private void skillInit() { if (skillEscape == null) { skillEscape = CsdUIControlMgr.uiMgr().uiMenu.gameObject.AddComponent <csdsleep>(); skillEscape.sleepInit(fEscapeTime, setRoleNotInEscape, null); } if (skillAttack1 == null) { skillAttack1 = CsdUIControlMgr.uiMgr().uiMenu.gameObject.AddComponent <csdsleep>(); skillAttack1.sleepInit(attack1Sleep, callBackAttack1, updateUIAttack1); CsdUIControlMgr.uiMgr().uiMenu.updateImageAttack1Amount(attack1Sleep, attack1Sleep); } if (skillAttack2 == null) { skillAttack2 = CsdUIControlMgr.uiMgr().uiMenu.gameObject.AddComponent <csdsleep>(); skillAttack2.sleepInit(attack2Sleep, callBackAttack2, updateUIAttack2); CsdUIControlMgr.uiMgr().uiMenu.updateImageAttack2Amount(attack2Sleep, attack2Sleep); } if (skillDef == null) { skillDef = CsdUIControlMgr.uiMgr().uiMenu.gameObject.AddComponent <csdsleep>(); } }
public void HideDevlopUI() { Debug.Log("HideDevlopUI"); //if (developerUI != null) //{ CsdUIControlMgr.uiMgr().uiMenu.panelDev.gameObject.SetActive(false); //} }
public void reBuildScene() { // UIControlMgr.gameObject.AddComponent<UIMenuMgr>(); gameDataMgr.gameData().saveNextLevelData(); CsdUIControlMgr.uiMgr().uiMenu.nextLevelPanel.gameObject.SetActive(false);; clearScene(); SceneStart2D tmpScript = this.transform.GetComponent <SceneStart2D>(); tmpScript.SceneStart(); }
public void addClearMonster() { nowNum++; CsdUIControlMgr.uiMgr().uiMenu.updateKillNum(nowNum, monsterLimitMin); if (nowNum >= monsterLimitMin) //符合通关条件 { if (finishEvent != null) { finishEvent(rewardNum); } } }
private int nowNum; //当前累计数量 //最少消灭的怪物数 public void initStage(int lLevel, int monsterNum, Action <int> callEvent) { level = lLevel; monsterLimitMin = monsterNum; finishEvent = callEvent; rewardNum = gameDataMgr.gameData().m_roleData.rewardNum; CsdUIControlMgr.uiMgr().uiMenu.updateReward(rewardNum); nowNum = 0; CsdUIControlMgr.uiMgr().uiMenu.updateKillNum(nowNum, monsterLimitMin); int lev = gameDataMgr.gameData().m_roleData.mazeLevel; CsdUIControlMgr.uiMgr().uiMenu.updateLevNum(lev); }
public void UIclose() { //GameObjDataTemp.tempData().refreshHpUI = true; CsdUIControlMgr.uiMgr().uiMenu.canvasHP.gameObject.SetActive(true); for (int i = 0; i < viewPortLst.childCount; i++) { Transform pTran = viewPortLst.GetChild(i); GameObject.Destroy(pTran.gameObject); } uiRole.Clear(); btnOK.onClick.RemoveAllListeners(); gameObject.SetActive(false); }
public void roleLose() { Debug.LogWarning("主角挂了"); string title = "战斗失败"; string text = "战斗失败,复活继续战斗,或返回主菜单"; /* * string[] buttons = new string[2]; * buttons[0] = "复活"; * buttons[1] = "返回主菜单"; * * CsdUIControlMgr.uiMgr().dialogBox(title,text,null, buttons, continueFight, callBackMain, null); */ string[] buttons = new string[1]; buttons[0] = "返回主菜单"; CsdUIControlMgr.uiMgr().dialogBox(title, text, null, buttons, callBackMain, null, null); }
public void roleAttack2() { if (mainRoleState.enemyObj != null) { if (skillAttack2.isCD == false) { skillAttack2.isCD = true; // CsdUIControlMgr.uiMgr().uiMenu.updateImageAttack2Amount(0.0f, attack2Sleep); mainRoleState.AIRoleSkill(2); skillAttack2.startEvent(); } } else { CsdUIControlMgr.uiMgr().msgNote(csNoEnemy); } }
public void transformRoleUI() { //CsdUIControlMgr.uiMgr().uiMenu.roleList.gameObject.SetActive(true); bool hasEnemy = App.Game.character.roleHasEnemy(); if (hasEnemy) { CsdUIControlMgr.uiMgr().msgNote(csNoChange); } else { CsdUIControlMgr.uiMgr().uiMenu.canvasHP.gameObject.SetActive(false); roleListUI tmpUI = CsdUIControlMgr.uiMgr().uiMenu.roleList.gameObject.GetComponent <roleListUI>(); if (tmpUI.gameObject.activeSelf == false) { tmpUI.showUI(roleID, roleUIEvent); } } }
private void initData() { rooms = new List <Room2D>(); hallways = new List <HallWay2D>(); pathLst = new List <pathVector>(); cubeDebugLst = new List <GameObject>(); hallwayDebugLst = new List <GameObject>(); lineDebugLst = new List <GameObject>(); monsterID = 0; goldID = 0; UIMenuMgr menuMgr = UIControlMgr.GetComponent <UIMenuMgr>(); CsdUIControlMgr.uiMgr().initData(menuMgr); // gameDataMgr.gameData().saveLevelData(1); }
// Update is called once per frame private void OnCollisionEnter(Collision collision) { if (collision == null) { return; } if ((selfAI == null) || (selfProperty == null)) { return; } if (collision.collider.tag == csTagRole) //碰到角色 { roleProperty colPro = collision.gameObject.GetComponent <roleProperty>(); if ((colPro.roleSort != selfProperty.roleSort) && (colPro.hp > 0) && (selfProperty.hp > 0) ) //是敌人,且双方存活 { selfProperty.showUI(); if (selfAI.enemyObj == null) { //进入战斗 CsdUIControlMgr.uiMgr().msgNoteTop(); selfAI.setEnemyObj(collision.gameObject); selfAI.addEnemyToLst(collision.gameObject); // selfAI.lookAtEnemy(selfAI.gameObject, selfAI.enemyObj); } else { selfAI.addEnemyToLst(collision.gameObject); } } } else if (collision.collider.tag == csTagGold) { // Debug.LogWarning("colision gold"); collision.transform.gameObject.SetActive(false); stageMgr.stage().addReward(); } }
public void addReward() { rewardNum++; CsdUIControlMgr.uiMgr().uiMenu.updateReward(rewardNum); }
private void callBackAttack2() { skillAttack2.isCD = false; CsdUIControlMgr.uiMgr().uiMenu.updateImageAttack1Amount(attack2Sleep, attack2Sleep); }
private void updateUIAttack2(float val) { CsdUIControlMgr.uiMgr().uiMenu.updateImageAttack2Amount(val, attack2Sleep); }
public void showDevelopUI() { // if (developerUI != null) { CsdUIControlMgr.uiMgr().uiMenu.panelDev.gameObject.SetActive(true); // } }
private void finishState(int reward) { CsdUIControlMgr.uiMgr().uiMenu.nextLevelPanel.gameObject.SetActive(true); gameDataMgr.gameData().saveRewardNumData(reward); }