コード例 #1
0
        public void SetSelectOverEffect()
        {
            if (m_OldEffectParam != null)
            {
                return;
            }

            UEffectParamBase param = new UEffectPrefabParam(_eType: UEffectPrefabType.UEPT_WarMain_Select, _tfAttachParent: this.HeadIcon.transform);

            UEffectManager.Instance.CreateEffect(UEffectType.UET_EffectPrefab, ref param);

            m_OldEffectParam = param;
            UEffectPrefabParam paramPrefab = (UEffectPrefabParam)param;

            paramPrefab.EffectGameObject.transform.SetAsFirstSibling();

            UEffectParamBase paramex = new UEffectPrefabParam(_eType: UEffectPrefabType.UEPT_WarMain_SelectEX, _tfAttachParent: this.HeadIcon.transform);

            UEffectManager.Instance.CreateEffect(UEffectType.UET_EffectPrefab, ref paramex);

            m_OldEffectParamEX = paramex;
            UEffectPrefabParam paramPrefabEX = (UEffectPrefabParam)paramex;

            paramPrefabEX.EffectGameObject.transform.SetAsFirstSibling();

            // 移除开放效果
            if (ItemData.bOpenEffect)
            {
                if (m_OpenEffectParam != null)
                {
                    UEffectManager.Instance.DestroyEffect(UEffectType.UET_EffectPrefab, ref m_OpenEffectParam);
                    m_OpenEffectParam = null;
                }
            }
        }
コード例 #2
0
        public void showUpGradeFrame()
        {
            UpgradeFrame.SetActive(true);

            #region recordShareImg
            CaptureScreen.GetInstance().CaptureAreaImage(new CaptureAreaImgData(shareImgPath, GetRecordRect()));
            #endregion

            DwonFrame.SetActive(false);
            UpgradeImg.sprite = USpriteManager.Instance.GetSprite(USpriteManager.ESpriteType.EST_RankImage, WndID.WND_ID_WAR_MAIN_FRAME, 1, LogicDataCenter.rankDataManager.getRankID());

            if (m_RankEffectParam != null)
            {
                UEffectManager.Instance.DestroyEffect(UEffectType.UET_EffectPrefab, ref m_RankEffectParam);
                m_RankEffectParam = null;
            }

            int nOffset = LogicDataCenter.rankDataManager.getRankID() - 1;
            if (nOffset >= 0)
            {
                UEffectParamBase param = new UEffectPrefabParam(_eType: UEffectPrefabType.UEPT_WarMain_RankEffect1 + nOffset, _tfAttachParent: this.UpgradeImg.transform);
                UEffectManager.Instance.CreateEffect(UEffectType.UET_EffectPrefab, ref param);

                m_RankEffectParam = param;
                UEffectPrefabParam paramPrefab = (UEffectPrefabParam)param;
                paramPrefab.EffectGameObject.transform.SetAsFirstSibling();
            }

            // 显示描述
            UpRankName.text = LogicDataCenter.rankDataManager.getRankName();
        }
コード例 #3
0
        public void DestorySelectOverEffect()
        {
            if (m_OldEffectParam != null)
            {
                UEffectManager.Instance.DestroyEffect(UEffectType.UET_EffectPrefab, ref m_OldEffectParam);
                m_OldEffectParam = null;
            }

            if (m_OldEffectParamEX != null)
            {
                UEffectManager.Instance.DestroyEffect(UEffectType.UET_EffectPrefab, ref m_OldEffectParamEX);
                m_OldEffectParamEX = null;
            }

            // 添加开放效果
            if (ItemData.bOpenEffect)
            {
                if (m_OpenEffectParam != null)
                {
                    UEffectManager.Instance.DestroyEffect(UEffectType.UET_EffectPrefab, ref m_OpenEffectParam);
                    m_OpenEffectParam = null;
                }

                UEffectParamBase param = new UEffectPrefabParam(_eType: UEffectPrefabType.UEPT_WarMain_CanJoinEffect, _tfAttachParent: this.HeadIcon.transform);
                UEffectManager.Instance.CreateEffect(UEffectType.UET_EffectPrefab, ref param);

                m_OpenEffectParam = param;
                UEffectPrefabParam paramPrefab = (UEffectPrefabParam)param;
                paramPrefab.EffectGameObject.transform.SetAsFirstSibling();
            }
        }
コード例 #4
0
        public void ShowEndOfWar(bool bIsWin)
        {
            SetVisible(true);
            StateImage.sprite = USpriteManager.Instance.DefaultSprite;
            if (bIsWin)
            {
                //StateImage.sprite = VictoryImage;

                EndOfWarEffect = new UEffectPrefabParam(_eType: UEffectPrefabType.UEPT_UEndOfWarView_Victory, _tfAttachParent: StateImage.transform);
                UEffectManager.Instance.CreateEffect(UEffectType.UET_EffectPrefab, ref EndOfWarEffect);

                UEffectPrefabParam paramPrefab = (UEffectPrefabParam)EndOfWarEffect;
                // paramPrefab.EffectGameObject.transform.localPosition = new Vector3(25, -8, 0);

                // 播放胜利音效
                playWinSound();
            }
            else
            {
                //StateImage.sprite = FailedImage;

                EndOfWarEffect = new UEffectPrefabParam(_eType: UEffectPrefabType.UEPT_UEndOfWarView_Failure, _tfAttachParent: StateImage.transform);
                UEffectManager.Instance.CreateEffect(UEffectType.UET_EffectPrefab, ref EndOfWarEffect);

                UEffectPrefabParam paramPrefab = (UEffectPrefabParam)EndOfWarEffect;
                // paramPrefab.EffectGameObject.transform.localPosition = new Vector3(25, -8, 0);

                // 播放失败音效
                playFailedSound();
            }
            //缩放动画
            Sequence ShowEndOfWarEequence = DOTween.Sequence();

            ShowEndOfWarEequence
            //ShowEndOfWarEequence.Append(StateImage.rectTransform.DOSizeDelta(new Vector2(1218, 651), duration, snapping)
            //                                                    .SetDelay(delay)
            //                                                    .SetEase(Ease.OutFlash, amplitude, period))
            .Append(ContinueImage.DOFade(1.0f, ButtonDuration)
                    .SetDelay(delay))
            .Insert(1, ContinueButton.DOFade(1.0f, ButtonDuration)
                    .SetDelay(delay))
            .Insert(1, ContinueText.DOFade(1.0f, ButtonDuration)
                    .SetDelay(delay));
            ShowEndOfWarEequence.OnKill(() => ShowEndOfWarEequence = null);


            // 进入战绩界面前按键设为false
            if (EntityFactory.MainHero != null)
            {
                SkillCtrl sc = EntityFactory.MainHero.GetComponent <SkillCtrl>();
                if (sc != null)
                {
                    sc.enable = false;
                }
            }
            Invoke("onContinueBtnClick", 6f);
        }
コード例 #5
0
ファイル: UGuideWnd.cs プロジェクト: zwong91/Titan
        internal void AddGuideEffect(int _nEffectID)
        {
            UEffectParamBase param = new UEffectPrefabParam((UEffectPrefabType)_nEffectID, GetTransform());

            if (UEffectManager.Instance.CreateEffect(UEffectType.UET_EffectPrefab, ref param))
            {
                m_dicGuideEffect.Add(param);
            }
        }
コード例 #6
0
ファイル: WarHeroTalentView.cs プロジェクト: zwong91/Titan
        public void DestoryTalentUpdateCanUseEffect()
        {
            if (m_OldEffectParam == null)
            {
                return;
            }

            UEffectParamBase param = (UEffectParamBase)m_OldEffectParam;

            UEffectManager.Instance.DestroyEffect(UEffectType.UET_EffectPrefab, ref param);
            m_OldEffectParam = null;
        }
コード例 #7
0
ファイル: LifeHeroCultureWnd.cs プロジェクト: zwong91/Titan
        public void Start()
        {
            LogicDataCenter.lifeHeroDataManager.AddPrizeTaskDataHandler(SetTaskData);
            obtainBtn.onClick.AddListener(OnObtainBtnClick);
            obtainBtn.GetComponentInChildren <Text>().text = ULocalizationService.Instance.Get("UIView", "LifeHeroCulture", "PrizeFrameObtainBtn");

            UEffectParamBase param = new UEffectPrefabParam(
                _eType: UEffectPrefabType.UEPT_LifeHero_PrizeFrame_ObtainBtn,
                _tfAttachParent: obtainBtn.transform, _bAutoDestroy: true);

            UEffectManager.Instance.CreateEffect(UEffectType.UET_EffectPrefab, ref param);
        }
コード例 #8
0
 // 开启XP充能完成特效
 private void openXPChargeOverEffect()
 {
     // 充能完成特效
     if (xpChargeOverEffect == null)
     {
         UEffectParamBase param = new UEffectPrefabParam(_eType: UEffectPrefabType.UEPT_UWarBottomCenter_XpSkillChargeOver, _tfAttachParent: transform);
         UEffectManager.Instance.CreateEffect(UEffectType.UET_EffectPrefab, ref param);
         xpChargeOverEffect = (UEffectPrefabParam)param;
     }
     else
     {
         xpChargeOverEffect.EffectGameObject.SetActive(true);
     }
 }
コード例 #9
0
        public void StartPK(PKPosInfo posInfo)
        {
            admit.gameObject.SetActive(true);
            curCountDownTime = 5;
            centerPos        = new Vector3(posInfo.pos[0], posInfo.pos[1], posInfo.pos[2]);
            StartTimer((int)EMT_PKinfo_Timer.COUNTDOWN);
            UEffectParamBase param = new UEffectPrefabParam(_eType: UEffectPrefabType.UEPT_PKInfo_PKStart, _tfAttachParent: this.gameObject.transform, _bAutoDestroy: true);

            UEffectManager.Instance.CreateEffect(UEffectType.UET_EffectPrefab, ref param);
            m_EffectParam = param;
            Data.UISoundConfig.SSchemeUSoundData soundData = new Data.UISoundConfig.SSchemeUSoundData();
            if (Data.UISoundConfig.UISoundConfig.Instance.GetData(SoundFilter, SoundKey_CountDown, ref soundData))
            {
                SoundManager.CreateUISound(soundData.USoundID);
            }
        }
コード例 #10
0
        public void SetSelectDownShotEffect()
        {
            if (m_OldEffectParamEX != null)
            {
                return;
            }

            UEffectParamBase param = new UEffectPrefabParam(_eType: UEffectPrefabType.UEPT_UWaitingRoom_SelectDownLight, _tfAttachParent: this.transform);

            UEffectManager.Instance.CreateEffect(UEffectType.UET_EffectPrefab, ref param);

            m_OldEffectParamEX = param;
            UEffectPrefabParam paramPrefab = (UEffectPrefabParam)param;

            paramPrefab.EffectGameObject.transform.localPosition = new Vector3(0, 0, -100);
        }
コード例 #11
0
        public void SetSelectOverLightEffect()
        {
            if (m_OldEffectParam != null)
            {
                return;
            }

            UEffectParamBase param = new UEffectPrefabParam(_eType: UEffectPrefabType.UEPT_UWaitingRoom_SelectOverLight, _tfAttachParent: this.transform);

            UEffectManager.Instance.CreateEffect(UEffectType.UET_EffectPrefab, ref param);

            m_OldEffectParam = param;
            UEffectPrefabParam paramPrefab = (UEffectPrefabParam)param;

            paramPrefab.EffectGameObject.transform.SetAsFirstSibling();
        }
コード例 #12
0
ファイル: UGuideWnd.cs プロジェクト: zwong91/Titan
        internal void ShowReward(UGuideMsgData _gData)
        {
            if (RewardComponent == null)
            {
                return;
            }

            RewardComponent.GuideTextField.text = string.Empty;
            RewardComponent.GuideTextField.DOText(_gData.strMsgText, 1.0f).SetAutoKill(true);

            RewardComponent.gameObject.SetActive(true);
            if (!m_listUsingRewardComponent.Contains(RewardComponent))
            {
                m_listUsingRewardComponent.Add(RewardComponent);
            }
            m_bNeedUpdateSibling = true;

            UEffectParamBase param = new UEffectPrefabParam(_eType: UEffectPrefabType.UEPT_GuideWidget_Reward_heroUnlock, _tfAttachParent: RewardComponent.transform, _bAutoDestroy: true);

            UEffectManager.Instance.CreateEffect(UEffectType.UET_EffectPrefab, ref param);
            m_RewardEffect = param;
        }
コード例 #13
0
        public void SetXpSkillFireEffect(int nSlotId)
        {
            if (IsOutOfMyTeamArray(nSlotId))
            {
                return;
            }

            if (dicOldUEffectParam.ContainsKey(nSlotId))
            {
                return;
            }

            TeamRightWndItem myTeamItem = m_ArrayMyTeam[nSlotId];

            UEffectParamBase param = new UEffectPrefabParam(_eType: UEffectPrefabType.UEPT_UTeamRight_XpSkillFire, _tfAttachParent: myTeamItem.HeroIconImage.transform);

            UEffectManager.Instance.CreateEffect(UEffectType.UET_EffectPrefab, ref param);

            dicOldUEffectParam[nSlotId] = param;
            UEffectPrefabParam paramPrefab = (UEffectPrefabParam)param;

            paramPrefab.EffectGameObject.transform.localPosition = new Vector3(0, 0, 0);
        }
コード例 #14
0
ファイル: LifeHeroEntranceWnd.cs プロジェクト: zwong91/Titan
        private bool LoadEffect()
        {
            m_effectParamArray[0] = new UEffectPrefabParam(
                _eType: UEffectPrefabType.UEPT_LifeHero_Entrance_01,
                _tfAttachParent: this.transform, _bAutoDestroy: true);
            if (!UEffectManager.Instance.CreateEffect(UEffectType.UET_EffectPrefab, ref m_effectParamArray[0]))
            {
                return(false);
            }

            m_effectParamArray[1] = new UEffectPrefabParam(
                _eType: UEffectPrefabType.UEPT_LifeHero_Entrance_02,
                _tfAttachParent: this.transform, _bAutoDestroy: true);
            if (!UEffectManager.Instance.CreateEffect(UEffectType.UET_EffectPrefab, ref m_effectParamArray[1]))
            {
                return(false);
            }

            (m_effectParamArray[0] as UEffectPrefabParam).EffectGameObject.SetActive(false);
            (m_effectParamArray[1] as UEffectPrefabParam).EffectGameObject.SetActive(false);

            return(true);
        }
コード例 #15
0
ファイル: BattleWarTeammateWnd.cs プロジェクト: zwong91/Titan
        public void SetXpSkillFireEffect(int nSlotId)
        {
            TeammateViewItem myTeamItem;

            if (!m_dicMyTeam.TryGetValue(nSlotId, out myTeamItem))
            {
                return;
            }

            if (dicOldUEffectParam.ContainsKey(nSlotId))
            {
                return;
            }

            UEffectParamBase param = new UEffectPrefabParam(_eType: UEffectPrefabType.UEPT_UTeamRight_XpSkillFire, _tfAttachParent: myTeamItem.HeroIconImage.transform);

            UEffectManager.Instance.CreateEffect(UEffectType.UET_EffectPrefab, ref param);

            dicOldUEffectParam[nSlotId] = param;
            UEffectPrefabParam paramPrefab = (UEffectPrefabParam)param;

            paramPrefab.EffectGameObject.transform.localPosition = new Vector3(0, 0, 0);
        }
コード例 #16
0
ファイル: LifeHeroCultureWnd.cs プロジェクト: zwong91/Titan
 private void LoadAddHeroOrUpSatrEffectByCultuerID(int i)
 {
     if (m_canAddOrUpSatrArray[i] != null)
     {
         UEffectManager.Instance.DestroyEffect(UEffectType.UET_EffectPrefab, ref m_canAddOrUpSatrArray[i]);
         m_canAddOrUpSatrArray[i] = null;
     }
     if (m_hasHeroCulture.ContainsKey(i))
     {
         int starLv = LogicDataCenter.playerSystemDataManager.GetHeroStarLv(m_hasHeroCulture[i]);
         if (starLv < 1)
         {
             Debug.LogWarningFormat("sartLv({0}) < 1", starLv);
             return;
         }
         if (GameLogicAPI.isHeroCanUpStar(m_hasHeroCulture[i], starLv, true))
         {
             m_canAddOrUpSatrArray[i] = new UEffectPrefabParam(
                 _eType: UEffectPrefabType.UEPT_LifeHero_Can_AddHero_Upstar,
                 _tfAttachParent: cultureArray[i].geneBtn.transform, _bAutoDestroy: false);
             UEffectManager.Instance.CreateEffect(UEffectType.UET_EffectPrefab, ref m_canAddOrUpSatrArray[i]);
             (m_canAddOrUpSatrArray[i] as UEffectPrefabParam).EffectGameObject.transform.SetLocalPosition(new Vector3(0, 24, 0));
         }
     }
     else
     {
         if (LogicDataCenter.lifeHeroDataManager.CanAddLifeHero())
         {
             m_canAddOrUpSatrArray[i] = new UEffectPrefabParam(
                 _eType: UEffectPrefabType.UEPT_LifeHero_Can_AddHero_Upstar,
                 _tfAttachParent: cultureArray[i].cultureBtn.transform, _bAutoDestroy: false);
             UEffectManager.Instance.CreateEffect(UEffectType.UET_EffectPrefab, ref m_canAddOrUpSatrArray[i]);
             (m_canAddOrUpSatrArray[i] as UEffectPrefabParam).EffectGameObject.transform.SetLocalPosition(new Vector3(0, -150, 0));
         }
     }
 }
コード例 #17
0
ファイル: WarHeroTalentView.cs プロジェクト: zwong91/Titan
        public void SetTalentUpdateCanUseEffect()
        {
            if (m_OldEffectParam != null)
            {
                m_OldEffectParam.EffectGameObject.SetActive(true);
                return;
            }

            UEffectPrefabType effectType = UEffectPrefabType.UEPT_UHeroTalent_TalentOpenButtonEffect;

            // 看玩家是否是新手(角色等级小于3级)
            if (LogicDataCenter.playerSystemDataManager.GetActorPlayerInfo().playerInfo.nLv < 3)
            {
                effectType = UEffectPrefabType.UEPT_UHeroTalent_TalentOpenButtonEffectForNewbie;
            }

            UEffectParamBase param = new UEffectPrefabParam(_eType: effectType, _tfAttachParent: this.LearnTalentHintEffect.transform);

            UEffectManager.Instance.CreateEffect(UEffectType.UET_EffectPrefab, ref param);

            m_OldEffectParam = (UEffectPrefabParam)param;

            m_OldEffectParam.EffectGameObject.SetActive(true);
        }
コード例 #18
0
        public void EndPK(PKResult result)
        {
            admit.gameObject.SetActive(false);
            elapsedTime.gameObject.SetActive(false);
            elapsedTimeDes.gameObject.SetActive(false);
            distanceDes.gameObject.SetActive(false);
            distance.gameObject.SetActive(false);
            KillTimer((int)EMT_PKinfo_Timer.COUNTDOWN);
            KillTimer((int)EMT_PKinfo_Timer.ELAPSEDTIME);
            curCountDownTime = 0;
            curElapsedTime   = 0;
            if (m_EffectParam != null)
            {
                UEffectManager.Instance.DestroyEffect(UEffectType.UET_EffectPrefab, ref m_EffectParam);
                m_EffectParam = null;
            }
            Data.UISoundConfig.SSchemeUSoundData soundData = new Data.UISoundConfig.SSchemeUSoundData();
            switch (result.nResult)
            {
            case 0:
            {
                if (result.bForceEnd)
                {
                    // 强制结束不让播光效
                    break;
                }
                UEffectParamBase param = new UEffectPrefabParam(_eType: UEffectPrefabType.UEPT_PKInfo_PKLost, _tfAttachParent: this.gameObject.transform, _bAutoDestroy: true);
                UEffectManager.Instance.CreateEffect(UEffectType.UET_EffectPrefab, ref param);
                if (Data.UISoundConfig.UISoundConfig.Instance.GetData(SoundFilter, SoundKey_Lost, ref soundData))
                {
                    SoundManager.CreateUISound(soundData.USoundID);
                }
            }
            break;

            case 1:
            {
                UEffectParamBase param2 = new UEffectPrefabParam(_eType: UEffectPrefabType.UEPT_PKInfo_PKWin, _tfAttachParent: this.gameObject.transform, _bAutoDestroy: true);
                UEffectManager.Instance.CreateEffect(UEffectType.UET_EffectPrefab, ref param2);
                if (Data.UISoundConfig.UISoundConfig.Instance.GetData(SoundFilter, SoundKey_Win, ref soundData))
                {
                    SoundManager.CreateUISound(soundData.USoundID);
                }
            }
            break;

            case 2:
            {
                UEffectParamBase param3 = new UEffectPrefabParam(_eType: UEffectPrefabType.UEPT_PKInfo_PKTie, _tfAttachParent: this.gameObject.transform, _bAutoDestroy: true);
                UEffectManager.Instance.CreateEffect(UEffectType.UET_EffectPrefab, ref param3);
                if (Data.UISoundConfig.UISoundConfig.Instance.GetData(SoundFilter, SoundKey_Tied, ref soundData))
                {
                    SoundManager.CreateUISound(soundData.USoundID);
                }
            }
            break;

            default:
                break;
            }
        }
コード例 #19
0
        public void SetData(UListWarMainModeItem item)
        {
            HeadIcon.sprite = USpriteManager.Instance.GetSprite(USpriteManager.ESpriteType.EST_WarMainMode, WndID.WND_ID_WAR_MAIN_FRAME, item.nModeID);
            if (HeadIcon.sprite == null)
            {
                HeadIcon.gameObject.SetActive(false);
            }
            else
            {
                HeadIcon.gameObject.SetActive(true);
            }
            RankInvalidFrame.gameObject.SetActive(false);
            RankFrame.gameObject.SetActive(false);
            RankTipBtn.gameObject.SetActive(false);
            RankStarFrame.gameObject.SetActive(false);
            if (item.nModeID == (int)EWarModeDef.MODE_RankVS)
            {
                RankTipBtn.gameObject.SetActive(true);
                // 自己是否有排位信息
                int    nMatchType   = EntityFactory.MainHeroView.Property.GetNumProp(ENTITY_PROPERTY.PROPERTY_MATCHTYPE);
                int    nRankScore   = EntityFactory.MainHeroView.Property.GetNumProp(ENTITY_PROPERTY.PROPERTY_RANKSCORE);
                int    nRankGrade   = EntityFactory.MainHeroView.Property.GetNumProp(ENTITY_PROPERTY.PROPERTY_RANKGRADE);
                int    nRankIconID  = GameLogicAPI.getRankIconIDByGrade(nMatchType, nRankGrade);
                int    nRankStar    = GameLogicAPI.getActorRankStar(nMatchType, nRankScore);
                int    nMaxRankStar = GameLogicAPI.getActorCurRankMaxStar(nMatchType, nRankScore);
                IntPtr ptr          = GameLogicAPI.getActorRankNameByGrade(nMatchType, nRankGrade);
                string strRankName  = "";
                if (ptr != IntPtr.Zero)
                {
                    strRankName = IntPtrHelper.Ptr2Str(ptr);
                }

                RankImg.sprite = USpriteManager.Instance.GetSprite(USpriteManager.ESpriteType.EST_RankImage, WndID.WND_ID_WAR_MAIN_FRAME, 1, nRankIconID);
                if (RankImg.sprite == null || nRankScore <= 0)
                {
                    RankInvalidFrame.gameObject.SetActive(true);
                    RankFrame.gameObject.SetActive(false);
                }
                else
                {
                    RankStarFrame.gameObject.SetActive(true);
                    for (int index = 0; index < RankStarFrame.childCount; ++index)
                    {
                        if (nRankStar > 0)
                        {
                            RankStarFrame.GetChild(index).GetComponent <Image>().sprite = USpriteManager.Instance.GetSprite(USpriteManager.ESpriteType.EST_RankStarImage, WndID.WND_ID_WAR_MAIN_FRAME, 2);
                            nRankStar--;
                            nMaxRankStar--;
                        }
                        else if (nMaxRankStar > 0)
                        {
                            RankStarFrame.GetChild(index).GetComponent <Image>().sprite = USpriteManager.Instance.GetSprite(USpriteManager.ESpriteType.EST_RankStarImage, WndID.WND_ID_WAR_MAIN_FRAME, 1);
                            nMaxRankStar--;
                        }
                        else
                        {
                            RankStarFrame.GetChild(index).GetComponent <Image>().gameObject.SetActive(false);
                        }
                    }

                    RankInvalidFrame.gameObject.SetActive(false);
                    RankFrame.gameObject.SetActive(true);

                    // 设置胜场 胜率  段位描述 星级
                    ActorPlayerInfo info    = LogicDataCenter.playerSystemDataManager.GetActorPlayerInfo();
                    int             WinRate = info.playerInfo.nRankMatchNum > 0? (info.playerInfo.nRankWinNum * 100 / info.playerInfo.nRankMatchNum): 0;
                    RankDetailDes.text = String.Format("{0}:", ULocalizationService.Instance.Get("UIView", "WarStatistic", "MapWinCount")) + info.playerInfo.nRankWinNum + "  " + String.Format("{0}:", ULocalizationService.Instance.Get("UIView", "WarStatistic", "MapWinRate")) + WinRate + "%";
                    RankGradeDes.text  = strRankName;
                    RankScore.text     = "" + nRankScore;

                    if (m_RankEffectParam != null)
                    {
                        UEffectManager.Instance.DestroyEffect(UEffectType.UET_EffectPrefab, ref m_RankEffectParam);
                        m_RankEffectParam = null;
                    }

                    int nOffset = info.playerInfo.nRankIconID - 1;
                    if (nOffset >= 0)
                    {
                        UEffectParamBase param = new UEffectPrefabParam(_eType: UEffectPrefabType.UEPT_WarMain_RankEffect1 + nOffset, _tfAttachParent: this.RankImg.transform);
                        UEffectManager.Instance.CreateEffect(UEffectType.UET_EffectPrefab, ref param);

                        m_RankEffectParam = param;
                        UEffectPrefabParam paramPrefab = (UEffectPrefabParam)param;
                        paramPrefab.EffectGameObject.transform.SetAsFirstSibling();
                    }
                }
            }

            // 隐藏模式详细描述 以及 图片
            ModeDesText.text = item.strModeDesc;
            ModeDesText.gameObject.SetActive(false);

            // 设置tooltip
            //m_tooltip = this.gameObject.AddComponent<UTooltipTrigger>(ETooltipStyle.ETS_Default);
            //if (m_tooltip)
            //{
            //    string stTitleDesc = item.strModeTooltip;
            //    UBB.toHtml(ref stTitleDesc, UBB_FORMAT_TYPE.UGUI);
            //    m_tooltip.SetText(UTooltipParamName.BodyText, "<color=#FFFFFFFF><size=20>" + stTitleDesc + "</size></color>");
            //    m_tooltip.tipPosition = TipPosition.MouseTopRightCorner;
            //    m_tooltip.backgroundTint.a = 0;
            //}

            if (m_OpenEffectParam != null)
            {
                UEffectManager.Instance.DestroyEffect(UEffectType.UET_EffectPrefab, ref m_OpenEffectParam);
                m_OpenEffectParam = null;
            }

            if (item.bOpenEffect)
            {
                UEffectParamBase param = new UEffectPrefabParam(_eType: UEffectPrefabType.UEPT_WarMain_CanJoinEffect, _tfAttachParent: this.HeadIcon.transform);
                UEffectManager.Instance.CreateEffect(UEffectType.UET_EffectPrefab, ref param);

                m_OpenEffectParam = param;
                UEffectPrefabParam paramPrefab = (UEffectPrefabParam)param;
                paramPrefab.EffectGameObject.transform.SetAsFirstSibling();
            }

            ItemData = item;


            #region 新手引导部分
            if (!item.bUseGuideWidget)
            {
                gameObject.RemoveComponent <Guide.UGuideWidget>();
            }
            else
            {
                Guide.UGuideWidget guideWidget = gameObject.GetComponent <Guide.UGuideWidget>();
                if (guideWidget == null)
                {
                    guideWidget = this.gameObject.AddComponent <Guide.UGuideWidget>();
                }
                guideWidget.GuideID       = (GUIDE.EGuideNodeID)item.GuideWidgetData.nGuideID;
                guideWidget.GuideStepID   = item.GuideWidgetData.nGuideStepID;
                guideWidget.GuideEffectID = item.GuideWidgetData.nGuideEffectID;
                guideWidget.IsForceGuide  = item.GuideWidgetData.bForeceGuide;
            }
            #endregion
        }
コード例 #20
0
ファイル: LifeHeroCultureWnd.cs プロジェクト: zwong91/Titan
        private IEnumerator PlayEffect()
        {
            m_isPlayingEffect = true;
            int index = m_injectMsgData.lifeHero.nCultureID;

            if (cultureArray == null || index >= cultureArray.Length)
            {
                Debug.LogError("预制体培养仓个数不对,无法播放光效.");
                m_isPlayingEffect = false;
                yield break;
            }

            if (m_heroModleArray[index] != null)
            {
                SceneEffectManager.Instance.DestroySceneEffect(ref m_heroModleArray[index]);
                m_heroModleArray[index] = null;
            }

            SoundManager.CreateUISound((int)LifeHeroSoundID.ADD_LIFEHERO_SOUND);

            m_fillupEffectParam = new UEffectPrefabParam(
                _eType: UEffectPrefabType.UEPT_LifeHero_FillUp,
                _tfAttachParent: cultureArray[index].cultureBtn.transform, _bAutoDestroy: false);
            UEffectManager.Instance.CreateEffect(UEffectType.UET_EffectPrefab, ref m_fillupEffectParam);
            yield return(new WaitForSeconds(1.1f));

            cultureArray[index].cultureBtn.GetComponent <Image>().enabled = false;
            UEffectManager.Instance.DestroyEffect(UEffectType.UET_EffectPrefab, ref m_fillupEffectParam);
            m_fillupEffectParam = null;

            SceneEffectParamBase sceneEffectParam = new SceneEffectParamBase((int)ESceneEffectID.SE_LifeHero_VerticalDownBlink, heroMountPoints[index], _bAutoPlay: true);

            SceneEffectManager.Instance.CreateSceneEffect(ref sceneEffectParam);
            yield return(new WaitForSeconds(0.7f));

            SceneEffectManager.Instance.DestroySceneEffect(ref sceneEffectParam);

            sceneEffectParam = new SceneEffectParamBase((int)ESceneEffectID.SE_LifeHero_DNASpiralUp, heroMountPoints[index], _bAutoPlay: true);
            SceneEffectManager.Instance.CreateSceneEffect(ref sceneEffectParam);
            yield return(new WaitForSeconds(0.6f));

            SceneEffectManager.Instance.DestroySceneEffect(ref sceneEffectParam);

            bool isSuccess = FillingCultureWithHero(m_injectMsgData.lifeHero.nCultureID, m_injectMsgData.lifeHero.nHeroID, false);

            if (isSuccess)
            {
                if (LogicDataCenter.lifeHeroDataManager.AllLifeHero.Count == (int)ELifeHeroType.LIFEHERO_MAX_COUNT)
                {
                    if (m_openShareFrame)
                    {
                        m_openShareFrame = !m_openShareFrame;
                        #region recordShare
                        shareTex2D = new Texture2D((int)ShareRawImg.rectTransform.sizeDelta.x, (int)ShareRawImg.rectTransform.sizeDelta.y);

                        yield return(new WaitForSeconds(1.2f));

                        CaptureScreen.GetInstance().CaptureAreaImage(new CaptureAreaImgData(shareImgName, GetRecordRect()));
                        yield return(new WaitForSeconds(0.5f));

                        //Invoke("OpenRecordShareFrame", 0.5f);
                        OpenRecordShareFrame();
                        #endregion
                    }
                }
                else
                {
                    yield return(new WaitForSeconds(1.2f));

                    UEffectParamBase param = new UEffectPrefabParam(
                        _eType: UEffectPrefabType.UEPT_LifeHero_InjectFrame_Title,
                        _tfAttachParent: injectFrame.transform, _bAutoDestroy: true);
                    UEffectManager.Instance.CreateEffect(UEffectType.UET_EffectPrefab, ref param);
                    injectFrame.OpenInjectFrame(this, m_injectMsgData.lifeHero.nHeroID, param);
                }
            }

            m_isPlayingEffect = false;

            prizeFrame.SetObtainBtn();

            SetReplaceBtnVisible();

            yield break;
        }
コード例 #21
0
        void onCompleteScore(int nLevel)
        {
            if (nLevel >= (int)EN_PlayerGrade.ENPLAYERGRADE_MAX || nLevel < (int)EN_PlayerGrade.ENPLAYERGRADE_S_1)
            {
                return;
            }

            medalImage.gameObject.SetActive(true);
            UEffectPrefabType enEffectPreabTypeContinue = new UEffectPrefabType();
            UEffectPrefabType enEffectPreabType         = new UEffectPrefabType();
            EN_PlayerGrade    playerGradeType           = (EN_PlayerGrade)nLevel;
            int nSpriteIndex = 0;

            switch (playerGradeType)
            {
            case EN_PlayerGrade.ENPLAYERGRADE_S_1:
            {
                enEffectPreabTypeContinue = UEffectPrefabType.UEPT_UWarRecordTableEnd_Medal_S_Continue;
                enEffectPreabType         = UEffectPrefabType.UEPT_UWarRecordTableEnd_Medal_S;
                nSpriteIndex = 0;
            }
            break;

            case EN_PlayerGrade.ENPLAYERGRADE_A_ADD_2:
            {
                enEffectPreabTypeContinue = UEffectPrefabType.UEPT_UWarRecordTableEnd_Medal_A_Continue;
                enEffectPreabType         = UEffectPrefabType.UEPT_UWarRecordTableEnd_Medal_A_ADD;
                nSpriteIndex = 1;
            }
            break;

            case EN_PlayerGrade.ENPLAYERGRADE_A_3:
            {
                enEffectPreabTypeContinue = UEffectPrefabType.UEPT_UWarRecordTableEnd_Medal_A_Continue;
                enEffectPreabType         = UEffectPrefabType.UEPT_UWarRecordTableEnd_Medal_A;
                nSpriteIndex = 2;
            }
            break;

            case EN_PlayerGrade.ENPLAYERGRADE_B_ADD_4:
            {
                enEffectPreabTypeContinue = UEffectPrefabType.UEPT_UWarRecordTableEnd_Medal_B_Continue;
                enEffectPreabType         = UEffectPrefabType.UEPT_UWarRecordTableEnd_Medal_B_ADD;
                nSpriteIndex = 3;
            }
            break;

            case EN_PlayerGrade.ENPLAYERGRADE_B_5:
            case EN_PlayerGrade.ENPLAYERGRADE_B_6:
            {
                enEffectPreabTypeContinue = UEffectPrefabType.UEPT_UWarRecordTableEnd_Medal_B_Continue;
                enEffectPreabType         = UEffectPrefabType.UEPT_UWarRecordTableEnd_Medal_B;
                nSpriteIndex = 4;
            }
            break;

            case EN_PlayerGrade.ENPLAYERGRADE_C_ADD_7:
            case EN_PlayerGrade.ENPLAYERGRADE_C_ADD_8:
            {
                enEffectPreabTypeContinue = UEffectPrefabType.UEPT_UWarRecordTableEnd_Medal_C_Continue;
                enEffectPreabType         = UEffectPrefabType.UEPT_UWarRecordTableEnd_Medal_C_ADD;
                nSpriteIndex = 5;
            }
            break;

            case EN_PlayerGrade.ENPLAYERGRADE_C_9:
            case EN_PlayerGrade.ENPLAYERGRADE_C_10:
            {
                enEffectPreabTypeContinue = UEffectPrefabType.UEPT_UWarRecordTableEnd_Medal_C_Continue;
                enEffectPreabType         = UEffectPrefabType.UEPT_UWarRecordTableEnd_Medal_C;
                nSpriteIndex = 6;
            }
            break;

            default:
            {
                return;
            }
            }

            medalImage.sprite = medalSprite[nSpriteIndex];
            UEffectParamBase param = new UEffectPrefabParam(enEffectPreabType, _tfAttachParent: this.medalImage.transform);

            UEffectManager.Instance.CreateEffect(UEffectType.UET_EffectPrefab, ref param);

            // TODO 上一个弹出牌子动画播放完之后执行下面的
            UEffectParamBase paramContinue = new UEffectPrefabParam(enEffectPreabTypeContinue, _tfAttachParent: this.medalImage.transform);

            UEffectManager.Instance.CreateEffect(UEffectType.UET_EffectPrefab, ref paramContinue);

            playMedalSound();
        }