public override void Init() { base.Init(); #region 技能 this.m_Button_SkillQ = base.GetUIObject("pn_skill/bt_skillQ") as IXUIButton; this.m_Button_SkillW = base.GetUIObject("pn_skill/bt_skillW") as IXUIButton; this.m_Button_SkillE = base.GetUIObject("pn_skill/bt_skillE") as IXUIButton; this.m_Button_SkillR = base.GetUIObject("pn_skill/bt_skillR") as IXUIButton; this.m_Button_Attack = base.GetUIObject("bt_attack") as IXUIButton; this.m_Sprite_SkillQ = base.GetUIObject("pn_skill/bt_skillQ/sp_skillQ") as IXUISprite; this.m_Sprite_SkillW = base.GetUIObject("pn_skill/bt_skillW/sp_skillW") as IXUISprite; this.m_Sprite_SkillE = base.GetUIObject("pn_skill/bt_skillE/sp_skillE") as IXUISprite; this.m_Sprite_SkillR = base.GetUIObject("pn_skill/bt_skillR/sp_skillR") as IXUISprite; #endregion #region 角色 this.m_List_RoleList = base.GetUIObject("pn_rolelist/gd_rolelist") as IXUIList; this.m_Label_RoleName = base.GetUIObject("bt_avatar/sp_avatar_bg/lb_name") as IXUILabel; this.m_Sprite_AvatarIcon = base.GetUIObject("bt_avatar/sp_avatar_bg/sp_avatar") as IXUISprite; this.m_Label_Speed = base.GetUIObject("pn_rolestatus/sp_speed/lb_speed") as IXUILabel; this.m_Label_Life = base.GetUIObject("pn_rolestatus/sp_life/lb_life") as IXUILabel; #endregion #region 结束按钮 this.m_Button_Finish = base.GetUIObject("bt_end") as IXUIButton; this.m_Label_Finish = base.GetUIObject("bt_end/sp_background/lb_end") as IXUILabel; #endregion #region 移动按钮 this.m_Button_Move = base.GetUIObject("bt_move") as IXUIButton; #endregion }
public override void Init() { base.Init(); #region 我方的神兽列表 this.m_ourBeastList = base.GetUIObject("Beasts/OurBeasts") as IXUIList; #endregion #region 敌方的神兽列表 this.m_enmeyBeastList = base.GetUIObject("Beasts/EnemyBeasts") as IXUIList; #endregion #region 择神兽列表 this.m_BeastList = base.GetUIObject("Beasts/SelectBeastBack/BeastBg/Beastlist") as IXUIList; #endregion #region 确定选择按钮 this.m_Button_Confirm = base.GetUIObject("Beasts/SureButton") as IXUIButton; #endregion #region 提示lebel this.m_Label_Tips = base.GetUIObject("Beasts/RoomTip") as IXUILabel; #endregion #region 时间倒计时 this.m_Label_Time = base.GetUIObject("Beasts/Time") as IXUILabel; #endregion #region 聊天文本 this.m_TextList_Chat = base.GetUIObject("Beasts/ChatWindow/ChatTextList") as IXUITextList; #endregion }
public static void S_OnAddListItem(IXUIDlg uiDlg, IXUIList uiList, IXUIListItem uiListItem) { if (null != XUITool.Instance) { XUITool.Instance.OnAddListItem(uiDlg, uiList, uiListItem); } }
public void OnAddListItem(IXUIDlg uiDlg, IXUIList uiList, IXUIListItem uiListItem) { if (this.m_addListItemEventHandler != null) { this.m_addListItemEventHandler(uiDlg, uiList, uiListItem); } }
public override void Init() { base.Init(); this.m_List_HeadInfo = (base.GetUIObject("list_headinfo") as IXUIList); if (null == this.m_List_HeadInfo) { Debug.Log("List_HeadInfo is null!"); } }
public IXUIInput m_Input_RoleName = null; //角色名字 public override void Init() { base.Init(); #region 进入游戏按钮 this.m_Button_EnterGame = base.GetUIObject("pn_create2/bt_entergame") as IXUIButton; if (null == this.m_Button_EnterGame) { Debug.Log("this.ButtonEnterGame == null"); this.m_Button_EnterGame = WidgetFactory.CreateWidget <IXUIButton>(); } #endregion #region 退回登陆界面按钮 this.m_Button_BackLogin = base.GetUIObject("pn_create2/bt_backlogin") as IXUIButton; if (null == this.m_Button_BackLogin) { Debug.Log("this.m_Button_Back == null"); this.m_Button_BackLogin = WidgetFactory.CreateWidget <IXUIButton>(); } #endregion #region 进入修饰角色头发等按钮 this.m_Button_Next = base.GetUIObject("pn_create1/bt_next") as IXUIButton; if (this.m_Button_Next == null) { Debug.LogWarning("ButtonNext == null"); this.m_Button_Next = WidgetFactory.CreateWidget <IXUIButton>(); } #endregion #region 返回到选择角色职业按钮 this.m_Button_BackSelectRoleType = base.GetUIObject("pn_create2/bt_back") as IXUIButton; #endregion #region 人物选择按钮 /*this.m_Button_Explorer = base.GetUIObject("Explorer") as IXUICheckBox; * this.m_Button_Engineer = base.GetUIObject("Engineer") as IXUICheckBox; * this.m_Button_SoulHunter = base.GetUIObject("SoulHunter") as IXUICheckBox; * this.m_Button_Cultivator = base.GetUIObject("Cultivator") as IXUICheckBox; * this.m_Button_Magician = base.GetUIObject("Magician") as IXUICheckBox; * this.m_Button_WitchDoctor = base.GetUIObject("WitchDoctor") as IXUICheckBox; */ this.m_List_RoleType = base.GetUIObject("pn_create1/sp_link/sp_roletype_bg/tb_roletype") as IXUIList; #endregion #region 人物性别 /* this.m_Button_RoleMan = base.GetUIObject("Sex/Man") as IXUICheckBox; * this.m_Buttin_RoleWoman = base.GetUIObject("Sex/Woman") as IXUICheckBox; */ #endregion #region 人物介绍 this.m_Label_RoleIntroduce = base.GetUIObject("pn_create1/sp_intro") as IXUIGroup; #endregion #region 人物视频 this.m_Sprite_RoleMovie = base.GetUIObject("pn_create1/sp_intro/sp_video/tx_video") as IXUIPicture; #endregion #region 人物名字 this.m_Input_RoleName = base.GetUIObject("pn_create2/sp_link/ip_username") as IXUIInput; #endregion }
public override void Init() { base.Init(); this.m_List_Info = base.GetUIObject("list_SystemInfo") as IXUIList; if (this.m_List_Info == null) { Debug.Log("this.m_List_Info == null"); } }
public override void Init() { base.Init(); this.m_Button_Sure = base.GetUIObject("sureButton") as IXUIButton; this.m_Button_Back = base.GetUIObject("backButton") as IXUIButton; this.m_Button_Create = base.GetUIObject("createButton") as IXUIButton; this.m_Button_Delete = base.GetUIObject("deleteButton") as IXUIButton; this.m_List_RoleList = base.GetUIObject("roleList") as IXUIList; this.m_Model_RoleModel = base.GetUIObject("roleModel") as IXUIGroup; }
private void RefreshPlayerInfo(IXUIListItem item, BeastData beast) { //DataBeastlist dataBeast = GameData<DataBeastlist>.dataMap[beast.BeastTypeId]; DataBeastlist dataBeast = null; GameData <DataBeastlist> .dataMap.TryGetValue(beast.BeastTypeId, out dataBeast); IXUISprite icon = item.GetUIObject("Sprite_Icon") as IXUISprite; if (dataBeast != null) { //如果是自己的阵营,就显示头像。地方就显示随机头像 if (beast.CampType == Singleton <PlayerRole> .singleton.CampType) { icon.SetSprite(dataBeast.IconFile, UIManager.singleton.GetAtlasName(EnumAtlasType.Beast, dataBeast.IconFile)); } else { //icon.SetSprite("Window"); icon.SetSprite(dataBeast.IconFile, UIManager.singleton.GetAtlasName(EnumAtlasType.Beast, dataBeast.IconFile)); } } else { if (beast.BeastTypeId == this.m_unRandomBeastID) { icon.SetSprite("9"); } } bool visible = Singleton <RoomManager> .singleton.IsObserver || Singleton <PlayerRole> .singleton.CampType == beast.CampType; IXUIList equipList = item.GetUIObject("List_Equip") as IXUIList; if (equipList != null) { } else { XLog.Log.Error("null == uiListEquip"); } this.RefreshItemEnable(item, beast.Id); IXUIObject uiObject = item.GetUIObject("Texture_Shadow"); if (uiObject != null) { uiObject.SetVisible(false); } item.Id = beast.Id; }
/// <summary> /// 取得ui组件,根据ui的名字id /// </summary> /// <param name="strUIObjectId"></param> /// <returns></returns> public IXUIObject GetUIObject(string strUIObjectId) { if (string.IsNullOrEmpty(strUIObjectId)) { return(null); } string[] array = strUIObjectId.Split(new char[] { '#' }); IXUIDlg iXUIDlg = this.GetDlg(array[0]); if (iXUIDlg == null || iXUIDlg.uiBehaviourInterface == null) { return(null); } IXUIObject iXUIObject = iXUIDlg.uiBehaviourInterface; try { for (int i = 1; i < array.Length; i++) { string strPath = array[i]; iXUIObject = iXUIObject.GetUIObject(strPath);//取得这个界面的组件 IXUIList iXUIList = iXUIObject as IXUIList; if (iXUIList != null) { i++; if (i < array.Length) { uint num = Convert.ToUInt32(array[i]); iXUIObject = iXUIList.GetItemById(num, true); if (iXUIObject == null) { this.m_log.Error(string.Format("null == uiObject:{0}:{1}", strPath, num)); return(null); } } } } } catch (Exception e) { this.m_log.Fatal(e.ToString()); } return(iXUIObject); }
/// <summary> /// 我方和敌方的选择神兽列表刷新 /// </summary> /// <param name="uiList"></param> /// <param name="listPlayerData"></param> /// <param name="eCampType"></param> private void SetPlayerInfoToList(IXUIList uiList, List <PlayerData> listPlayerData, ECampType eCampType) { if (uiList != null) { for (int i = 0; i < uiList.Count; i++) { IXUIListItem item = uiList.GetItemByIndex(i); if (item != null) { item.Clear(); IXUIList equip = item.GetUIObject("List_Equip") as IXUIList; if (equip != null) { for (int j = 0; j < equip.Count; j++) { IXUIListItem equipItem = equip.GetItemByIndex(j); if (equipItem != null) { equipItem.Clear();//清空装备icon } } } IXUIObject uiObject = item.GetUIObject("Texture_Shadow") as IXUIObject; if (uiObject != null) { uiObject.SetVisible(true); } item.SetText("Label_Sequence", ""); } } int num = 0; foreach (var playerData in listPlayerData) { foreach (var beastData in playerData.Beasts) { IXUIListItem item = (num >= uiList.Count) ? null : uiList.GetItemByIndex(num); if (item != null) { this.RefreshPlayerInfo(item, playerData, beastData, eCampType); } num++; } } Debug.Log("Beast num=" + num); } }
//public IXUIProgress m_progressBar = null; #endregion #region 属性 #endregion #region 构造方法 #endregion #region 公有方法 public override void Init() { base.Init(); #region 我方角色 this.m_list_OurPlayer = base.GetUIObject("Top/OurPlayerList") as IXUIList; #endregion #region 敌方角色 this.m_list_EnemyPlayer = base.GetUIObject("Down/EnemyPlayerList") as IXUIList; #endregion #region 加载背景 this.m_sprite_Bg = base.GetUIObject("Background") as IXUISprite; #endregion #region 加载时的小提示 this.m_label_Tip = base.GetUIObject("Center/Label_Tip") as IXUILabel; #endregion #region 加载进度条 //this.m_progressBar = base.GetUIObject("") as IXUIProgress; #endregion }
public override void Init() { base.Init(); this.m_List_Hp = this.GetUIObject("list_hp") as IXUIList; this.m_Progress_Time = this.GetUIObject("pb_time") as IXUIProgress; }
public HpFlyTextManager(IXUIList uiList) : base(uiList) { this.m_fTotalTime = 3f; }
public override void Init() { base.Init(); this.List_Demage = base.GetUIObject("List_Damage") as IXUIList; }
public FlyTextManagerBase(IXUIList uiList) { this.m_uiList = uiList; }
public SystemInfoFlyTextManager(IXUIList list) : base(list) { this.m_fTotalTime = 2.5f; }
protected virtual void OnAddListItem(IXUIDlg uiDlg, IXUIList uiList, IXUIListItem uiListItem) { }