コード例 #1
0
    /// <summary>
    /// 初始化
    /// </summary>
    public override void Initialize(string s)
    {
        m_RootUI = UnityTool.FindGameObject(s);

        bagBtn = UITool.GetUIComponent <Button>(m_RootUI, "UIBagBtn");

        Hp = UITool.GetUIComponent <Slider>(m_RootUI, "HP");

        Mp = UITool.GetUIComponent <Slider>(m_RootUI, "MP");

        HPText = UITool.GetUIComponent <Text>(m_RootUI, "HPText");

        MPText = UITool.GetUIComponent <Text>(m_RootUI, "MPText");

        SkillContent = UITool.GetUIComponent <Transform>(m_RootUI, "SkillContent");

        bagBtn.onClick.AddListener(_ctrl.OnBagBtnClick);


        for (int i = 0; i < SkillContent.childCount; i++)
        {
            int       k   = i;
            Transform obj = SkillContent.GetChild(i);
            obj.GetComponent <Button>().onClick.RemoveAllListeners();
            obj.GetComponent <Button>().onClick.AddListener(() =>
            {
                _ctrl.UseSkill(k, obj);
            });
        }
    }
コード例 #2
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 public void SetDoor()
 {
     if (m_Soldier != null)
     {
         m_Soldier.SetDoor(UnityTool.FindChildGameObject(UnityTool.FindGameObject("Door"), "Point").transform);
     }
 }
コード例 #3
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    public override void Initialize(string s)
    {
        m_RootUI = UnityTool.FindGameObject(s);

        closeBtn = UITool.GetUIComponent <Button>(m_RootUI, "CloseBtn");

        closeBtn.onClick.AddListener(_ctrl.OnCloseBtnClick);
    }
コード例 #4
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    // 取得集合点
    private Vector3 GetTrainPoint(string GameObjectName)
    {
        // 取得物件
        GameObject theCamp = UnityTool.FindGameObject(GameObjectName);
        // 取得集合点
        GameObject theTrainPoint = UnityTool.FindChildGameObject(theCamp, "TrainPoint");

        theTrainPoint.SetActive(false);

        return(theTrainPoint.transform.position);
    }
コード例 #5
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ファイル: LondingSlider.cs プロジェクト: RosaTs/FreamWork_Yu
    // Use this for initialization
    void Start()
    {
        image       = UnityTool.FindGameObject(gameObject, "SliderImage").GetComponent <Image>();
        loadingText = UnityTool.FindGameObject(gameObject, "num").GetComponent <Text>();

        image.fillAmount = 0.0f;
        if (SceneManager.GetActiveScene().name == "main")
        {
            //启动协程
            StartCoroutine(AsyncLoading());
        }
    }
コード例 #6
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 // 查找UI界面,在制定Canvas下
 public static GameObject FindUIGameObject(string UIName)
 {
     if (m_CanvasObj == null)
     {
         m_CanvasObj = UnityTool.FindGameObject("Canvas");
     }
     if (m_CanvasObj == null)
     {
         return(null);
     }
     return(UnityTool.FindChildGameObject(m_CanvasObj, UIName));
 }
コード例 #7
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    // 开始
    public override void StateBegin()
    {
        UIManage.Instance.AddUI(UIType.MainUI, typeof(MainBace));
        UIManage.Instance.Show(UIType.MainUI);
        GameObject scenery = UnityTool.FindGameObject("scenery");

        foreach (Transform item in scenery.transform)
        {
            EventListener.Add(item.gameObject)
            .AddListener(EventTriggerType.PointerClick, ClickCustom);
        }
    }
コード例 #8
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    public override void Initialize(string s)
    {
        m_RootUI = UnityTool.FindGameObject(s);

        closeBtn = UITool.GetUIComponent <Button>(m_RootUI, "SelectStageCloseBtn");

        item = UnityTool.FindChildGameObject(m_RootUI, "Item");

        content = UITool.GetUIComponent <Transform>(m_RootUI, "Content");

        closeBtn.onClick.AddListener(() => { _ctrl.OnCloseBtnClick(); });
    }
コード例 #9
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    public override void Initialize(string s)
    {
        m_RootUI = UnityTool.FindGameObject(s);

        // 查找开始按钮
        StartGameBtn = UnityTool.FindChildGameObject(m_RootUI, "StartGameBtn").GetComponent <Button>();


        if (StartGameBtn != null)
        {
            StartGameBtn.onClick.AddListener(() => _ctrl.OnStartGameBtnClick(StartGameBtn));
        }
    }
コード例 #10
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    // 取得场景中的兵营
    private SoldierCamp SoldierCampFactory(ENUM_Soldier emSoldier)
    {
        string GameObjectName = "SoldierCamp_";
        float  CoolDown       = 0;
        string CampName       = "";
        string IconSprite     = "";

        switch (emSoldier)
        {
        case ENUM_Soldier.Rookie:
            GameObjectName += "Rookie";
            CoolDown        = 3;
            CampName        = "菜鳥兵营";
            IconSprite      = "RookieCamp";
            break;

        case ENUM_Soldier.Sergeant:
            GameObjectName += "Sergeant";
            CoolDown        = 4;
            CampName        = "中士兵营";
            IconSprite      = "SergeantCamp";
            break;

        case ENUM_Soldier.Captain:
            GameObjectName += "Captain";
            CoolDown        = 5;
            CampName        = "上尉兵营";
            IconSprite      = "CaptainCamp";
            break;

        default:
            Debug.Log("沒有指定[" + emSoldier + "]要取得的场景物件名称");
            break;
        }

        // 取得物件
        GameObject theGameObject = UnityTool.FindGameObject(GameObjectName);

        // 取得集合点
        Vector3 TrainPoint = GetTrainPoint(GameObjectName);

        // 产生兵营
        SoldierCamp NewCamp = new SoldierCamp(theGameObject, emSoldier, CampName, IconSprite, CoolDown, TrainPoint);

        NewCamp.SetPBaseDefenseGame(m_PBDGame);

        // 设定兵营使用的Script
        AddCampScript(theGameObject, NewCamp);

        return(NewCamp);
    }
コード例 #11
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    public override void Initialize(string s)
    {
        m_RootUI = UnityTool.FindGameObject(s);

        tips = UnityTool.FindChildGameObject(m_RootUI, "Tips");
        item = UnityTool.FindChildGameObject(m_RootUI, "CreateRoleItemBtn");

        pop = UnityTool.FindChildGameObject(m_RootUI, "Pop");

        GoBackBtn  = UITool.GetUIComponent <Button>(m_RootUI, "GoBackBtn");
        RepeatBtn  = UITool.GetUIComponent <Button>(m_RootUI, "RepeatBtn");
        ConfirmBtn = UITool.GetUIComponent <Button>(m_RootUI, "ConfirmBtn");
        CancelBtn  = UITool.GetUIComponent <Button>(m_RootUI, "CancelBtn");

        showRole = UITool.GetUIComponent <Image>(m_RootUI, "ShowRole");

        input = UITool.GetUIComponent <InputField>(m_RootUI, "InputField");

        content = UITool.GetUIComponent <Transform>(m_RootUI, "CreateContent");

        pop.SetActive(false);



        //根据基础信息生成可以创建的角色
        List <RoleBasicInfo> roleBasicInfoList = _model.GetRoleBasicInfoConfig();

        for (int i = 0; i < roleBasicInfoList.Count; i++)
        {
            int        k     = i;
            GameObject clone = GameObject.Instantiate(item, content, false);
            clone.GetComponentInChildren <Text>().text = roleBasicInfoList[k].name;
            clone.GetComponent <Button>().onClick.AddListener(() =>
            {
                tips.SetActive(true);
                showRole.sprite = Resources.Load <Sprite>("RoleShow/" + roleBasicInfoList[k].model);
                currentType     = roleBasicInfoList[k].roleType;
            });
        }

        currentType = roleBasicInfoList[0].roleType;

        GoBackBtn.onClick.AddListener(() => { _ctrl.SwitchChooseRolePanel(); });

        RepeatBtn.onClick.AddListener(() => { _ctrl.OnRepeatBtnClick(input.text); });

        ConfirmBtn.onClick.AddListener(() => { _ctrl.OnConfirmBtnClick(input.text); });

        CancelBtn.onClick.AddListener(() => { _ctrl.OnCancelBtnClick(); });
    }
コード例 #12
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    public override void Initialize(string s)
    {
        m_RootUI = UnityTool.FindGameObject(s);

        //UITool默认找的是UIRoot下的,刚生成界面的时候,不在Root下

        item = UnityTool.FindChildGameObject(m_RootUI, "ChooseRoleItem");

        content = UITool.GetUIComponent <Transform>(m_RootUI, "ChooseContent");

        CreateRoleBtn = UITool.GetUIComponent <Button>(m_RootUI, "CreateRoleBtn");

        CreateRoleBtn.onClick.AddListener(() => { _ctrl.SwitchCreateRolePanel(); });
    }
コード例 #13
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 // 取得攻擊點
 private Vector3 GetAttackPosition()
 {
     if (m_AttackPos == Vector3.zero)
     {
         GameObject tempObj = UnityTool.FindGameObject("EnemyAttackPosition");
         if (tempObj == null)
         {
             return(Vector3.zero);
         }
         tempObj.SetActive(false);
         m_AttackPos = tempObj.transform.position;
     }
     return(m_AttackPos);
 }
コード例 #14
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    public IUserInterfaceManager()
    {
        UI_Root = UnityTool.FindGameObject("UIRoot").transform;

        Normal = UnityTool.FindChildGameObject(UI_Root.gameObject, "Normal").transform;

        Fixed = UnityTool.FindChildGameObject(UI_Root.gameObject, "Fixed").transform;

        PopUp = UnityTool.FindChildGameObject(UI_Root.gameObject, "PopUp").transform;

        uiCache = new Dictionary <Type, IUserInterfaceConfig>();

        uiShowCache = new Dictionary <Type, IUserInterface>();
    }
コード例 #15
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    //开始
    public override void StateBegin()
    {
        //BGM切换
        GameObject  gameloop       = UnityTool.FindGameObject("GameLoop");
        GameLoop    gameLoopScript = gameloop.GetComponent <GameLoop>();
        AudioSource audio          = gameloop.GetComponent <AudioSource>();

        if (audio.clip != gameLoopScript.start)
        {
            audio.clip = gameLoopScript.start;
            audio.Play();
        }

        //按钮监听
        Button btnStartGame = UITool.GetButton("StartGameButton");

        btnStartGame.onClick.AddListener(() => OnStartGameBtnClick(btnStartGame));

        Button btnBack = UITool.GetButton("BackButton");

        btnBack.onClick.AddListener(() => OnBackBtnClick(btnBack));

        Button btnStartMultiplayerGame = UITool.GetButton("StartMultiplayerGameButton");

        btnStartMultiplayerGame.onClick.AddListener(() => OnStartMultiplayerBtnClick(btnStartMultiplayerGame));

        Button btnAbout = UITool.GetButton("AboutButton");

        btnAbout.onClick.AddListener(() => OnAboutBtnClick(btnAbout));

        Button btnOk = UITool.GetButton("OkButton");

        btnOk.onClick.AddListener(() => OnOkBtnClick(btnOk));

        Button btnExitGame = UITool.GetButton("ExitGameButton");

        btnExitGame.onClick.AddListener(() => OnExitGameBtnClick(btnExitGame));

        Button btnAudio = UITool.GetButton("AudioButton");

        btnAudio.onClick.AddListener(() => OnAudioBtnClick(btnAudio));

        Button btnCloseAudio = UITool.GetButton("CloseButton");

        btnCloseAudio.onClick.AddListener(() => OnCloseAudioManagerBtnClick(btnCloseAudio));
    }
コード例 #16
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    // 取得场景中的俘兵营
    private CaptiveCamp CaptiveCampFactory(ENUM_Enemy emEnemy)
    {
        string GameObjectName = "CaptiveCamp_";
        float  CoolDown       = 0;
        string CampName       = "";
        string IconSprite     = "";

        switch (emEnemy)
        {
        case ENUM_Enemy.Elf:
            GameObjectName += "Elf";
            CoolDown        = 3;
            CampName        = "精灵俘兵营";
            IconSprite      = "CaptiveCamp";
            break;

        default:
            Debug.Log("沒有指定[" + emEnemy + "]要取得的场景物件名称");
            break;
        }

        // 取得物件
        GameObject theGameObject = UnityTool.FindGameObject(GameObjectName);

        // 取得集合点
        Vector3 TrainPoint = GetTrainPoint(GameObjectName);

        // 产生兵营
        CaptiveCamp NewCamp = new CaptiveCamp(theGameObject, emEnemy, CampName, IconSprite, CoolDown, TrainPoint);

        NewCamp.SetPBaseDefenseGame(m_PBDGame);

        // 设定兵营使用的Script
        AddCampScript(theGameObject, NewCamp);
        // 先隱藏
        NewCamp.SetVisible(false);

        // 回传
        return(NewCamp);
    }
コード例 #17
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ファイル: BattleState.cs プロジェクト: Avatarchik/PlanetChaos
    public override void StateBegin()
    {
        //BGM切换
        GameObject  gameloop       = UnityTool.FindGameObject("GameLoop");
        GameLoop    gameLoopScript = gameloop.GetComponent <GameLoop>();
        AudioSource audio          = gameloop.GetComponent <AudioSource>();

        audio.clip = gameLoopScript.battleGame;
        audio.Play();

        GameObject canvas = UITool.FindUIGameObject("Canvas");

        canvasRectTransform = canvas.GetComponent <RectTransform>();
        GameObject menuPanel = UITool.FindUIGameObject("MenuPanel");

        menuPanelRectTransform = menuPanel.GetComponent <RectTransform>();

        //按键绑定
        Button btnResumeGame = UITool.GetButton("ResumeGameButton");

        btnResumeGame.onClick.AddListener(() => ResumeGame(btnResumeGame));

        Button btnBackToMainMenu = UITool.GetButton("BackToMainMenuButton");

        btnBackToMainMenu.onClick.AddListener(() => BackToMainMenu(btnBackToMainMenu));

        Button btnExitGame = UITool.GetButton("ExitGameButton");

        btnExitGame.onClick.AddListener(() => ExitGame(btnExitGame));

        Button btnEndTurn = UITool.GetButton("EndTurnButton");

        btnEndTurn.onClick.AddListener(() => EndTurn(btnEndTurn));

        Button btnBackToMainMenu2 = UITool.GetButton("BackToMainMenuButton2");

        btnBackToMainMenu2.onClick.AddListener(() => BackToMainMenu2(btnBackToMainMenu2));
    }
コード例 #18
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    // 取得出生點
    private Vector3 GetSpawnPosition()
    {
        if (m_SpawnPosition == null)
        {
            m_SpawnPosition = new List <Vector3>();

            for (int i = 1; i <= 3; ++i)
            {
                string     name    = string.Format("EnemySpawnPosition{0}", i);
                GameObject tempObj = UnityTool.FindGameObject(name);
                if (tempObj == null)
                {
                    continue;
                }
                tempObj.SetActive(false);
                m_SpawnPosition.Add(tempObj.transform.position);
            }
        }

        // 隨機傳回
        int index = UnityEngine.Random.Range(0, m_SpawnPosition.Count - 1);

        return(m_SpawnPosition[index]);
    }
コード例 #19
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 /// <summary>
 /// 初始化
 /// </summary>
 private void Initialize()
 {
     m_Canvas = UnityTool.FindGameObject("Canvas");
 }
コード例 #20
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    public override void Initialize(string s)
    {
        m_RootUI = UnityTool.FindGameObject(s);

        currentSlider = UITool.GetUIComponent <Slider>(m_RootUI, "Slider");
    }