Esempio n. 1
0
	private void _PlayPvpResultAction(GameObject goWinLoseDraw, ePVPRESULT ePvpResult)
	{
		//string strPrefab = "";
		string strSnd = "";

		switch( ePvpResult)
		{
		case ePVPRESULT.ePVPRESULT_WIN:
			//strPrefab = "UI/AsGUI/PVP/GUI_PVP_Result_Win";
			strSnd = "Sound/PC/Common/Se_Common_PvPVictory";
			break;
		case ePVPRESULT.ePVPRESULT_LOSE:
			//strPrefab = "UI/AsGUI/PVP/GUI_PVP_Result_Lose";
			strSnd = "Sound/PC/Common/Se_Common_PvPLose";
			break;
		case ePVPRESULT.ePVPRESULT_DRAW:
			//strPrefab = "UI/AsGUI/PVP/GUI_PVP_Result_Draw";
			strSnd = "Sound/PC/Common/Se_Common_PvPDraw";
			break;
		}
		
		//m_goPvpResultAction = Instantiate( Resources.Load( strPrefab)) as GameObject;
		m_goPvpResultAction = Instantiate( goWinLoseDraw) as GameObject;

		UIPanel panel = m_goPvpResultAction.GetComponent<UIPanel>();
		panel.BringIn();

		AsUserEntity userEntity = AsUserInfo.Instance.GetCurrentUserEntity();
		if( null != userEntity)
			AsSoundManager.Instance.PlaySound( strSnd, userEntity.ModelObject.transform.position, false);
		else
			Debug.Log( "AsPvpRewardDlg::Open(), null == userEntity");
	}
Esempio n. 2
0
	private void _UpdatePvpResult(ePVPRESULT ePvpResult)
	{
		m_goWin.SetActiveRecursively( false);
		m_goLose.SetActiveRecursively( false);
		m_goDraw.SetActiveRecursively( false);
		
		switch( ePvpResult)
		{
		case ePVPRESULT.ePVPRESULT_WIN: m_goWin.SetActiveRecursively( true); break;
		case ePVPRESULT.ePVPRESULT_LOSE: m_goLose.SetActiveRecursively( true); break;
		case ePVPRESULT.ePVPRESULT_DRAW: m_goDraw.SetActiveRecursively( true); break;
		}
	}