コード例 #1
0
    public void InitHeadCell(ItemOfReward[] _reward, GameObject m_Grid)
    {
        mAllCount = _reward.Length;
        UnityEngine.Object obj = PrefabLoader.loadFromPack("LS/pbLSCardRole");
        if (obj != null)
        {
            for (int i = 0; i < _reward.Length; i++)
            {
                GameObject go = UnityEngine.MonoBehaviour.Instantiate(obj) as GameObject;
                RED.AddChild(go, m_Grid);
                UICardHeadCell mm = go.GetComponent <UICardHeadCell>();
                mm.SetDetail(_reward[i]);
                CardHeadCellList.Add(mm);
                //计算卡牌位置的方法有待优化,去适应任意个数的位置
                if (_reward.Length == 1)
                {
                    mTargetPosDic.Add(i, Vector3.zero);
                }
                else
                {
                    if (i < 5)
                    {
                        mTargetPosDic.Add(i, new Vector3((m2.x + (i + 1) * 2 * m_temp) - 6 * m_temp, m2.y, m2.z));
                    }
                    else
                    {
                        mTargetPosDic.Add(i, new Vector3((m3.x + (i + 1 - 5) * 2 * m_temp) - 6 * m_temp, m3.y, m3.z));
                    }
                }

                mTargetPosDicIndex.Add(i);
            }
        }
        mCardSystemPanel.SetBeginAnimation();
    }
コード例 #2
0
    public static UIMessageTag OpenUI(FightMegCellData data, bool WinOrLose, RevengeProgressData rpdata)
    {
        if (_this == null)
        {
            Object prefab = PrefabLoader.loadFromPack("LS/pbLSInformationTag");
            if (prefab != null)
            {
                GameObject obj = Instantiate(prefab) as GameObject;
                RED.AddChild(obj, DBUIController.mDBUIInstance._TopRoot);

                _this = obj.gameObject.GetComponent <UIMessageTag>();
                _this.Typography(WinOrLose);
                _this.data = data;
                //要花钻石复仇
                if (rpdata.needStone > 0)
                {
                    _this.Spr_Stone.enabled = true;
                    _this.Lab_Revenge.text  = rpdata.needStone.ToString();
                }
                else
                {
                    //免费复仇
                    _this.Spr_Stone.enabled = false;
                    _this.Lab_Revenge.text  = "[FFFF00](" + rpdata.curProgress.ToString() + "/" + rpdata.maxProgress.ToString() + ")[-]";
                }
            }
        }
        else
        {
            _this.gameObject.SetActive(true);
        }
        return(_this);
    }
コード例 #3
0
    void AddBox(List <Vector3> boxlist, List <Vector3> boxposlist, List <string> newstrlist)
    {
        for (int i = 0; i < boxlist.Count; i++)
        {
            Object prefab = PrefabLoader.loadFromPack("LS/Urlobj");
            if (prefab != null)
            {
                GameObject obj = Instantiate(prefab) as GameObject;
                RED.AddChild(obj, root);

                UILabel label = obj.GetComponentInChildren <UILabel>();
                label.text = "[00FF00]" + newstrlist[i];
                obj.transform.localPosition = boxposlist[i];

                obj.AddComponent <UIButton>().tweenTarget = label.gameObject;

                BoxCollider box = obj.gameObject.AddComponent <BoxCollider>();
                box.size   = new Vector3((float)label.width, (float)label.height, 0f);
                box.center = new Vector3((float)label.width / 2, 0f, 0f);

                UIButtonMessage message = obj.gameObject.AddComponent <UIButtonMessage>();
                message.target       = this.gameObject;
                message.functionName = "OnClick";
                message.trigger      = UIButtonMessage.Trigger.OnClick;
            }
        }
    }
コード例 #4
0
    public void OpenUI(SQYBoxItem itemParent)
    {
        RED.AddChild(this.gameObject, itemParent.transform.parent.gameObject);
        m_selBagItem = itemParent;
        InitBtnSprite();
        SetShow(true);
        switch (itemParent.curItemType)
        {
        case RUIType.EMItemType.Charator:
            InitMonsterUI();
            break;

        case RUIType.EMItemType.Equipment:
            InitEquipUI();
            break;

        case RUIType.EMItemType.Gem:
            InitGemUI();
            break;

        case RUIType.EMItemType.Props:
            InitPropUI();
            break;

//			case RUIType.EMItemType.Soul:
        case RUIType.EMItemType.AtkFrag:
        case RUIType.EMItemType.DefFrag:
        case RUIType.EMItemType.MonFrag:
            InitSoulUI();
            break;
        }

        PlayAnim();
    }
コード例 #5
0
 //添加房间
 public void AddRoom(SockRoomInfo room)
 {
     if (!m_dicRoomList.ContainsKey(room.roomId))
     {
         //to add...
         Object prefab = PrefabLoader.loadFromPack("ZQ/roomItem");
         if (prefab != null)
         {
             GameObject obj = Instantiate(prefab) as GameObject;
             RED.AddChild(obj, m_grid.gameObject);
             RadarRoomItem roomItem = obj.GetComponent <RadarRoomItem> ();
             roomItem.InitRoomItem(room);
             m_dicRoomList.Add(room.roomId, roomItem);
         }
         else
         {
             RED.LogWarning("ZQ/roomItem    not find");
         }
         m_grid.Reposition();
     }
     else
     {
         UpdateRoom(room);
     }
 }
コード例 #6
0
    void Start()
    {
//		_IsRemove = true;
        if (_Camera != null)
        {
            _Camera.transform.localPosition = new Vector3(-53f, 458f, -1089f);
//			_Camera.transform.localRotation = Quaternion.Euler(new Vector3(3.1f, 0f, 0f));
            _Camera.transform.localRotation = Quaternion.Euler(new Vector3(-6f, 0f, 0f));
        }

//		MultipleX = Mathf.Abs(458f - 118f)/Mathf.Abs(-2436f + 1089f);
//		MultipleY = Mathf.Abs(53f - 47f)/Mathf.Abs(-2436f + 1089f);
//		MultipleRotate = Mathf.Abs(3.1f + 6f)/Mathf.Abs(-2436f + 1089f);

        Object bg = PrefabLoader.loadFromPack("ZQ/CreateRoleBg");

        if (bg != null)
        {
            m_CreateRoleBg = Instantiate(bg) as GameObject;
            RED.AddChild(m_CreateRoleBg, DBUIController.mDBUIInstance._bottomRoot);
        }

        _Stage = CRLuo_ShowStage.CreateRoleShowStage();
        if (_Stage != null)
        {
            _Stage.Try_key = false;
            _Stage.CameraOBJ.gameObject.SetActive(false);
            _Stage.ShowCharactor(Core.Data.rechargeDataMgr.NPCId);
            _Stage.gameObject.transform.localPosition = new Vector3(0.6f, 0f, -1.7f);
        }
        BeginAnimat();
    }
コード例 #7
0
ファイル: AngryBar.cs プロジェクト: mengtest/DragonBallNew
    /// <summary>
    /// 展现文字的动画
    /// </summary>
    void createUpAnim(int changed, GameObject GoParent)
    {
        if (changed == 0)
        {
            return;
        }
        if (lastOne != null)
        {
            lastOne.UpAnimImmediate();
        }

        Object obj = null;

        obj = PrefabLoader.loadFromUnPack("Ban/AngryChg", false);
        GameObject go = Instantiate(obj) as GameObject;

        RED.AddChild(go, GoParent);

        AngryChgAnim aca = go.GetComponent <AngryChgAnim>();

        aca.showAnim(changed);

        lastOne = aca;

        AsyncTask.QueueOnMainThread(() => { lastOne = null; }, aca.StayTime);
    }
コード例 #8
0
 //如果TargetLevel不是-1,说明要升到指定的级数,curLv没有在外面升级
 public static LevelUpUI OpenUI(int TargetLevel = -1)
 {
     if (_mInstance == null)
     {
         Object prefab = PrefabLoader.loadFromPack("ZQ/LevelUpUI");
         if (prefab != null)
         {
             GameObject obj = Instantiate(prefab) as GameObject;
             RED.AddChild(obj, DBUIController.mDBUIInstance._TopRoot);
             obj.transform.localScale       = Vector3.one;
             obj.transform.localPosition    = Vector3.zero;
             obj.transform.localEulerAngles = Vector3.zero;
             _mInstance = obj.GetComponent <LevelUpUI>();
             RED.TweenShowDialog(obj);
             _mInstance.targetLv = TargetLevel == -1 ? Core.Data.playerManager.Lv : TargetLevel;
             mInstance.InitUI(_mInstance.targetLv);
         }
     }
     else
     {
         _mInstance.targetLv = TargetLevel == -1 ? Core.Data.playerManager.Lv : TargetLevel;
         mInstance.InitUI(_mInstance.targetLv);
         mInstance.SetShow(true);
     }
     return(_mInstance);
 }
コード例 #9
0
 //如果type = UITaskType.None,按玩家最近一次的选择显示
 public static UITask Open(UITaskType type = UITaskType.None, System.Action callBack = null)
 {
     if (Instance == null)
     {
         Object prefab = PrefabLoader.loadFromPack("LS/MissionSys/MissionSysRoot");
         if (prefab != null)
         {
             GameObject obj = Instantiate(prefab) as GameObject;
             RED.AddChild(obj, DBUIController.mDBUIInstance._TopRoot);
             obj.transform.localScale       = Vector3.one;
             obj.transform.localPosition    = Vector3.zero;
             obj.transform.localEulerAngles = Vector3.zero;
             Instance = obj.GetComponent <UITask>();
         }
     }
     else
     {
         if (!Instance.gameObject.activeSelf)
         {
             Instance.gameObject.SetActive(true);
         }
         Instance.UIInit();
     }
     Instance.exitCallBack = callBack;
     //if(type != UITaskType.None)
     Instance.curTaskType = type;
     return(Instance);
 }
コード例 #10
0
    public bool FeatureWar_Cast(BoxCollider collider, float manualHeight)
    {
        //用来判断是否为特殊步骤
        bool             over      = true;
        BanBattleManager battleMgr = BanBattleManager.Instance;

        if (curStep == GuideStep.XiaoWuKong_OverSkill1)
        {
            Object obj = PrefabLoader.loadFromUnPack("Ban/AngryGuide", false);
            castGuide = Instantiate(obj) as GameObject;
            RED.AddChild(castGuide, BanBattleManager.Instance.AngryPos);
            castGuide.transform.localPosition = new Vector3(0f, 11f, 0f);
            //走到这一步
            curStep = GuideStep.XiaoWuKong_Cast_Overskill;
            //小悟空的怒气技要把按钮暴露出来
            StartCoroutine(turnAngryBtn());

            //设定Boxcollider的位置
            collider.center = new Vector3(-424f, FitScreen(-198f, manualHeight), 0);
            collider.size   = new Vector3(160f, 160f, 0);

            over = false;
            now  = Time.realtimeSinceStartup;
        }
        else if (curStep == GuideStep.XiaoWuKong_Cast_Overskill)
        {
            ///
            /// --- 为了防止用户的快速点击操作 -----
            ///
            float cur   = Time.realtimeSinceStartup;
            float delta = cur - now;
            if (delta <= 1)
            {
                return(false);
            }

            if (castGuide != null)
            {
                Destroy(castGuide);
            }
            Time.timeScale = 1.0f;

            BanSideInfo attside = battleMgr.attackSideInfo;
            attside.PlayerAngryWord.FeatureWarShow(1, string.Empty, () => { battleMgr.AngryUI(false, null, -1); });
            attside.angrySlot.curAP = 0;

            //走到这一步
            curStep = GuideStep.XiaoWuKong_Cast_Over;
            //设定Boxcollider的位置
            collider.center = Vector3.zero;
            collider.size   = new Vector3(1600f, 1200f, 0);

            over = false;

            StartCoroutine(battleMgr.getGuideUI.Guide_DX());
        }

        return(over);
    }
コード例 #11
0
    void UpdateBtnSprite()
    {
        switch (_itemType)
        {
        case EMItemType.Charator:
            SetBtnSpriteName(SEL_SPNAME, m_btnChar);
            SetBtnSpriteName(UNSEL_SPNAME, m_btnEquip, m_btnGem, m_btnProp, m_btnAtkFrag, m_btnDefFrag, m_btnMonFrag);
            RED.AddChild(m_selBtnTip, m_btnChar.gameObject);
            m_selBtnTip.transform.localPosition = new Vector3(-60, 0, 0);
            break;

        case EMItemType.Equipment:
            SetBtnSpriteName(SEL_SPNAME, m_btnEquip);
            SetBtnSpriteName(UNSEL_SPNAME, m_btnChar, m_btnGem, m_btnProp, m_btnAtkFrag, m_btnDefFrag, m_btnMonFrag);
            RED.AddChild(m_selBtnTip, m_btnEquip.gameObject);
            m_selBtnTip.transform.localPosition = new Vector3(-60, 0, 0);
            break;

        case EMItemType.Gem:
            SetBtnSpriteName(SEL_SPNAME, m_btnGem);
            SetBtnSpriteName(UNSEL_SPNAME, m_btnEquip, m_btnChar, m_btnProp, m_btnAtkFrag, m_btnDefFrag, m_btnMonFrag);
            RED.AddChild(m_selBtnTip, m_btnGem.gameObject);
            m_selBtnTip.transform.localPosition = new Vector3(-60, 0, 0);
            break;

        case EMItemType.Props:
            SetBtnSpriteName(SEL_SPNAME, m_btnProp);
            SetBtnSpriteName(UNSEL_SPNAME, m_btnEquip, m_btnGem, m_btnChar, m_btnAtkFrag, m_btnDefFrag, m_btnMonFrag);
            RED.AddChild(m_selBtnTip, m_btnProp.gameObject);
            m_selBtnTip.transform.localPosition = new Vector3(-60, 0, 0);
            break;

        case EMItemType.AtkFrag:
            SetBtnSpriteName(SEL_SPNAME, m_btnAtkFrag);
            SetBtnSpriteName(UNSEL_SPNAME, m_btnEquip, m_btnGem, m_btnProp, m_btnChar, m_btnDefFrag, m_btnMonFrag);
            RED.AddChild(m_selBtnTip, m_btnAtkFrag.gameObject);
            m_selBtnTip.transform.localPosition = new Vector3(-60, 0, 0);
            break;

        case EMItemType.DefFrag:
            SetBtnSpriteName(SEL_SPNAME, m_btnDefFrag);
            SetBtnSpriteName(UNSEL_SPNAME, m_btnEquip, m_btnGem, m_btnProp, m_btnChar, m_btnAtkFrag, m_btnMonFrag);
            RED.AddChild(m_selBtnTip, m_btnDefFrag.gameObject);
            m_selBtnTip.transform.localPosition = new Vector3(-60, 0, 0);
            break;

        case EMItemType.MonFrag:
            SetBtnSpriteName(SEL_SPNAME, m_btnMonFrag);
            SetBtnSpriteName(UNSEL_SPNAME, m_btnEquip, m_btnGem, m_btnProp, m_btnChar, m_btnAtkFrag, m_btnDefFrag);
            RED.AddChild(m_selBtnTip, m_btnMonFrag.gameObject);
            m_selBtnTip.transform.localPosition = new Vector3(-60, 0, 0);
            break;
        }
        RED.SetActive(false, m_selBtnTip);
        RED.SetActive(true, m_selBtnTip);
    }
コード例 #12
0
 // information  tag...  include delete, add friend, receive gift, send message and so on
 void CreateMessageTag()
 {
     UnityEngine.Object obj = PrefabLoader.loadFromPack("LS/pbLSInformationTag");
     if (obj != null)
     {
         GameObject go = RUIMonoBehaviour.Instantiate(obj) as GameObject;
         mUIMessageTag = go.GetComponent <UIMessageTag>();
         RED.AddChild(go.gameObject, DBUIController.mDBUIInstance._bottomRoot);
     }
 }
コード例 #13
0
 public static void OpenUI()
 {
     UnityEngine.Object obj = PrefabLoader.loadFromPack("LS/pbLSMailAndBattleRoot");
     if (obj != null)
     {
         GameObject go = RUIMonoBehaviour.Instantiate(obj) as GameObject;
         _instance = go.GetComponent <UIMailAndBattleMain>();
         RED.AddChild(go.gameObject, DBUIController.mDBUIInstance._bottomRoot);
     }
 }
コード例 #14
0
 void CreateSecretShopTag()
 {
     UnityEngine.Object obj = PrefabLoader.loadFromPack("LS/pbLSScrectShopTag");
     if (obj != null)
     {
         GameObject go = RUIMonoBehaviour.Instantiate(obj) as GameObject;
         _UISecretShopTag = go.GetComponent <UISecretShopTag>();
         RED.AddChild(go.gameObject, DBUIController.mDBUIInstance._TopRoot);
     }
 }
コード例 #15
0
 void InitRankCheckInfoPanel()
 {
     UnityEngine.Object obj = PrefabLoader.loadFromPack("LS/pbLSDragonBallRankCheckInfo");
     if (obj != null)
     {
         GameObject go = RUIMonoBehaviour.Instantiate(obj) as GameObject;
         mUIDragonBallRankCheckInfo = go.GetComponent <UIDragonBallRankCheckInfo>();
         RED.AddChild(go.gameObject, DBUIController.mDBUIInstance._bottomRoot);
     }
 }
コード例 #16
0
 void CreateSecretShop()
 {
     UnityEngine.Object obj = PrefabLoader.loadFromPack("LS/pbLSDragonBallSecretMall");
     if (obj != null)
     {
         GameObject go = RUIMonoBehaviour.Instantiate(obj) as GameObject;
         _UISecretShop = go.GetComponent <UISecretShop>();
         RED.AddChild(go.gameObject, DBUIController.mDBUIInstance._bottomRoot);
     }
 }
コード例 #17
0
    public static void OpenUI()
    {
        Object prefab = PrefabLoader.loadFromPack("JC/JCCreateRole");

        if (prefab != null)
        {
            GameObject obj = Instantiate(prefab) as GameObject;
            RED.AddChild(obj, DBUIController.mDBUIInstance._TopRoot);
        }
    }
コード例 #18
0
ファイル: ComLoading.cs プロジェクト: mengtest/DragonBallNew
    public static void Open(string strText = "", float maskAlpha = 0.5f)
    {
        if (_instance == null)
        {
            Object     pro    = PrefabLoader.loadFromPack("Comload/pbComLoading");
            GameObject prefab = GameObject.Instantiate(pro) as GameObject;

            GameObject parent = null;
            if (DBUIController.mDBUIInstance != null)
            {
                parent = DBUIController.mDBUIInstance._TopRoot;
            }
            else
            {
                Behaviour uic = UICamera.currentCamera;
                if (uic == null)                  //空的情况下,可以再次去战斗场景里面去相机
                {
                    uic = BattleCamera.Instance.Camera1;
                }

                if (uic == null)
                {
                    return;
                }
                parent = uic.gameObject;
            }

            RED.AddChild(prefab, parent);
            if (Core.SM.CurScenesName == SceneName.GAME_BATTLE)
            {
                prefab.layer = LayerMask.NameToLayer("UI");
            }
            else
            {
                prefab.layer = LayerMask.NameToLayer("UITop");
            }
            prefab.name = "ComloadingUI";

            _instance = prefab.GetComponent <ComLoading>();
        }
        else
        {
            RED.SetActive(true, _instance.gameObject);
        }
        if (_instance != null)
        {
            if (strText == "")
            {
                strText = Core.Data.stringManager.getString(9125);
            }
            _instance._txtDesp.text = strText;
            _instance.Init();
            _instance.maskAlpha = maskAlpha;
        }
    }
コード例 #19
0
ファイル: AnnounceMrg.cs プロジェクト: mengtest/DragonBallNew
 void CreateaAnnounceUI()
 {
     UnityEngine.Object obj = PrefabLoader.loadFromPack("LS/pbLSAnnounce");
     if (obj != null)
     {
         GameObject go = RUIMonoBehaviour.Instantiate(obj) as GameObject;
         mUIAnnounce = go.GetComponent <UIAnnounce>();
         //RED.TweenShowDialog (go);
         RED.AddChild(go.gameObject, DBUIController.mDBUIInstance._TopRoot);
     }
 }
コード例 #20
0
 public static void OpenUI(string strContent, int fullMoney, int leftMoney, int fullStone, int leftStone)
 {
     if (_instance == null)
     {
         Object     prefab = PrefabLoader.loadFromPack("ZQ/RobUI");
         GameObject obj    = Instantiate(prefab) as GameObject;
         RED.AddChild(obj, DBUIController.mDBUIInstance._TopRoot);
     }
     _instance.InitUI(strContent, fullMoney, leftMoney, fullStone, leftStone);
     _instance.SetShow(true);
 }
コード例 #21
0
    void InitCardPanel()
    {
        GameObject obj = PrefabLoader.loadFromPack("LS/pbLSCradSystemFX") as GameObject;

        if (obj != null)
        {
            GameObject go = UnityEngine.MonoBehaviour.Instantiate(obj) as GameObject;
            mCardSystemPanel = go.gameObject.GetComponent <CardSystemPanel>();
            RED.AddChild(go.gameObject, DBUIController.mDBUIInstance._bottomRoot);
        }
    }
コード例 #22
0
ファイル: MonFragUI.cs プロジェクト: mengtest/DragonBallNew
    public static void OpenUI(MonsterData data)
    {
        Object prefab = PrefabLoader.loadFromPack("ZQ/MonFragUI");

        if (prefab != null)
        {
            GameObject obj = Instantiate(prefab) as GameObject;
            RED.AddChild(obj, DBUIController.mDBUIInstance._TopRoot);
            mInstance = obj.GetComponent <MonFragUI> ();
            mInstance.InitUI(data);
        }
    }
コード例 #23
0
    //star >= 1 && star <= 7
    public UISprite getBallGo(int star)
    {
        Object     obj    = getBallObj;
        GameObject go     = Instantiate(obj, StartPosList[star - 1].position, Quaternion.identity) as GameObject;
        UISprite   sprite = go.GetComponent <UISprite>();

        sprite.spriteName = "dragon-" + star.ToString();

        RED.AddChild(go, Rt);

        return(sprite);
    }
コード例 #24
0
    public static JCSubtitlesPanel OpenUI()
    {
        Object prefab = PrefabLoader.loadFromPack("JC/JCSubtitlesPanel");

        if (prefab != null)
        {
            GameObject obj = Instantiate(prefab) as GameObject;
            RED.AddChild(obj, DBUIController.mDBUIInstance._bottomRoot);
            _this = obj.GetComponent <JCSubtitlesPanel>();
        }
        return(_this);
    }
コード例 #25
0
 public static void OpenUI()
 {
     if (_instance == null)
     {
         Object prefab = PrefabLoader.loadFromPack("ZQ/RadarTeamUI");
         if (prefab != null)
         {
             GameObject obj = Instantiate(prefab) as GameObject;
             RED.AddChild(obj, DBUIController.mDBUIInstance._bottomRoot);
         }
     }
 }
コード例 #26
0
ファイル: QuickChatUI.cs プロジェクト: mengtest/DragonBallNew
    void CreateQuickChatCell(string strText)
    {
        Object prefab = PrefabLoader.loadFromPack("ZQ/QuickChatCell");

        if (prefab != null)
        {
            GameObject obj = Instantiate(prefab) as GameObject;
            RED.AddChild(obj, m_grid.gameObject);
            QuickChatCell cell = obj.GetComponent <QuickChatCell>();
            cell.SetText(strText);
        }
    }
コード例 #27
0
    /// <summary>
    /// 根据背包元素类型 来确定当前星级的元素是什么(人物,道具,装备等)
    /// </summary>
    /// <param name="node">Node.</param>
    /// <param name="iType">I type.</param>
    /// <param name="parent">Parent.</param>
    void checkNodeBoxItem(SQYNodeForBI node, EMItemType iType, GameObject parent)
    {
        switch (iType)
        {
        case EMItemType.Charator:
            if (node._charator == null)
            {
                node._charator          = SQYBICharator.CreateBICharator();
                node._charator.OnClick += this.On_Click;
            }
            break;

        case EMItemType.Equipment:
            if (node._equipment == null)
            {
                node._equipment          = SQYBIEquipment.CreateBIEquipment();
                node._equipment.OnClick += this.On_Click;
            }
            break;

        case EMItemType.Gem:
            if (node._gem == null)
            {
                node._gem          = SQYBIGem.CreateBIGem();
                node._gem.OnClick += this.On_Click;
            }
            break;

        case EMItemType.Props:
            if (node._props == null)
            {
                node._props          = SQYBIProps.CreateBIProps();
                node._props.OnClick += this.On_Click;
            }
            break;

        case EMItemType.AtkFrag:
        case EMItemType.DefFrag:
        case EMItemType.MonFrag:
            if (node._soul == null)
            {
                node._soul          = SQYBISoul.CreateBISoul();
                node._soul.OnClick += this.On_Click;
            }
            break;
        }

        node.resetItemType(iType);        //根据类型 把当前的元素重设.
        RED.AddChild(node._boxItem.gameObject, parent);
        node._boxItem.myParent = this;
        node._boxItem.myNode   = node;
    }
コード例 #28
0
ファイル: GPSRewardUI.cs プロジェクト: mengtest/DragonBallNew
 public static void OpenUI()
 {
     if (_instace == null)
     {
         Object     obj = PrefabLoader.loadFromPack("ZQ/GPSRewardUI");
         GameObject ui  = Instantiate(obj) as GameObject;
         RED.AddChild(ui, UICamera.currentCamera.gameObject);
     }
     else
     {
         mInstance.SetShow(true);
     }
 }
コード例 #29
0
 public static void OpenUI()
 {
     UnityEngine.Object obj = PrefabLoader.loadFromPack("LS/pbLSFirstRechargePanel");
     if (obj != null)
     {
         GameObject go = Instantiate(obj) as GameObject;
         if (go != null)
         {
             RED.AddChild(go, DBUIController.mDBUIInstance._TopRoot);
             mInstance = go.GetComponent <UIFirstRechargePanel>();
         }
     }
 }
コード例 #30
0
 public static void OpenUI()
 {
     if (_Instance == null)
     {
         Object prefab = PrefabLoader.loadFromPack("LS/MissionSysRoot");
         if (prefab != null)
         {
             GameObject obj = Instantiate(prefab) as GameObject;
             RED.AddChild(obj, DBUIController.mDBUIInstance._TopRoot);
             _Instance = obj.GetComponent <MissionSystem> ();
         }
     }
 }