public override void InitUIData() { inst = this; numberObj = UIResourceMgr.LoadPrefab("UI/Prefabs/UI_Fight/UI_FightNumber"); //StartCoroutine(delay()); }
private SkillTargetStruct mSkillTargetStruct = new SkillTargetStruct(); // 当前选中的技能的信息 // ======================= 初始化操作 ========================= // 1: 初始化数据 public override void InitUIData() { iconPre = UIResourceMgr.LoadPrefab("UI/Prefabs/SkillIcon"); GameEventDispatcher.Inst.addEventListener(GameEventID.SE_ResetSkillCD, onSkillReleaseEnd); GameEventDispatcher.Inst.addEventListener(GameEventID.F_HeroOnDie, onHeroDie); }
// 自动选择页入场 private void onAutoPanelInto() { if (m_AutoPanelTrans == null) { Object obj = UIResourceMgr.LoadPrefab("UI/Prefabs/UI_Fight/UI_AutoFightPanel"); GameObject trans = Instantiate(obj, Vector3.zero, Quaternion.identity) as GameObject; trans.transform.SetParent(selfTransform, false); m_AutoPanelTrans = trans.gameObject.GetComponent <RectTransform>(); m_AutoPanel = trans.gameObject.GetComponent <UI_AutoPanel>(); } mSkillPanel.gameObject.SetActive(false); m_AutoPanelTrans.gameObject.SetActive(true); m_AutoPanel.onReset(); //m_AutoPanel.localPosition = new Vector3(0, -m_AutoPanel.GetComponent<RectTransform>().sizeDelta.y, 0); m_AutoPanelTrans.anchoredPosition3D = new Vector3(0, -315, 0); m_AutoPanelTrans.DOAnchorPos3D(new Vector3(0, 0, 0), 0.8f).SetEase(Ease.OutCubic).SetUpdate(true); }