コード例 #1
0
ファイル: SortDialog.cs プロジェクト: mliuzailin/GitGame
    public static LocalSaveSortInfo SetDefaultSortInfo(LocalSaveSortInfo sortInfo, DIALOG_TYPE dialogType)
    {
        LocalSaveSortInfo _sortInfo = sortInfo;

        if (_sortInfo == null)
        {
            _sortInfo = new LocalSaveSortInfo();
            _sortInfo.InitParam();
        }

        if (_sortInfo.m_SortType != (int)MAINMENU_SORT_SEQ.SEQ_INIT)
        {
            return(_sortInfo);
        }

        switch (dialogType)
        {
        case DIALOG_TYPE.UNIT:
            _sortInfo.m_SortType       = (int)DEFAULT_UNIT_SORT_TYPE;
            _sortInfo.m_SortIsAscOrder = DEFAULT_UNIT_ASC_ORDER;
            break;

        case DIALOG_TYPE.FRIEND:
            _sortInfo.m_SortType       = (int)DEFAULT_FRIEND_SORT_TYPE;
            _sortInfo.m_SortIsAscOrder = DEFAULT_FRIEND_ASC_ORDER;
            break;

        default:
            break;
        }

        return(_sortInfo);
    }
コード例 #2
0
    void SetShowOption(Transform selTrans, DIALOG_TYPE dialogType, bool bMeshDialog)
    {
        // SaveDialog - Disable m_bOptionRecursively
        if (dialogType == DIALOG_TYPE.SAVE)
        {
            m_SaveFilename            = selTrans.name;
            m_bFixedOptionRecursively = true;
            m_bOptionRecursively      = false;
        }
        else
        {
            m_bFixedOptionRecursively = false;
        }


        m_DefaultProjectName   = (bMeshDialog ? m_DefaultMeshProjectName : m_DefaultPrefabProjectName);
        m_BaseDefaultGroupName = (bMeshDialog ? m_DefaultMeshGroupName : "");
        m_bDialogType          = dialogType;
        m_bSelectMeshDialog    = bMeshDialog;

        // Save Hint Box
        m_bDrawRedProject = dialogType == DIALOG_TYPE.SAVE;
        m_bDrawRedGroup   = dialogType == DIALOG_TYPE.SAVE;
        m_bDrawRedBottom  = dialogType == DIALOG_TYPE.SAVE;

        // Common Init
        m_nOriMaxObjectColumn = 3;
        m_fButtonAspect       = FXMakerLayout.m_fScrollButtonAspect;
        m_SelectedTransform   = selTrans;

        // Init
        m_AddGameObjectList = new List <GameObject>();
    }
コード例 #3
0
ファイル: SortDialog.cs プロジェクト: mliuzailin/GitGame
    public void SetDialogType(DIALOG_TYPE dialogType)
    {
        m_DialogType = dialogType;
        switch (dialogType)
        {
        case DIALOG_TYPE.UNIT:
            SetUpUnitSortList();
            CreateSortDialogPanel();
            InitMainMenu();
            break;

        case DIALOG_TYPE.FRIEND:
            SetUpFriendSortList();
            CreateSortDialogPanel();
            InitMainMenu();
            m_FavoriteSortPanel.IsActiveUsePriority = false;
            break;

        case DIALOG_TYPE.MISSION:
            CreateMissionFilterPanel();
            IsActiveOneButton = true;
            IsActiveTwoButton = false;
            break;
        }
    }
コード例 #4
0
ファイル: UpNewRwtLineForm.cs プロジェクト: wee2tee/SN_Net
 public UpNewRwtLineForm(SnWindow parent_form, DIALOG_TYPE dialog_type)
 {
     InitializeComponent();
     this.parent_form = parent_form;
     this.G = this.parent_form.G;
     this.dialog_type = dialog_type;
     verext = (this.dialog_type == DIALOG_TYPE.UP_NEWRWT ? "1" : (this.dialog_type == DIALOG_TYPE.UP_NEWRWT_JOB ? "2" : this.parent_form.serial.verext));
     this.Text = (this.dialog_type == DIALOG_TYPE.UP_NEWRWT_JOB ? "Gen 'Up New RWT + Job' line" : this.Text);
 }
コード例 #5
0
 public UpNewRwtLineForm(SnWindow parent_form, DIALOG_TYPE dialog_type)
 {
     InitializeComponent();
     this.parent_form = parent_form;
     this.G           = this.parent_form.G;
     this.dialog_type = dialog_type;
     verext           = (this.dialog_type == DIALOG_TYPE.UP_NEWRWT ? "1" : (this.dialog_type == DIALOG_TYPE.UP_NEWRWT_JOB ? "2" : this.parent_form.serial.verext));
     this.Text        = (this.dialog_type == DIALOG_TYPE.UP_NEWRWT_JOB ? "Gen 'Up New RWT + Job' line" : this.Text);
 }
コード例 #6
0
    public void setDialogType(DIALOG_TYPE type)
    {
        _dialogType = type;

        if (_dialogType == DIALOG_TYPE.DIALOG_TYPE_ONEBUTTON)
        {
            oneBtnPanel.SetActive(true);
            twoBtnPanel.SetActive(false);
        }
        else
        {
            oneBtnPanel.SetActive(false);
            twoBtnPanel.SetActive(true);
        }
    }
コード例 #7
0
    void SetShowOption(Transform selTrans, DIALOG_TYPE dialogType, bool bMeshDialog)
    {
        // SaveDialog - Disable m_bOptionRecursively
        if (dialogType == DIALOG_TYPE.SAVE)
        {
            m_SaveFilename					= selTrans.name;
            m_bFixedOptionRecursively		= true;
            m_bOptionRecursively			= false;
        } else m_bFixedOptionRecursively	= false;

        m_DefaultProjectName	= (bMeshDialog ? m_DefaultMeshProjectName : m_DefaultPrefabProjectName);
        m_BaseDefaultGroupName	= (bMeshDialog ? m_DefaultMeshGroupName : "");
        m_bDialogType			= dialogType;
        m_bSelectMeshDialog		= bMeshDialog;

        // Save Hint Box
        m_bDrawRedProject		= dialogType == DIALOG_TYPE.SAVE;
        m_bDrawRedGroup			= dialogType == DIALOG_TYPE.SAVE;
        m_bDrawRedBottom		= dialogType == DIALOG_TYPE.SAVE;

        // Common Init
        m_nOriMaxObjectColumn	= 3;
        m_fButtonAspect			= FXMakerLayout.m_fScrollButtonAspect;
        m_SelectedTransform		= selTrans;

        // Init
        m_AddGameObjectList		= new List<GameObject>();
    }