예제 #1
0
 private void PlusLoadRate()
 {
     rate += 10;
     if (rate > 100)
     {
         rate          = 100;
         currentUIType = FightMatchUIType.None;
     }
     controller.SendNoticeC2S(rate);
 }
예제 #2
0
        //Set Fight Match UI
        private void SetFightMatchUI(FightMatchUIType uiType)
        {
            currentUIType = uiType;
            switch (uiType)
            {
            case FightMatchUIType.MatchUI:
                roomPanel.gameObject.SetActive(true);
                friendPanel.gameObject.SetActive(true);
                backButton.gameObject.SetActive(true);
                matchSucceedPanel.gameObject.SetActive(false);
                timerObj.gameObject.SetActive(false);
                titleText_match.gameObject.SetActive(true);
                titleText_matching.gameObject.SetActive(false);
                armyToggleGroup.gameObject.SetActive(true);
                armyTgText1.gameObject.SetActive(true);
                armyTgText2.gameObject.SetActive(true);
                armyTgText3.gameObject.SetActive(true);
                runeDropdown.interactable           = true;
                instituteSkillDropdown.interactable = true;
                matchButton.interactable            = true;
                buttonText.text = beInvited ? "准备" : "开始匹配";
                matchButton.gameObject.SetActive(true);
                cancelButton.gameObject.SetActive(false);

                if (currentBattleType == Data.BattleType.BattleP1vsP1)
                {
                    titleText_match.text = "1V1 匹配";
                    friendTran.gameObject.SetActive(false);
                }
                else if (currentBattleType == Data.BattleType.BattleP2vsP2)
                {
                    titleText_match.text = "2V2 匹配";
                    friendTran.gameObject.SetActive(true);
                }
                else if (currentBattleType == Data.BattleType.Tranining)
                {
                    titleText_match.text = "训练模式";
                    friendTran.gameObject.SetActive(false);
                }
                else if (currentBattleType == Data.BattleType.Survival)
                {
                    titleText_match.text = "生存模式";
                    friendTran.gameObject.SetActive(false);
                }
                break;

            case FightMatchUIType.MatchingUI:
                roomPanel.gameObject.SetActive(true);
                friendPanel.gameObject.SetActive(true);
                backButton.gameObject.SetActive(false);
                matchSucceedPanel.gameObject.SetActive(false);
                timerObj.gameObject.SetActive(true);
                titleText_match.gameObject.SetActive(false);
                titleText_matching.gameObject.SetActive(true);
                armyToggleGroup.gameObject.SetActive(false);
                armyTgText1.gameObject.SetActive(false);
                armyTgText2.gameObject.SetActive(false);
                armyTgText3.gameObject.SetActive(false);
                runeDropdown.interactable           = false;
                instituteSkillDropdown.interactable = false;
                buttonText.text = "取消匹配";
                matchButton.gameObject.SetActive(false);
                cancelButton.gameObject.SetActive(!beInvited);
                timeLeft_room = 0;
                break;

            case FightMatchUIType.MatchSucceedUI:
                roomPanel.gameObject.SetActive(false);
                friendPanel.gameObject.SetActive(false);
                matchSucceedPanel.gameObject.SetActive(true);
                break;
            }
        }