GameObject NetAddBuild(int BInd, Vector3 VT) //添加Item perfab { GameObject m_Obj = Instantiate(Resources.Load("Prefab/HouseMenu/BuildingList")) as GameObject; m_Obj.transform.parent = GameObject.Find("HouseList").transform; m_Obj.transform.localScale = Vector3.one; m_Obj.transform.localPosition = VT; m_Obj.name = "B" + BInd.ToString(); //挂在外部对象 m_Obj.GetComponent <BuyBuilding>().m_HouseMenu = m_HouseMenu; m_Obj.GetComponent <BuyBuilding>().m_CameraMap = m_CameraMap; m_Obj.GetComponent <BuyBuilding>().m_ResList = m_ResList; var BList = from n in MyApp.GetInstance().GetDataManager().BB() where n.BType == BInd where n.Lv == 1 select new { B_ATLAS_NAME = n.Atlas, B_ICON_NAME = n.Icon, B_NAME = n.Name, BUILD_STR = n.InfoStr, n.ID }; foreach (var BLi in BList) { //Debug.Log("BLi.Batlasname = " + BLi.Batlasname); //Debug.Log("BLi.Biconname = " + BLi.Biconname); UIAtlas UA = Resources.Load("Atlas/House/" + BLi.B_ATLAS_NAME, typeof(UIAtlas)) as UIAtlas; m_Obj.transform.FindChild("HouseIcon").GetComponent <UISprite>().atlas = UA; m_Obj.transform.FindChild("HouseIcon").GetComponent <UISprite>().spriteName = BLi.B_ICON_NAME; m_Obj.transform.FindChild("HouseName").GetComponent <UILabel>().text = BLi.B_NAME;; m_Obj.transform.FindChild("BID").GetComponentInChildren <UILabel>().text = BLi.ID.ToString(); m_Obj.transform.FindChild("HouseInfo").GetComponent <UILabel>().text = BLi.BUILD_STR; } return(m_Obj); }
// Use this for initialization void Start() { m_MyBB = MyApp.GetInstance().GetDataManager().BB(); Transform Tf = m_Items.transform.parent; m_ResList = Tf.GetComponent <Building>().m_ResList; Dt = DateTime.Now.Ticks; UIEventListener.Get(m_Items).onClick = onItems; }
// Use this for initialization void Start() { float PosX = -272; int BListCount = (from n in MyApp.GetInstance().GetDataManager().BB() where n.Lv == 1 select n).Count(); Debug.Log("等级为一的数据个数:" + BListCount); for (int i = 0; i < BListCount; i++) { PosX += 272; Vector3 Vt = new Vector3(PosX - 272, -17f, 0); m_BList.Add(NetAddBuild(i, Vt)); } UIEventListener.Get(m_CloseBut).onClick = onClose; }
IEnumerator CopyFile() { UnityEngine.Debug.Log("persistentFilePath:" + persistentFilePath); Debug.Log("fromFilePath = " + fromFilePath); WWW www1 = new WWW(fromFilePath); yield return(www1); try{ File.WriteAllBytes(persistentFilePath, www1.bytes); }catch (Exception e) { Debug.Log("Error = " + e.ToString()); } www1.Dispose(); finishLoading = true; MyApp.GetInstance().GetDataManager().Test(); }
public static bool SetSoldier(GameObject go, int id, bool isLeft) { if (go.GetComponent <SkeletonAnimation>() == null) { return(false); } //Debug.Log("SetSoldier id = " + id); string skel; if (isLeft) { //Debug.Log("isLeft SetSoldier id = " + id); //PlayerSoldier soldier = PlayerDataManager.GetInstance().GetSoldier(id); //skel = soldier.GetBaseData().Skl; //Debug.Log("skel = " + skel); } else { // Debug.Log("not isLeft SetSoldier id = " + id); if (MyApp.GetInstance().GetDataManager() == null) { Debug.Log("not isLeft SetSoldier id = " + id + "null; = " + MyApp.GetInstance()); } //skel = MyApp.GetInstance().GetDataManager().GetMonsterData(id).Skl; //Debug.Log("skel = " + skel); } //SkeletonDataAsset skeleton = GameObject.Instantiate(Resources.Load<SkeletonDataAsset>("FightScene/" + "Skl/"+ skel + "/New SkeletonData")) as SkeletonDataAsset; ////Debug.Log("skeleton = " + skeleton + "----------------FightScene/" + "Skl/" + skel + "/New SkeletonData"); //AtlasAsset assetData = GameObject.Instantiate(Resources.Load<AtlasAsset>("FightScene/" + "Skl/" + skel + "/New Atlas")) as AtlasAsset; //Material material = GameObject.Instantiate(Resources.Load<Material>("FightScene/" + "Skl/" + skel + "/New Material")) as Material; //if (!skeleton || !assetData || !material) // return false; //skeleton.atlasAsset = assetData; //assetData.materials[0] = material; //go.GetComponent<SkeletonAnimation>().skeletonDataAsset = skeleton; //go.GetComponent<SkeletonAnimation>().Reset(); return(true); }
// Use this for initialization void Start() { Debug.Log("开始升级!!!!!!"); m_BuildingUpgraed.transform.parent.GetComponent <Building>().m_Sale.SetActive(false); m_MyBB = MyApp.GetInstance().GetDataManager().BB(); ID = GlobalVar.GetInstance().UpgradeID; Dt = GlobalVar.GetInstance().UpgradeStartTime; Stime = m_MyBB[ID].UpgradeTime; GlobalVar.GetInstance().ceshi = ID.ToString(); TimeCount(Stime); if (Stime > 0) { m_AnimationList[0].SetActive(true); } //点击动画显示建筑当前简略信息 for (int i = 0; i < m_AnimationList.Count; i++) { UIEventListener.Get(m_AnimationList[i]).onClick = onAnimation; } }
// Use this for initialization void Start() { m_ResList = m_BObj.GetComponent <Building>().m_ResList; m_MyBB = MyApp.GetInstance().GetDataManager().BB(); UIEventListener.Get(m_Upgrade).onClick = onUpgrade; }
// Use this for initialization void Start() { Ind = Convert.ToInt32(m_BId.GetComponent<UILabel>().text); m_MyBB = MyApp.GetInstance().GetDataManager().BB(); UIEventListener.Get(m_BuyBut).onClick = onBuyBut; }