public void InitCampCaptive(EnemyType enemyType) { GameObject gameObject = null; string gameObjectName = null; string name = null; string icon = null; Vector3 pos = Vector3.zero; float trainTime = 0; switch (enemyType) { case EnemyType.Elf: gameObjectName = "CaptiveCamp_Elf"; name = "俘兵兵营"; icon = "CaptiveCamp"; trainTime = 3; break; default: Debug.LogError(GetType() + "/InitCamp()/Init Failed.The enemyType is not Contained: " + enemyType.ToString()); break; } gameObject = GameObject.Find(gameObjectName); pos = UnityTool.FindChild(gameObject, "TrainPoint").transform.position; CaptiveCamp camp = new CaptiveCamp(gameObject, name, icon, enemyType, pos, trainTime); gameObject.AddComponent <CampOnClick>().Camp = camp; mCaptiveCampDIc.Add(enemyType, camp); }
public override void Init() { base.Init(); GameObject canvas = GameObject.Find("Canvas"); mRootUI = UnityTool.FindChild(canvas, "CampInfoUI"); mCampIcon = UITool.FindChild <Image>(mRootUI, "CampIcon"); mCampName = UITool.FindChild <Text>(mRootUI, "CampName"); mCampLevel = UITool.FindChild <Text>(mRootUI, "CampLv"); mWeaponLevel = UITool.FindChild <Text>(mRootUI, "WeaponLv"); mCampUpgradeBtn = UITool.FindChild <Button>(mRootUI, "CampLvBtn"); mWeaponUpgradeBtn = UITool.FindChild <Button>(mRootUI, "WeaponLvBtn"); mTrainBtn = UITool.FindChild <Button>(mRootUI, "TrainBtn"); mCancelTrainBtn = UITool.FindChild <Button>(mRootUI, "CancelTrainBtn"); mTrainBtnText = UITool.FindChild <Text>(mRootUI, "TrainBtnText"); mAliveCount = UITool.FindChild <Text>(mRootUI, "AliveCount"); mTrainingCount = UITool.FindChild <Text>(mRootUI, "TrainingCount"); mTrainingTime = UITool.FindChild <Text>(mRootUI, "TrainTime"); mTrainBtn.onClick.AddListener(OnTrainBtnClick); mCancelTrainBtn.onClick.AddListener(OnCancelTrainBtnClick); mCampUpgradeBtn.onClick.AddListener(OnCampUpgradeBtnClick); mWeaponUpgradeBtn.onClick.AddListener(OnWeaponUpgradeBtnClick); Hide(); }
public override void Init() { base.Init(); GameObject canvas = GameObject.Find("Canvas"); mRootUI = UnityTool.FindChild(canvas, "GameStateUI"); GameObject Heart1 = UnityTool.FindChild(mRootUI, "Heart1"); GameObject Heart2 = UnityTool.FindChild(mRootUI, "Heart2"); GameObject Heart3 = UnityTool.FindChild(mRootUI, "Heart3"); mHeartLst = new List <GameObject>(); mHeartLst.Add(Heart1); mHeartLst.Add(Heart2); mHeartLst.Add(Heart3); mSoldierAlive = UITool.FindChild <Text>(mRootUI, "SoldierAlive"); mEnemyAlive = UITool.FindChild <Text>(mRootUI, "EnemyAlive"); mStageCount = UITool.FindChild <Text>(mRootUI, "StageCount"); mPauseBtn = UITool.FindChild <Button>(mRootUI, "PauseBtn"); mEnergySlider = UITool.FindChild <Slider>(mRootUI, "EnergySlider"); mEnergyCount = UITool.FindChild <Text>(mRootUI, "EnergyCount"); mBackMenuButton = UITool.FindChild <Button>(mRootUI, "BackMenuButton"); mMessage = UITool.FindChild <Text>(mRootUI, "Message"); mGameOver = UnityTool.FindChild(mRootUI, "GameOver"); mMessage.text = ""; mGameOver.SetActive(false); }
public static T FindChild <T>(GameObject parent, string childName) { GameObject uiGO = UnityTool.FindChild(parent, childName); T t = uiGO.GetComponent <T>(); if (t == null) { Debug.LogError("/()/ There is not " + t.ToString() + " on the " + childName); } return(t); }
public override void Init() { base.Init(); GameObject canvas = GameObject.Find("Canvas"); mRootUI = UnityTool.FindChild(canvas, "GamePauseUI"); mCurStage = UITool.FindChild <Text>(mRootUI, "CurStage"); mCoutinueButton = UITool.FindChild <Button>(mRootUI, "CoutinueButton"); mBackMenuButton = UITool.FindChild <Button>(mRootUI, "BackMenuButton"); Hide(); }
private void InitCamp(SoldierType soldierType) { GameObject gameObject = null; string gameObjectName = null; string name = null; string icon = null; Vector3 pos = Vector3.zero; float trainTime = 0; switch (soldierType) { case SoldierType.Rookie: gameObjectName = "SoldierCamp_Rookie"; name = "新手兵营"; icon = "RookieCamp"; trainTime = 3; break; case SoldierType.Sergeant: gameObjectName = "SoldierCamp_Sergeant"; name = "中士兵营"; icon = "SergeantCamp"; trainTime = 4; break; case SoldierType.Captain: gameObjectName = "SoldierCamp_Captain"; name = "上尉兵营"; icon = "CaptainCamp"; trainTime = 5; break; default: Debug.LogError(GetType() + "/InitCamp()/Init Failed.The soldierType is not Contained: " + soldierType.ToString()); break; } gameObject = GameObject.Find(gameObjectName); pos = UnityTool.FindChild(gameObject, "TrainPoint").transform.position; SoldierCamp camp = new SoldierCamp(gameObject, name, icon, soldierType, pos, trainTime); gameObject.AddComponent <CampOnClick>().Camp = camp; mSoldierCampDIc.Add(soldierType, camp); }
public override void Init() { base.Init(); GameObject canvas = GameObject.Find("Canvas"); mRootUI = UnityTool.FindChild(canvas, "SoldierInfoUI"); mSoldierIcon = UITool.FindChild <Image>(mRootUI, "SoldierIcon"); mSoldierName = UITool.FindChild <Text>(mRootUI, "SoldierName"); mHp = UITool.FindChild <Text>(mRootUI, "Hp"); mHPSlider = UITool.FindChild <Slider>(mRootUI, "HPSlider"); mLevel = UITool.FindChild <Text>(mRootUI, "Level"); mAtk = UITool.FindChild <Text>(mRootUI, "Atk"); mAtkRange = UITool.FindChild <Text>(mRootUI, "AtkRange"); mMoveSpeed = UITool.FindChild <Text>(mRootUI, "MoveSpeed"); Hide(); }