindChild <Text>(mRootUI, "EnergyText");

        mMessage.text = "";
        mGameOverUI.SetActive(false);
    }
Esempio n. 2
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    public override void Init()
    {
        base.Init();

        GameObject canvas = GameObject.Find("Canvas");

        mRootUI = UnityTools.FindChild(canvas, "CampInfoUI");

        mCampIcon         = UITools.FindChild <Image>(mRootUI, "CampIcon");
        mCampName         = UITools.FindChild <Text>(mRootUI, "CampName");
        mCampLevel        = UITools.FindChild <Text>(mRootUI, "CampLv");
        mWeaponLevel      = UITools.FindChild <Text>(mRootUI, "WeaponLv");
        mUpgradeCampBtn   = UITools.FindChild <Button>(mRootUI, "CampUpgradeBtn");
        mUpgradeWeaponBtn = UITools.FindChild <Button>(mRootUI, "WeaponUpgradeBtn");
        mTrainBtn         = UITools.FindChild <Button>(mRootUI, "TrainBtn");
        mCancelTrainBtn   = UITools.FindChild <Button>(mRootUI, "CancelTrainBtn");
        mAliveCount       = UITools.FindChild <Text>(mRootUI, "AliveCount");
        mTrainningCount   = UITools.FindChild <Text>(mRootUI, "TrainningCount");
        mTrainTime        = UITools.FindChild <Text>(mRootUI, "TrainTime");
        mTrainBtnText     = UITools.FindChild <Text>(mRootUI, "TrainBtnText");


        mTrainBtn.onClick.AddListener(OnTrainClick);
        mCancelTrainBtn.onClick.AddListener(OnCancelTrainClick);
        mUpgradeCampBtn.onClick.AddListener(OnCampUpgradeClick);
        mUpgradeWeaponBtn.onClick.AddListener(OnWeaponUpgradeClick);

        Hide();
    }
Esempio n. 3
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    public void InitCamp(EnemyType enemyType)
    {
        GameObject gameObject     = null;
        string     gameObjectName = null;
        string     name           = null;
        string     icon           = null;
        Vector3    position       = Vector3.zero;
        float      trainTime      = 0;

        switch (enemyType)
        {
        case EnemyType.Elf:
            gameObjectName = "CaptiveCamp_Elf";
            name           = "俘兵营";
            icon           = "CaptiveCamp";
            trainTime      = 3;
            break;

        default:
            Debug.LogError("无法根据敌人类型" + enemyType + "初始化俘兵营");
            break;
        }

        gameObject = GameObject.Find(gameObjectName);
        position   = UnityTools.FindChild(gameObject, "TrainPoint").transform.position;
        CaptiveCamp camp = new CaptiveCamp(gameObject, name, icon, enemyType, position, trainTime);

        gameObject.AddComponent <CampOnClick>().camp = camp;
        mCaptiveCamps.Add(enemyType, camp);
    }
Esempio n. 4
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    private void Awake()
    {
        loadProcessBar   = UnityTools.FindChild(transform, "bar").GetComponent <Slider>();
        loadInfo         = UnityTools.FindChild(transform, "info").GetComponent <Text>();
        loadProcessValue = UnityTools.FindChild(transform, "value").GetComponent <Text>();
        closeBtn         = UnityTools.FindChild(transform, "btn").GetComponent <Button>();

        Init();
    }
Esempio n. 5
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    public static T FindChild <T>(GameObject parent, string childName)
    {
        GameObject uiGO = UnityTools.FindChild(parent, childName);

        if (uiGO == null)
        {
            Debug.LogError("在游戏物理" + parent + "下面查找不到" + childName);
            return(default(T));
        }

        return(uiGO.GetComponent <T>());
    }
Esempio n. 6
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    public override void Init()
    {
        base.Init();

        GameObject canvas = GameObject.Find("Canvas");

        mRootUI = UnityTools.FindChild(canvas, "GamePauseUI");

        mCurrentStageLv = UITools.FindChild <Text>(mRootUI, "CurrentStageLv");
        mContinueBtn    = UITools.FindChild <Button>(mRootUI, "ContinueBtn");
        mBackMenuBtn    = UITools.FindChild <Button>(mRootUI, "BackMenuBtn");

        Hide();
    }
Esempio n. 7
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    public void InitCamp(SoldierType soldierType)
    {
        GameObject gameObject     = null;
        string     gameObjectName = null;
        string     name           = null;
        string     icon           = null;
        Vector3    position       = Vector3.zero;
        float      trainTime      = 0;

        switch (soldierType)
        {
        case SoldierType.Rookie:
            gameObjectName = "SoldierCamp_Rookie";
            name           = "新手兵营";
            icon           = "RookieCamp";
            trainTime      = 3;
            break;

        case SoldierType.Sergeant:
            gameObjectName = "SoldierCamp_Sergeant";
            name           = "中士兵营";
            icon           = "SergeantCamp";
            trainTime      = 4;
            break;

        case SoldierType.Captian:
            gameObjectName = "SoldierCamp_Captain";
            name           = "上尉兵营";
            icon           = "CaptainCamp";
            trainTime      = 5;
            break;

        default:
            Debug.LogError("无法根据战士类型" + soldierType + "初始化兵营");
            break;
        }

        gameObject = GameObject.Find(gameObjectName);
        position   = UnityTools.FindChild(gameObject, "TrainPoint").transform.position;
        SoldierCamp camp = new SoldierCamp(gameObject, name, icon, soldierType, position, trainTime);

        gameObject.AddComponent <CampOnClick>().camp = camp;

        mSoliderCamps.Add(soldierType, camp);
    }
Esempio n. 8
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    public override void Init()
    {
        base.Init();

        GameObject canvas = GameObject.Find("Canvas");

        mRootUI = UnityTools.FindChild(canvas, "SoldierInfoUI");

        mSoldierIcon = UITools.FindChild <Image>(mRootUI, "SoldierIcon");
        mSoldierName = UITools.FindChild <Text>(mRootUI, "SoldierName");
        mHPText      = UITools.FindChild <Text>(mRootUI, "HPNumber");
        mHPSlider    = UITools.FindChild <Slider>(mRootUI, "HPSlider");
        mLv          = UITools.FindChild <Text>(mRootUI, "Level");
        mAtk         = UITools.FindChild <Text>(mRootUI, "Atk");
        mAtkRange    = UITools.FindChild <Text>(mRootUI, "AtkRange");
        mMoveSpeed   = UITools.FindChild <Text>(mRootUI, "MoveSpeed");

        Hide();
    }
Esempio n. 9
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 public void ShowNetError()
 {
     UnityTools.FindChild(transform, "Tips").gameObject.SetActive(true);
 }