public void chushihua() { TextuerName = TextuerPropModel.GetInstance(); upItem = Rs.Item; content_id = 0; setsadas(); orgShow(); }
//在中间停止时回调函数 public void StopCallbackFunction(int Index) { TA = this.GetComponent <TweenAlpha>(); TPM = TextuerPropModel.GetInstance(); USB.value = 0; label.enabled = false; TA.enabled = true; TA.ResetToBeginning(); TA.PlayForward(); songName.text = TPM.listTextuerProp[Index].MusicName; label.text = TPM.listContent[Index]; label.enabled = true; }
void OnXmlLoadContent() { //申请一块xml文件内存 XmlDocument xmlDoc = new XmlDocument(); //加载xml文件中的文本 xmlDoc.Load(Application.streamingAssetsPath + "/config/songContent.xml"); //用一个节点数组存储xml文件中root节点下的所有子节点 XmlNodeList list = xmlDoc.SelectSingleNode("linker").ChildNodes; for (int i = 0; i < list.Count; i++) { TextuerPropModel prop = TextuerPropModel.GetInstance(); prop.readContent(list[i]); } }
public void initialize() { // Clear(); listSortedItems.Clear(); TextuerName = TextuerPropModel.GetInstance(); InstantiateTextuer(TextuerName.TEYP); canChangeItem = true; int count = listEnhanceItems.Count; dFactor = (Mathf.RoundToInt((1f / count) * 10000f)) * 0.0001f; mCenterIndex = count / 2; if (count % 2 == 0) { mCenterIndex = count / 2 - 1; } int index = 0; for (int i = count - 1; i >= 0; i--) { listEnhanceItems[i].CurveOffSetIndex = i; listEnhanceItems[i].CenterOffSet = dFactor * (mCenterIndex - index); //listEnhanceItems[i].SetSelectState(false); GameObject obj = listEnhanceItems[i].gameObject; if (inputType == InputSystemType.NGUIAndWorldInput) { DragEnhanceView script = obj.GetComponent <DragEnhanceView>(); if (script != null) { script.SetScrollView(this); } } else { UDragEnhanceView script = obj.GetComponent <UDragEnhanceView>(); if (script != null) { script.SetScrollView(this); } } index++; } // set the center item with startCenterIndex if (startCenterIndex < 0 || startCenterIndex >= count) { Debug.LogError("## startCenterIndex < 0 || startCenterIndex >= listEnhanceItems.Count out of index ##"); startCenterIndex = mCenterIndex; } // sorted items listSortedItems = new List <EnhanceItem>(listEnhanceItems.ToArray()); totalHorizontalWidth = cellWidth * count * cellWidthDeviant; curCenterItem = listEnhanceItems[startCenterIndex]; curHorizontalValue = 0.5f - curCenterItem.CenterOffSet; LerpTweenToTarget(0f, curHorizontalValue, false); // // enable the drag actions // EnableDrag(true); UITexture ME1 = Resources.Load <UITexture>("Prefabs/fuzi1"); //curCenterItem.GetComponent<UITexture>().mainTexture = Resources.Load<Texture>("Texture/centre" + curCenterItem.CurveOffSetIndex); fish1 = Instantiate(ME1, new Vector3(0, -1, 0), this.transform.rotation) as UITexture; fish1.mainTexture = Resources.Load <Texture>("song/" + TextuerName.listTextuerProp[curCenterItem.Number].textureSong); fish1.depth = 99; fish1.transform.parent = transform; fish1.transform.localScale = new Vector3(1, 1, 1); fish1.transform.localPosition = new Vector3(0, -1, 0); setAct(RS.getCurrentTextuer); setAct2(SO.GetComponent <StopOperation>().StopCallbackFunction); depthFactor = listEnhanceItems.Count; if (act != null) { act(curCenterItem.Number); } if (act2 != null) { act2(curCenterItem.Number); } SO.GetComponent <glrc>().chushihua(); }
//设置歌曲类型为管弦乐 public void setSongTeypOrchestralMusic() { TextuerPropModel prop = TextuerPropModel.GetInstance(); prop.TEYP = "OrchestralMusic"; }
//设置歌曲类型为弦乐 public void setSongTeypStringMusic() { TextuerPropModel prop = TextuerPropModel.GetInstance(); prop.TEYP = "StringMusic"; }
//设置歌曲类型为弹拨乐 public void setSongTeypPluckInstrume() { TextuerPropModel prop = TextuerPropModel.GetInstance(); prop.TEYP = "PluckInstrume"; }
//设置歌曲类型为吹管乐 public void setSongTeypWoodwindMusic() { TextuerPropModel prop = TextuerPropModel.GetInstance(); prop.TEYP = "WoodwindMusic"; }
//设置歌曲类型为钢琴 public void setSongTeypPiano() { TextuerPropModel prop = TextuerPropModel.GetInstance(); prop.TEYP = "Piano"; }