コード例 #1
0
        public static Vector3 Set3DUIWorldPos_ByScreenPoint(ref Vector3 worldPos, bool bMiniMap)
        {
            float num;
            float num2;

            return(MiniMapSysUT.Set3DUIWorldPos_ByScreenPoint(ref worldPos, bMiniMap, out num, out num2));
        }
コード例 #2
0
            private void _updateNodePosition(GameObject node, PoolObjHandle <ActorRoot> actorRoot, bool bSmallMap)
            {
                if (!actorRoot)
                {
                    return;
                }
                if (node != null)
                {
                    MinimapSys theMinimapSys = Singleton <CBattleSystem> .GetInstance().TheMinimapSys;

                    if (theMinimapSys == null)
                    {
                        return;
                    }
                    Vector3 vector  = (Vector3)actorRoot.handle.location;
                    Vector2 vector2 = bSmallMap ? theMinimapSys.GetMMFianlScreenPos() : theMinimapSys.GetBMFianlScreenPos();
                    Vector2 vector3 = bSmallMap ? theMinimapSys.mmFinalScreenSize : theMinimapSys.bmFinalScreenSize;
                    float   x;
                    float   y;
                    node.transform.position = MiniMapSysUT.Set3DUIWorldPos_ByScreenPoint(ref vector, bSmallMap, out x, out y);
                    if (!this.IsRectInside(x, y, vector2.x, vector2.y, vector3.x, vector3.y))
                    {
                        this.SetUpdateAble(false);
                    }
                }
            }
コード例 #3
0
 public void SetData(Vector3 worldpos, int type, uint id, bool b5v5 = false, bool bUseCache = true, bool bRefreshCache = false, bool bRefreshMM = true)
 {
     if (this.mmDragonNode_3dui != null && bRefreshMM)
     {
         if (this.mmDragonNode_ugui != null)
         {
             RectTransform rectTransform = this.mmDragonNode_ugui.transform as RectTransform;
             rectTransform.anchoredPosition = new Vector2(worldpos.x * Singleton <CBattleSystem> .instance.world_UI_Factor_Small.x, worldpos.z * Singleton <CBattleSystem> .instance.world_UI_Factor_Small.y);
         }
         Vector3 position = MiniMapSysUT.Set3DUIWorldPos_ByScreenPoint(ref worldpos, true);
         this.mmDragonNode_3dui.transform.position = position;
     }
     if (this.bmDragonNode_3dui != null)
     {
         if (this.bmDragonNode_ugui != null)
         {
             RectTransform rectTransform2 = this.bmDragonNode_ugui.transform as RectTransform;
             rectTransform2.anchoredPosition = new Vector2(worldpos.x * Singleton <CBattleSystem> .instance.world_UI_Factor_Big.x, worldpos.z * Singleton <CBattleSystem> .instance.world_UI_Factor_Big.y);
         }
         if (bUseCache)
         {
             if (this.cachePos == Vector3.zero || bRefreshCache)
             {
                 this.cachePos = MiniMapSysUT.Set3DUIWorldPos_ByScreenPoint(ref worldpos, false);
             }
             this.bmDragonNode_3dui.transform.position = this.cachePos;
         }
         else
         {
             this.bmDragonNode_3dui.transform.position = MiniMapSysUT.Set3DUIWorldPos_ByScreenPoint(ref worldpos, false);
         }
     }
     this.objid = id;
 }
コード例 #4
0
ファイル: CSignal.cs プロジェクト: TonyDongGuaPi/joework
 public void Update(CUIFormScript formScript, float deltaTime)
 {
     if (this.m_duringTime < this.m_maxDuringTime)
     {
         this.m_duringTime += deltaTime;
         if (this.bSignalFollowActor())
         {
             Vector3 vector = (Vector3)this.m_signalRelatedActor.get_handle().location;
             float   x;
             float   y;
             this.m_signalInUi.transform.position = MiniMapSysUT.Set3DUIWorldPos_ByScreenPoint(ref vector, true, out x, out y);
             if (this.m_signalInUIEffect != null && this.m_signalInUIEffect.parObj != null)
             {
                 Vector2 vector2 = new Vector2(x, y);
                 Singleton <CUIParticleSystem> .GetInstance().SetParticleScreenPosition(this.m_signalInUIEffect, ref vector2);
             }
         }
     }
 }
コード例 #5
0
ファイル: CSignal.cs プロジェクト: TonyDongGuaPi/joework
        public void Initialize(CUIFormScript formScript, ResSignalInfo signalInfo)
        {
            if (this.m_playerID > 0u)
            {
                Player player = Singleton <GamePlayerCenter> .GetInstance().GetPlayer(this.m_playerID);

                if (player != null)
                {
                    this.m_signalRelatedActor = player.Captain;
                }
            }
            this.m_signalInfo = signalInfo;
            if (this.m_signalInfo == null || formScript == null)
            {
                this.m_duringTime    = 0f;
                this.m_maxDuringTime = 0f;
                return;
            }
            this.m_duringTime    = 0f;
            this.m_maxDuringTime = (float)this.m_signalInfo.bTime;
            if (this.m_signalInfo.bSignalType == 0 && !string.IsNullOrEmpty(this.m_signalInfo.szSceneEffect))
            {
                this.m_effectInScene = MonoSingleton <SceneMgr> .GetInstance().GetPooledGameObjLOD(this.m_signalInfo.szSceneEffect, true, SceneObjType.Temp, this.m_worldPosition);

                this.m_effectInScene.CustomSetActive(true);
            }
            if (this.m_bUseSignal && !string.IsNullOrEmpty(this.m_signalInfo.szUIIcon))
            {
                if (this.m_signalInUi == null)
                {
                    this.m_signalInUi = MiniMapSysUT.GetSignalGameObject(true);
                }
                if (this.m_signalInUi != null)
                {
                    Vector3 vector = this.m_worldPosition;
                    if (this.m_signalInfo.bSignalType == 1 && this.m_signalRelatedActor)
                    {
                        vector = (Vector3)this.m_signalRelatedActor.get_handle().location;
                    }
                    float x;
                    float y;
                    this.m_signalInUi.transform.position = MiniMapSysUT.Set3DUIWorldPos_ByScreenPoint(ref vector, true, out x, out y);
                    if (!string.IsNullOrEmpty(this.m_signalInfo.szRealEffect) && this.m_signalInUi != null && Singleton <CBattleSystem> .get_instance().TheMinimapSys.CurMapType() == MinimapSys.EMapType.Mini)
                    {
                        Vector2 vector2 = new Vector2(x, y);
                        if (Singleton <CBattleSystem> .get_instance().FightForm.GetSignalPanel().CheckSignalPositionValid(vector2))
                        {
                            this.m_signalInUIEffect = Singleton <CUIParticleSystem> .get_instance().AddParticle(this.m_signalInfo.szRealEffect, (float)this.m_signalInfo.bTime, vector2);
                        }
                    }
                }
            }
            if (this.bUseCfgSound)
            {
                string text = StringHelper.UTF8BytesToString(ref this.m_signalInfo.szSound);
                if (!string.IsNullOrEmpty(text))
                {
                    Singleton <CSoundManager> .GetInstance().PlayBattleSound2D(text);
                }
            }
        }