コード例 #1
0
    WarUI war;     //战争UI
    #endregion


    #region MonoBehaviour CallBacks //回调函数区域
    // Use this for initialization
    void Start()
    {
        selectedId = int.Parse(this.gameObject.name);

        /*agent = this.GetComponent<NavMeshAgent>();//获取寻路组件,如果为空则添加之  !!用iTween代替寻路
         * if (agent == null)
         * {
         *      agent=gameObject.AddComponent<NavMeshAgent>();
         *      agent.radius = 0.3f;
         * }
         * agent.enabled = true;*/

        //创建棋子UI
        if (this.ChessmamUiPrefab != null)
        {
            GameObject _uiGo = Instantiate(this.ChessmamUiPrefab, Vector3.zero, Quaternion.identity, transform) as GameObject;
            _uiGo.transform.localPosition = new Vector3(0, 1f, 0);
        }
        else
        {
            Debug.LogWarning("<Color=Red><b>Missing</b></Color> PlayerUiPrefab reference on player Prefab.", this);
        }

        //创建战斗UI
        if (this.warUiPrefab != null)
        {
            GameObject _uiGo = Instantiate(this.warUiPrefab, Vector3.zero, Quaternion.identity, transform) as GameObject;
            _uiGo.transform.localPosition = new Vector3(0, 2.5f, 0);
            war = _uiGo.GetComponent <WarUI> ();
        }
        else
        {
            Debug.LogWarning("<Color=Red><b>Missing</b></Color> PlayerUiPrefab reference on player Prefab.", this);
        }
    }
コード例 #2
0
        private async CTask ShowWarUI(ProcedureOwner procedureOwner)
        {
            warUi           = Mgr.UI.Show <WarUI>();
            warUi.procedure = this;
            await warUi.Await();

            LoadingUI.Hide();
        }
コード例 #3
0
    WarUI war;                  //战争UI
    #endregion


    #region MonoBehaviour CallBacks //回调函数区域
    // Use this for initialization
    void Start()
    {
        selectedId = int.Parse(this.gameObject.name);

        agent = this.GetComponent <NavMeshAgent>();       //获取寻路组件,如果为空则添加之
        if (agent == null)
        {
            agent        = gameObject.AddComponent <NavMeshAgent>();
            agent.radius = 0.3f;
        }
        agent.enabled = true;

        //创建棋子UI
        if (this.ChessmamUiPrefab != null)
        {
            GameObject _uiGo = Instantiate(this.ChessmamUiPrefab, Vector3.zero, Quaternion.identity, transform) as GameObject;
            _uiGo.transform.localPosition = new Vector3(0, 1f, 0);
            //_uiGo.transform.SetParent (transform,false);
            _uiGo.SendMessage("SetTarget", this, SendMessageOptions.RequireReceiver);
        }
        else
        {
            Debug.LogWarning("<Color=Red><b>Missing</b></Color> PlayerUiPrefab reference on player Prefab.", this);
        }

        //创建战斗UI
        if (this.warUiPrefab != null)
        {
            GameObject _uiGo = Instantiate(this.warUiPrefab, Vector3.zero, Quaternion.identity, transform) as GameObject;
            _uiGo.transform.localPosition = new Vector3(0, 2f, 0);
            //_uiGo.transform.SetParent (transform,false);
            _uiGo.SendMessage("SetTarget", this, SendMessageOptions.RequireReceiver);
            war = _uiGo.GetComponent <WarUI> ();
        }
        else
        {
            Debug.LogWarning("<Color=Red><b>Missing</b></Color> PlayerUiPrefab reference on player Prefab.", this);
        }
    }