public void OnTip(bool bshow, IXUIObject uiObject) { if (this.m_tipShowEventHandler != null) { this.m_tipShowEventHandler(bshow, uiObject); } }
/// <summary> /// 查找节点下所有的UI组件,缓存到字典里面 /// </summary> /// <param name="trans"></param> /// <param name="parent"></param> /// <param name="dicAllUIObjects"></param> public static void FindAllUIObjects(Transform trans, IXUIObject parent, ref Dictionary <string, XUIObjectBase> dicAllUIObjects) { int i = 0; while (i < trans.childCount) { Transform child = trans.GetChild(i); XUIObjectBase component = child.GetComponent <XUIObjectBase>(); if (!(null != component)) { goto IL_85; } if (component.GetType().GetInterface("IXUIListItem") == null) { if (dicAllUIObjects.ContainsKey(component.name)) { Debug.Log(component.name); Debug.LogError("m_dicId2UIObject.ContainsKey:" + WidgetFactory.GetUIObjectId(component)); } dicAllUIObjects[component.name] = component; component.Parent = parent; goto IL_85; } else { Debug.Log("fdsfd"); } IL_8F: i++; continue; IL_85: WidgetFactory.FindAllUIObjects(child, parent, ref dicAllUIObjects); goto IL_8F; } }
/// <summary> /// 取得该组件所在的id(包含父亲节点的id) /// </summary> /// <param name="uiObject"></param> /// <returns></returns> public static string GetUIObjectId(IXUIObject uiObject) { string result; if (null == uiObject) { result = string.Empty; } else { string text = uiObject.CacheGameObject.name; IXUIListItem iXUIListItem = uiObject as IXUIListItem; if (iXUIListItem != null) { text = iXUIListItem.Id.ToString(); } while (null != uiObject.Parent) { uiObject = uiObject.Parent; string arg = uiObject.CacheGameObject.name; iXUIListItem = (uiObject as IXUIListItem); if (null != iXUIListItem) { arg = iXUIListItem.Id.ToString(); } text = string.Format("{0}#{1}", arg, text); } result = text; } return(result); }
/// <summary> /// 找到所以在这个UI界面下的UI组件 /// </summary> /// <param name="trans">界面的transform</param> /// <param name="parent">界面父类节点</param> /// <param name="dicAllUIObject">所有界面里的ui组件</param> public static void FindAllUIObjects(Transform trans, IXUIObject parent, ref Dictionary <string, XUIObjectBase> dicAllUIObject) { int i = 0; while (i < trans.childCount) { Transform child = trans.GetChild(i); XUIObjectBase component = child.GetComponent <XUIObjectBase>(); if (component == null) { goto IL_67; } //如果不是ListItem就加到dicAllUIObject里面 if (component.GetType().GetInterface("IXUIListItem") == null) { if (dicAllUIObject.ContainsKey(component.name)) { Debug.LogError("m_dicId2UIObject.ContainsKey:" + LocalWidgetTool.GetUIObjectId(component)); } dicAllUIObject[component.name] = component; component.parent = parent; goto IL_67; } IL_6F: i++; continue; IL_67: LocalWidgetTool.FindAllUIObjects(child, parent, ref dicAllUIObject); goto IL_6F; } }
/// <summary> /// 获取UI组件的id /// </summary> /// <param name="iXUIObject"></param> /// <returns></returns> public static string GetUIObjectId(IXUIObject iXUIObject) { if (iXUIObject == null) { return(string.Empty); } string text = iXUIObject.CachedGameObject.name; IXUIListItem iXUIListItem = iXUIObject as IXUIListItem; if (iXUIListItem != null) { text = iXUIListItem.Id.ToString(); } while (iXUIObject.parent != null) { iXUIObject = iXUIObject.parent; string arg = iXUIObject.CachedGameObject.name; iXUIListItem = (iXUIObject as IXUIListItem); if (iXUIListItem != null) { arg = iXUIListItem.Id.ToString(); } text = string.Format("{0}#{1}", arg, text); } return(text); }
public static T CreateWidget <T>() where T : class, IXUIObject { IXUIObject iXUIObject = null; WidgetFactory.s_dicAllErrorWidget.TryGetValue(typeof(T), out iXUIObject); return(iXUIObject as T); }
public static void S_OnTip(bool bshow, IXUIObject uiObject) { if (null != XUITool.Instance) { XUITool.Instance.OnTip(bshow, uiObject); } }
/// <summary> /// 播放特效 /// </summary> /// <param name="id"></param> /// <param name="unCastId"></param> /// <param name="vec3SrcPos"></param> /// <param name="uiObjCast"></param> /// <param name="unTargetId"></param> /// <param name="vec3DestPos"></param> /// <param name="uiObjTarget"></param> /// <param name="vec3FixDir"></param> /// <returns></returns> public int PlayEffect(int id, long unCastId, Vector3 vec3SrcPos, IXUIObject uiObjCast, long unTargetId, Vector3 vec3DestPos, IXUIObject uiObjTarget, Vector3 vec3FixDir) { Beast caster = Singleton <BeastManager> .singleton.GetBeastById(unCastId); Beast target = Singleton <BeastManager> .singleton.GetBeastById(unTargetId); return(base.PlayEffect(id, caster, vec3SrcPos, uiObjCast, target, vec3DestPos, uiObjTarget, vec3FixDir)); }
public void SetFocus(IXUIObject uiObject) { if (uiObject == null) { return; } UICamera.selectedObject = uiObject.CachedGameObject; }
protected override void OnAwake() { base.OnAwake(); if (null == base.transform.parent) { this.parent = null; return; } }
private bool OnClickUpNormalAttack(IXUIObject button) { Debug.Log("Press Up"); if (Singleton <OpStateManager> .singleton.OnClickSkill(EnumSkillType.eSkillType_Skill, 1)) { return(true); } return(false); }
/// <summary> /// 设置是否可见 /// </summary> /// <param name="strId"></param> /// <param name="vVisible"></param> public void SetVisible(string strId, bool bVisible) { IXUIObject uIObject = this.GetUIObject(strId); if (uIObject != null) { uIObject.SetVisible(bVisible); } }
/// <summary> /// 播放UI特效 /// </summary> protected void PlayEffect() { IXUIObject iXUIObject = string.IsNullOrEmpty(this.m_strUIName) ? null : UIManager.singleton.GetUIObject(this.m_strUIName); if (iXUIObject != null && this.m_nEffectId == 0) { this.m_uiTarget = SafeXUIObject.GetSafeXUIObject(iXUIObject); } }
public static void OnDestoryXUIObject(IXUIObject uiObject) { SafeXUIObject safeXUIObject = null; if (SafeXUIObject.s_dicAllSafeXUIObject.TryGetValue(uiObject, out safeXUIObject)) { safeXUIObject.UIObject = null; SafeXUIObject.s_dicAllSafeXUIObject.Remove(uiObject); } }
private bool OnClickDownNormalAttack(IXUIObject button) { Debug.Log("Press Down"); if (Singleton <BeastRole> .singleton.Beast.Id == Singleton <RoomManager> .singleton.BeastIdInRound) { Debug.Log("发送进入到使用技能的阶段"); NetworkManager.singleton.SendBeastEnterStage((int)EClientRoleStage.ROLE_STAGE_ACTION); } if (Singleton <OpStateManager> .singleton.OnSelectSkill(EnumSkillType.eSkillType_Skill, 1)) { return(true); } Debug.Log("False"); return(false); }
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; }
public static SafeXUIObject GetSafeXUIObject(IXUIObject uiObject) { if (uiObject == null) { return(null); } SafeXUIObject safeXUIObject = null; if (SafeXUIObject.s_dicAllSafeXUIObject.TryGetValue(uiObject, out safeXUIObject)) { return(safeXUIObject); } safeXUIObject = new SafeXUIObject(uiObject); SafeXUIObject.s_dicAllSafeXUIObject.Add(uiObject, safeXUIObject); return(safeXUIObject); }
/// <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 int PlayEffect(int id, Beast iCast, Vector3 vec3SrcPos, IXUIObject uiObjectCast, Beast iTarget, Vector3 vec3DestPos, IXUIObject uiObjectTarget, Vector3 vec3FixDir) { int num = -1; try { if (this.m_EffectDatas.ContainsKey(id)) { EffectData effectData = this.m_EffectDatas[id]; if (null != effectData) { if (effectData.Reverse > 0) { if (iCast == null || null == iTarget) { effectData.Reverse = 0; } } Effect effect = new Effect(); effect.m_nEffectTypeId = id; effect.Caster = ((effectData.Reverse == 0) ? iCast : iTarget); effect.Target = ((effectData.Reverse == 0) ? iTarget : iCast); /*if (null != uiObjectCast) * { * effect.CasterUIObject = SafeXUIObject.GetSafeXUIObject(uiObjectCast); * } * if (null != uiObjectTarget) * { * effect.TargetUIObject = SafeXUIObject.GetSafeXUIObject(uiObjectTarget); * }*/ num = this.GetID(); if (num != -1) { if (this.HighLight) { effect.HighLight = true; this.m_HightLightEffect.Add(num, effect); } effect.Load(effectData); effect.Id = num; this.m_Effects.Add(num, effect); if (vec3SrcPos != Vector3.zero) { if (vec3DestPos != Vector3.zero) { this.m_Effects[num].SetSrcPos(vec3SrcPos); } else { this.m_Effects[num].SourcePos = vec3SrcPos; } } if (vec3DestPos != Vector3.zero) { this.m_Effects[num].TargetPos = vec3DestPos; } if (vec3FixDir != Vector3.zero) { this.m_Effects[num].FixDir = vec3FixDir; } EffectLogger.Debug("PlayEffect:" + id); } } } else { EffectLogger.Error("!m_EffectDatas.ContainsKey(id):" + id); } } catch (Exception ex) { EffectLogger.Fatal(ex.ToString()); } return(num); }
public static string GetUIObjectId(IXUIObject uiObject) { return(LocalWidgetTool.GetUIObjectId(uiObject)); }
private bool OnListItemOnClickEnemyBeast(IXUIObject obj) { Debug.Log("Onlistenemy"); this.OnListEnemyBeastSelect(obj as IXUIListItem); return(true); }
private bool BeastListMouseOn(IXUIObject obj) { IXUIListItem item = obj as IXUIListItem; return(item != null); }
private SafeXUIObject(IXUIObject uiObject) { this.m_uiObject = uiObject; }
public int PlayEffect(int id, Beast iCast, Vector3 vec3SrcPos, IXUIObject uiObjectCast, Beast iTarget, Vector3 vec3DestPos, IXUIObject uiObjectTarget, Vector3 vec3FixDir) { return(EffectManagerImplement.singleton.PlayEffect(id, iCast, vec3SrcPos, uiObjectCast, iTarget, vec3DestPos, uiObjectTarget, vec3FixDir)); }
public void SetFocus(IXUIObject uiObject) { this.m_uiTool.SetFocus(uiObject); }
private bool OnForgetClick(IXUIObject uiObject) { Singleton <PluginToolWrapper> .singleton.ForgetAccount(); return(true); }
/// <summary> /// 点击神兽列表里面的某个神兽 /// </summary> /// <param name="obj"></param> /// <returns></returns> private bool OnListItemOnClickOurBeast(IXUIObject obj) { Debug.Log("Onlistour"); this.OnListOurBeastSelect(obj as IXUIListItem); return(true); }
private bool OnRegisterClick(IXUIObject uiObject) { Singleton <PluginToolWrapper> .singleton.RegisterAccount(); return(true); }
public void TipShow(bool bShow, IXUIObject uiObject) { }