/// <summary> /// 创建血条 /// </summary> /// <param name="tagert">血条模板 Prefab </param> /// <param name="parent">父节点</param> /// <returns></returns> public static LYXHeroBlood CreateBlood(GameObject tagert, Transform parent) { GameObject bgo = GameObject.Instantiate(tagert) as GameObject; if (bgo == null) { return(null); } Transform btrans = bgo.transform; if (parent != null) { btrans.parent = parent; } btrans.localPosition = Vector3.zero; btrans.localRotation = Quaternion.identity; btrans.localScale = Vector3.one; LYXHeroBlood blood = LCSCompHelper.FindComponet <LYXHeroBlood>(bgo); // 血条 blood.bloodSlider = btrans.Find("blood/bloodslider").GetComponent <UISlider>(); //怒气 blood.angSlider = btrans.Find("anger/angerslider").GetComponent <UISlider>(); blood.mBloodTime = 0; blood.mIsRefresh = false; blood.gameObject.SetActive(false); return(blood); }
/// <summary> /// 创建战斗角色模型 /// </summary> private void CreateBattleModel() { _heroObject = new List <LYXHeroObject>(); for (int i = 0, len = _heroEntityList.Count; i < len; i++) { LYXHeroEntity own = _heroEntityList[i]; LYXHeroObject ownObject = LCSCompHelper.LoadResource <LYXHeroObject>("RoleModel/" + own.HeroModel); if (ownObject == null) { continue; } ownObject.mHeroEnity = own; ownObject.mMoveEndPos = mEndMovePos; string parPath = own.FriendAndFoe == 1 ? "own" : "enemy"; InitHeroObjectPosition(ownObject.transform, parPath + "/" + own.HeroPos); if (own.FriendAndFoe == 1) { ownObject.transform.localScale = new Vector3(-1, 1, 1); } ownObject.mBatManage = this; _heroObject.Add(ownObject); } _isIntoBattle = true; }
/// <summary> /// 创建界面 /// </summary> /// <param name="winPath">加载资源路径</param> /// <param name="winName">打开界面的名字</param> private static LAUIBehaviour CreatePage(string winName, string winPath) { if (string.IsNullOrEmpty(winName)) { LCSConsole.WriteError("打开的界面名字为空! pageName = " + winName); return(null); } if (string.IsNullOrEmpty(winPath)) { LCSConsole.WriteError("加载资源 AssetBundle 文件路径为空! bundlePath = " + winPath); return(null); } GameObject ui = LCSManageSource.LoadSource(winName, winPath); if (ui == null) { LCSConsole.WriteError("加载的资源不存在!"); return(null); } GameObject go = GameObject.Instantiate(ui) as GameObject; if (go == null) { return(null); } LCSCompHelper.InitTransform(go, UIRoot); return(LCSCompHelper.GetComponent <LAUIBehaviour>(go)); }
/// <summary> /// 增加一个销毁脚本 /// /// 开启一个销毁 /// </summary> /// <returns></returns> public static LCSelfDestroy Begin(GameObject go, float dtyTime) { LCSelfDestroy dest = LCSCompHelper.FindComponet <LCSelfDestroy>(go); dest.mDtyTime = dtyTime; return(dest); }
/// <summary> /// 异步打开界面回调 /// </summary> private static void AsyncOpenWindowCallback(string winName, GameObject go) { if (string.IsNullOrEmpty(winName)) { LCSConsole.WriteError("打开的界面名字为空! winName = string.Empty"); return; } if (go == null) { LCSConsole.WriteError("资源加载失败!"); return; } GameObject ui = GameObject.Instantiate(go) as GameObject; if (ui == null) { return; } LCSCompHelper.InitTransform(go, UIRoot); LAUIBehaviour win = LCSCompHelper.GetComponent <LAUIBehaviour>(ui); int depth = 1; LAUIBehaviour topWin = TopWindow(); if (topWin != null) { depth = topWin.WinDepth + LCSConfig.DepthSpan; } // 初始化当前界面 win.OnOpen(depth, winName); Add <LCSUIManage>(winName, win); }
/// <summary> /// 界面失去焦点 /// </summary> public virtual void OnLostFocus() { if (mBoxColliders == null) { return; } LCSCompHelper.CollidersEnabled(mBoxColliders, false); }
/// <summary> /// 创建特效 /// </summary> /// <param name="effName"> 所以特效都放到 Effects 下, 特效的名字</param> /// <param name="parent">特效的父节点</param> /// <returns></returns> public static LYXSkillEffects CreateEffects(string effName, Transform parent) { LYXSkillEffects effects = LCSCompHelper.LoadAndInstance <LYXSkillEffects>("Effects/" + effName, parent); if (effects == null) { return(null); } return(effects); }
/// <summary> /// 初始化侠客的位置 /// </summary> /// <param name="current">侠客</param> /// <param name="parentPath">侠客父节点路径</param> public void InitHeroObjectPosition(Transform current, string parentPath) { if (!string.IsNullOrEmpty(parentPath)) { current.parent = LCSCompHelper.FindTransform(mBattleFormation, parentPath); } current.localPosition = Vector3.zero; current.localRotation = Quaternion.identity; current.localScale = Vector3.one; }
public override void Update() { if (anchorUpdate == LYXAnchorUpdate.OnUpdate) { Vector2 vect = LCSCompHelper.SceneWidthAndHeight(); mSceneWidth = (int)vect.x; mSceneHeight = (int)vect.y; AdaptiveScene(); } }
/// <summary> /// 开始堆栈 /// </summary> /// <returns></returns> public static LCLogStack Begin() { // todo: 增加启动 项目开始时设置 if (_instance != null) { return(_instance); } GameObject create = LCSCompHelper.Create("_LOG Stack"); _instance = LCSCompHelper.FindComponet <LCLogStack>(create); Application.RegisterLogCallback(_instance.LogCallback); return(_instance); }
/// <summary> /// 设置血条的位置 /// </summary> /// <param name="target">血条目标点</param> /// <param name="offect">偏移</param> public void SetBloodPostion(GameObject target, Vector3 offect) { if (target == null) { return; } LCUIInset3D uiInset = LCSCompHelper.FindComponet <LCUIInset3D>(gameObject); if (uiInset == null) { return; } uiInset.mOffset = offect; uiInset.mTarget = target; }
public static LCDelayAction BeginAction(GameObject go, float delayTime, Action action) { if (go == null && action == null) { return(null); } if (go == null || delayTime <= 0) { action(); return(null); } LCDelayAction delact = LCSCompHelper.FindComponet <LCDelayAction>(go); delact.mActionBack = action; delact.mActionTime = delayTime; return(delact); }
/// <summary> /// 初始化ui 界面 /// </summary> public void InitUIPanel(LYXBattleManage mage, LYXHeroEntity entity) { _manage = mage; _heroEntity = entity; _isStartRefresh = true; // 血条 bloodSlider = LCSCompHelper.FindComponet <UISlider>(gameObject, "roleblood/blood/bloodslider"); //怒气 angSlider = LCSCompHelper.FindComponet <UISlider>(gameObject, "roleblood/anger/angerslider"); heroDieSpr = LCSCompHelper.FindComponet <UISprite>(gameObject, "die"); heroDieSpr.gameObject.SetActive(false); mTweenRota = TweenRotation.Begin(gameObject, 0.1f, Quaternion.identity); mTweenRota.enabled = false; isHasTween = false; }
/// <summary> /// 创建伤害值 /// </summary> /// <param name="parent">父节点</param> /// <param name="target">伤害值位置</param> /// <param name="hurtValue">伤害值</param> /// <param name="offect">便宜位置</param> /// <returns></returns> public static LYXBattleBuffer CreateHarm(GameObject parent, GameObject target, float hurtValue, Vector3 offect) { LYXBattleBuffer buffer = LCSCompHelper.LoadResource <LYXBattleBuffer>("Prefab/hurtvalue"); UILabel lab = buffer.GetComponent <UILabel>(); if (lab == null) { return(null); } lab.text = "[ff0000] -" + hurtValue; Transform trans = lab.transform; trans.parent = parent.transform; trans.localPosition = Vector3.zero; trans.localRotation = Quaternion.identity; trans.localScale = Vector3.one; trans.position = target.transform.position; trans.localPosition = trans.localPosition + offect; return(buffer); }
public override void Awake() { transform.localScale = Vector3.one; anchorWidget = gameObject.GetComponent <UIWidget>(); bool isWidget = anchorWidget != null; Vector2 vect = LCSCompHelper.SceneWidthAndHeight(); mSceneWidth = (int)vect.x; mSceneHeight = (int)vect.y; if (isWidget) { anchorWidget.ResetAnchors(); mOriginalWidth = anchorWidget.localSize.x; mOriginalHeight = anchorWidget.localSize.y; } else { // 1024 - 15 // 768 - 11 mOriginalWidth = 15 / 1024f; mOriginalHeight = 11 / 768f; } }
/// <summary> /// 开始分析 /// </summary> /// <returns></returns> public static LCProfiler BeginProfiler(GameObject go) { return(go == null ? null : LCSCompHelper.FindComponet <LCProfiler>(go)); }
public virtual new void Awake() { mPanels = LCSCompHelper.GetComponents <UIPanel>(gameObject); mBoxColliders = LCSCompHelper.GetComponents <Collider>(gameObject); }
/// <summary> /// 开始分析 /// /// 自己创建一个节点 /// </summary> /// <returns></returns> public static LCProfiler BeginProfiler() { GameObject create = LCSCompHelper.Create("_Profiler"); return(BeginProfiler(create)); }