예제 #1
0
    void EventCreateUnit(object obj)
    {
        GenerateUnitInfo info = obj as GenerateUnitInfo;

        if (info == null)
        {
            return;
        }

        if (info.camp == m_Camp)
        {
            UnitInfo unitInfo = ResManager.Instance.unitTable.GetById(info.unitId);
            ResManager.Instance.LoadObject <GameObject>(unitInfo.modelPath, true, (go) => {
                go.transform.position = info.pos;

                BaseUnit bu = ComponentTools.AddComponent <BaseUnit>(go);
                bu.Init(unitInfo, m_Camp);
                if (unitInfo.unitType != (int)UnitType.Crystal && unitInfo.unitType != (int)UnitType.GuardTower)
                {
                    ComponentTools.AddComponent <UnitPathFollower>(go);
                }

                m_unitList.Add(go);
            });
        }
    }
예제 #2
0
파일: GameMain.cs 프로젝트: glms123/test
        protected override void ConfigComponents()
        {
            base.ConfigComponents();
 #if UNITY_EDITOR
            enableOutlog = true;
#else
            enableOutlog = true;
#endif
            ComponentTools.AddComponent <AudioListener>(gameObject);

            if (Framework.Get <ResManager>() == null)
            {
                Framework.AddComponent <ResManager>();
            }
            if (Framework.Get <AudioManager>() == null)
            {
                Framework.AddComponent <AudioManager>();
            }

#if UNITY_EDITOR
#elif UNITY_IOS
#elif UNITY_ANDROID
#endif

            SMSceneManager sceneManager;
            sceneManager = AddComponent <SMSceneManager>();
            sceneManager.TransitionPrefab = "Prefabs/SMTransitions/SMFadeTransition";
            //     sceneManager.SceneLoaded += OnSceneLoaded;
        }
예제 #3
0
파일: UIBattle.cs 프로젝트: glms123/test
    // Use this for initialization
    void Start()
    {
        GameObject go = null;
        UnitCard   uc = null;

        for (int i = 0; i < 4; i++)
        {
            go = ComponentTools.LoadUIObject(UIPartFilePath.UnitCard, m_grid_card.transform);
            uc = ComponentTools.AddComponent <UnitCard>(go);
            m_UnitCardList.Add(uc);
            m_grid_card.repositionNow = true;
        }

        Framework.SendEvent(ThisGameEvent.HideUI);
    }
예제 #4
0
    void OnBattle(GameObject btn)
    {
        base.OnBack(btn);
        GameObject uibattle = null;

        WindowManager.ManageWinwodOpen(WindowAction.Open_UIBattle, null, uibattle);

        GameObject go = GameObject.Find("BattleManager");

        if (go == null)
        {
            go      = new GameObject();
            go.name = "BattleManager";
        }
        BattleManager bm = ComponentTools.AddComponent <BattleManager>(go);
    }
예제 #5
0
    static T OpenWindow <T>(string uiPath, WindowType type, UILayer layer = UILayer.Default) where T : BaseUI
    {
        if (m_go_UIRoot == null)
        {
            m_go_UIRoot = GameObject.FindGameObjectWithTag("UIRoot");
        }

        T com = null;

        ResManager.Instance.LoadObject <GameObject>(uiPath, true, (obj) => {
            obj.SetActive(true);
            obj.transform.SetParent(m_go_UIRoot.transform);
            obj.transform.localScale    = Vector3.one;
            obj.transform.localPosition = Vector3.zero;

            m_WindowList.Add(obj);
            com         = ComponentTools.AddComponent <T>(obj);
            com.WinType = type;

            int nLayer = (int)layer;
            if (layer == UILayer.Default)
            {
                nLayer = CurUILayer;
            }

            UIPanel[] panels = obj.GetComponentsInChildren <UIPanel>();
            if (panels != null)
            {
                for (int i = 0; i < panels.Length; i++)
                {
                    panels[i].depth += nLayer * UIDepthFactor;
                }
            }
        });
        return(com);
    }