/// <summary> /// 显示中央讯息 /// </summary> /// <param name="msg">tip 内容</param> /// <param name="type">0:战斗外用,1:战斗内用的</param> /// <returns></returns> public static void ShowTipsMessage(string msg, int type) { WndManager.CreateWnd <MessageWnd>(WndType.DialogWnd, false, false, (wnd) => { (wnd as MessageWnd).SetType(type); (wnd as MessageWnd).SetData(msg); }); }
/// <summary> /// 显示敌我目标tips /// </summary> /// <param name="Info">目标数据</param> /// <param name="tipRect">弹出tips的控件对象</param> /// <param name="align">对其方式</param> /// <param name="isTouchDestroy">是否触碰销毁</param> /// <returns></returns> public static void ShowTargetTips(TargetHeroInfo Info, RectTransform tipRect, TipAlignment align, Vector2 offset, bool isTouchDestroy) { WndManager.DestoryWnd <TargetInfoWnd>(); WndManager.CreateWnd <TargetInfoWnd>(WndType.DialogWnd, false, false, (wnd) => { (wnd as TargetInfoWnd).SetData(new object[] { 0, Info, tipRect, align, offset, isTouchDestroy }); }); }
/// <summary> /// 过渡窗口处理 /// </summary> /// <param name="waitTime">loading 过渡时间</param> /// <param name="callback">loading,回调参数中可以判断点击了那个按钮</param> /// <returns></returns> public static bool LoadingWnd(float waitTime, Action <ILoading> callback = null) { WndManager.CreateWnd <LoadingWnd>(WndType.NormalWnd, false, false, (wnd) => { (wnd as LoadingWnd).SetData(waitTime, callback); }); return(true); }
/// <summary> /// 显示剧情对话 /// </summary> /// <param name="dialogID">剧情id</param> /// <param name="TestMode">调试模式,给测试用的</param> /// <returns></returns> public static void ShowDialog(uint dialogID, bool TestMode = false) { WndManager.CreateWnd <AdventureDialogueWnd>(WndType.DialogWnd, false, false, (wnd) => { (wnd as AdventureDialogueWnd).SetData(dialogID); (wnd as AdventureDialogueWnd).TestMode = TestMode; }); }
// Start is called before the first frame update void Start() { ///mat.SetColor(); RegisterHooks(); WndManager.CreateWnd <FlagItemWnd>(WndType.DialogWnd, false, false, (wnd) => { (wnd as FlagItemWnd).SetData(Qizhi.transform.position); }); }
private void GreenBall() { if (m_btnRing != null && m_kickBall != null) { m_btnRing.gameObject.SetActive(false); m_kickBall.gameObject.SetActive(false); } EventCenter.DispatchEvent(EventCenterType.Battle_SightView, -1, null); WndManager.CreateWnd <SwingModeWnd>(WndType.NormalWnd, false, false, null); }
private void OnBattle_RoundStart(int sender, object Param) { if (BattleM.BallInAra == AreaType.PuttingGreen) { WndManager.CreateWnd <SwingModeWnd>(WndType.NormalWnd, false, false, null); } else { WndManager.CreateWnd <BattleMainWnd>(WndType.NormalWnd, false, false, null); } }
private void joinGame() { //LoadDependeAB(); #if UNITY_EDITOR //LoginM.LoadServerListFromText(Application.dataPath + "/Config/" + ConstantData.ServerListFile); #else //LoginM.LoadServerListFromText(Application.streamingAssetsPath + "/Config/" + ConstantData.ServerListFile); #endif //SceneM.Load(LoginScene.GetSceneName(), false, Scheduler.loading, false); WndManager.CreateWnd <StarupWnd>(WndType.NormalWnd, false, false, (wnd) => { }); }
private void GolfRotate() { if (m_wndMineBall == null) { WndManager.CreateWnd <MineBallSpinWnd>(WndType.MenuWnd, false, false, (wnd) => { if (wnd != null) { m_wndMineBall = wnd; } }); } else { m_wndMineBall.gameObject.SetActive(true); } }
// 异步载入场景 private static IEnumerator NonsyncLoad(string sceneName, SceneData data) { // 取得载入器 IScene scene = sceneLoadControl[sceneName]; s_preScene = s_CurIScene; s_loadingIScene = scene; if (s_preScene != null) { s_preScene.Clear(); } // 1 播放开始载入的动画,并等待其播放完毕 ILoading loading = null; WndManager.CreateWnd <LoadingWnd>(WndType.NormalWnd, false, false, (wnd) => { loading = (wnd as LoadingWnd); loading.Load(); }); yield return(Yielders.GetWaitForSeconds(0.5f)); // 欲载入的处理 scene.PrepareLoad(); // 3 载入新的场景 scene.Load(data); // 等待loading入场动作,设定2秒钟哦。正常是不会这样处理的。 float waitTime = 0; float totalWaitTime = 1.5f; int displayProgress = 0; int toProgress = 0; AsyncOperation op = scene.AsyncLoading; if (scene.AsyncLoading != null) { // 等待载入完成 while (!scene.IsEnd()) { toProgress = (int)(op.progress * 100); while (displayProgress < toProgress) { waitTime += Time.deltaTime; ++displayProgress; if (loading != null) { loading.Play(displayProgress); } yield return(g_wait); } } toProgress = 100; while (displayProgress < toProgress) { waitTime += Time.deltaTime; ++displayProgress; if (loading != null) { loading.Play(displayProgress); } yield return(g_wait); } } // 场景载入完成(一定要在load完毕后才能替换,此时的环境才能称得上载入完成) s_CurIScene = scene; // scene.Awake(); // while (waitTime < totalWaitTime) { waitTime += Time.deltaTime; yield return(g_wait); } if (loading != null) { loading.TryDestroy(); } bLoading = false; yield return(Yielders.GetWaitForSeconds(0.5f)); //载入完成。 scene.BuildScene(); scene.Start(); // 载入完成 }
/// <summary> /// 显示提示窗口 /// </summary> /// <param name="msg">消息文本</param> /// <param name="title">标题ID</param> /// <param name="type">确认对话框类型</param> /// <param name="callback">回调,回调参数中可以判断点击了那个按钮</param> /// <returns></returns> public static void ShowMsgBox(string msg, string title, MsgBoxType type = MsgBoxType.Ok, Action <IMsgBoxResult> callback = null) { WndManager.CreateWnd <ConfirmWnd>(WndType.DialogWnd, false, false, (wnd) => { (wnd as ConfirmWnd).SetData(msg, title, type, callback); }); }
/// <summary> /// 显示敌我目标tips /// </summary> /// <param name="Info">目标数据</param> /// <param name="ScreenPos">屏幕位置</param> /// <param name="align">对其方式</param> /// <param name="TargetSize">触碰3D对象的在屏幕中的大小</param> /// <param name="isTouchDestroy">是否触碰销毁</param> /// <returns></returns> public static void ShowTargetTips(TargetHeroInfo Info, Vector2 ScreenPos, TipAlignment align, Vector2 TargetSize, bool isTouchDestroy) { WndManager.CreateWnd <TargetInfoWnd>(WndType.DialogWnd, false, false, (wnd) => { (wnd as TargetInfoWnd).SetData(new object[] { 1, Info, ScreenPos, align, TargetSize, isTouchDestroy }); }); }
public override void BuildUI() { SoundManager.PlayMusic(3); WndManager.CreateWnd <BattleMainWnd>(WndType.MenuWnd, false, false, null); m_eType = EEnterLoginSceneType.eEnterLoginSceneType_None; }