예제 #1
0
 public void show(bool bSuccess, Data_MapBattle_R.SetData data)
 {
     m_data    = data;
     m_Success = bSuccess;
     if (bSuccess)            // Õ½¶·Ê¤Àû
     {
         spriteBg.spriteName = "succ";
         btn.normalSprite    = "get1";
         btn.hoverSprite     = "get";
         btn.pressedSprite   = "get";
         btn.GetComponentInChildren <UISprite>().spriteName = "get1";
     }
     else            // Õ½¶·½áÊø
     {
         spriteBg.spriteName = "fail";
         btn.normalSprite    = "ok1";
         btn.hoverSprite     = "ok";
         btn.pressedSprite   = "ok";
         btn.GetComponentInChildren <UISprite>().spriteName = "ok1";
     }
     labelExp.text  = "+" + m_data.exp;
     labelGold.text = "+" + m_data.coin;
     labelTili.text = "" + m_data.huoli;
     for (int i = 0; i < m_data.star; i++)            // ÏÔʾÐÇÐÇ
     {
         UISprite spStar = (UISprite)GameObject.Instantiate(spriteStarPrefab);
         NGUIUtility.SetParent(transform, spStar.transform);
         Hashtable args = new Hashtable();
         args.Add("position", starPos[i].localPosition);
         args.Add("islocal", true);
         args.Add("time", 0.5f);
         args.Add("delay", 0.1f * i);
         iTween.MoveTo(spStar.gameObject, args);
     }
 }
예제 #2
0
    void OnClick()
    {
        LogMgr.Log("[ChildClick] {0} is OnClick", this.name);
        // 把資料轉發給 Parent 去做處理
        GameObject Parent = NGUIUtility.GetParent(this.gameObject);

        Parent.SendMessage("OnChildClick", this.name, SendMessageOptions.RequireReceiver);
    }
예제 #3
0
    // 开场动画
    public void ShowKaiChangGifView()
    {
        System.Action <Object> handler = (asset) => {
            if (asset != null)
            {
                GameObject gifView = (GameObject)GameObject.Instantiate(asset);
                NGUIUtility.SetParent(waitingParentT, gifView.transform);
            }
        };

        StartCoroutine(BundleMgr.CreateObject(kResource.View, "KaiChangView", "KaiChangView", handler));
    }
예제 #4
0
    void Awake()
    {
#if DanDan
        LogMgr.Log("[Test] Global Macro");
#endif
        LogMgr.Log("[PanelLogin] Awake");
        // 把帳號密碼給塞進去
        //ClientSaveMgr.SetString (Const.Input_Account, "dandan");
        //ClientSaveMgr.SetString (Const.Input_Password, "silver");
        NGUIUtility.SetInputText(Const.Input_Account, ClientSaveMgr.GetString(Const.Input_Account));
        NGUIUtility.SetInputText(Const.Input_Password, ClientSaveMgr.GetString(Const.Input_Password));
    }
예제 #5
0
 // 任务
 public void ShowRenwuView(MapJson mapjson)
 {
     System.Action <Object> handler = (asset) => {
         if (asset != null)
         {
             GameObject renwuViewObject = (GameObject)GameObject.Instantiate(asset);
             RenwuView  renwuView       = renwuViewObject.GetComponent <RenwuView>();
             renwuView.show(mapjson);
             NGUIUtility.SetParent(waitingParentT, renwuViewObject.transform);
         }
     };
     StartCoroutine(BundleMgr.CreateObject(kResource.View, "RenwuView", "RenwuView", handler));
 }
예제 #6
0
 // 在 Awake 時做設定
 void Awake()
 {
     // 設成 Dont Destry
     if (IsDestroy == false)
     {
         DontDestroyOnLoad(this.gameObject);
     }
     // 是否 Hide 起來
     if (IsEnable == false)
     {
         NGUIUtility.HideUI(this.gameObject);
     }
 }
예제 #7
0
 // 战斗结果
 public void ShowBattleRecordResultView(bool bresult, Data_MapBattle_R.SetData data)
 {
     System.Action <Object> handler = (asset) => {
         if (asset != null)
         {
             GameObject  resultViewObject = (GameObject)GameObject.Instantiate(asset);
             JiesuanView resultView       = resultViewObject.GetComponent <JiesuanView>();
             NGUIUtility.SetParent(waitingParentT, resultViewObject.transform);
             resultView.show(bresult, data);
         }
     };
     StartCoroutine(BundleMgr.CreateObject(kResource.View, "JiesuanView", "JiesuanView", handler));
 }
예제 #8
0
 // 开始动画
 void _showStartEffect()
 {
     System.Action <Object> handler = (asset) => {
         if (asset != null)
         {
             GameObject       effectObject = (GameObject)GameObject.Instantiate(asset);
             TextureAnimation anima        = effectObject.GetComponent <TextureAnimation>();
             anima.eventReceiver = gameObject;
             anima.finishEvent   = "_startEffectEnd";
             NGUIUtility.SetParent(transform, effectObject.transform);
             m_startEffect = anima;
         }
     };
     StartCoroutine(Globals.It.BundleMgr.CreateObject(kResource.Effect, "StartEffect", "StartEffect", handler));
 }
예제 #9
0
 // 角色创建面板
 public void ShowCreateRoleView()
 {
     if (m_SelectRoleView == null)
     {
         System.Action <Object> handler = (asset) => {
             if (asset != null)
             {
                 GameObject selectRoleView = (GameObject)GameObject.Instantiate(asset);
                 m_SelectRoleView = selectRoleView.GetComponent <SelectRoleView>();
                 NGUIUtility.SetParent(waitingParentT, selectRoleView.transform);
             }
         };
         StartCoroutine(BundleMgr.CreateObject(kResource.View, "SelectRoleView", "SelectRoleView", handler));
     }
 }
예제 #10
0
 // 战斗记录
 public void ShowBattleRecordView(Data_MapBattle_R data)
 {
     if (m_BattleRecordView == null)
     {
         System.Action <Object> handler = (asset) => {
             if (asset != null)
             {
                 GameObject battleRecordViewObject = (GameObject)GameObject.Instantiate(asset);
                 m_BattleRecordView = battleRecordViewObject.GetComponent <BattleRecordView>();
                 m_BattleRecordView.show(data);
                 NGUIUtility.SetParent(waitingParentT, battleRecordViewObject.transform);
             }
         };
         StartCoroutine(BundleMgr.CreateObject(kResource.View, "BattleRecordView", "BattleRecordView", handler));
     }
 }
예제 #11
0
    // 显示输入   输入角色名字 等情况
    public void ShowInput(System.Action <string> callback)
    {
        if (m_InoutBoxView == null)
        {
            System.Action <Object> handler = (asset) => {
                if (asset != null)
                {
                    GameObject objInputBox = (GameObject)GameObject.Instantiate(asset);                      // 创建输入界面  显示
                    m_InoutBoxView = objInputBox.GetComponent <InoutBoxView>();
                    NGUIUtility.SetParent(waitingParentT, objInputBox.transform);
                    m_InoutBoxView.onShow(callback);
                }
            };

            StartCoroutine(BundleMgr.CreateObject(kResource.View, "InputBoxView", "InputBoxView", handler));
        }
    }
예제 #12
0
    // 开启协程 创建登录视图
    IEnumerator _CreateLoginView()
    {
        yield return(null);

        // 加载完之后需要执行这个回调 handler
        System.Action <Object> handler = (asset) => {
            if (asset != null)
            {
                GameObject dengluObject = (GameObject)GameObject.Instantiate(asset); // 登录视图
                m_DengluView = dengluObject.GetComponent <DengluView>();
                NGUIUtility.SetParent(waitingParentT, dengluObject.transform);       // waitingParentT => Anchor

                AudioManager.PlayLoopSound(bgAudio);                                 // 播放音乐
            }
            HideWaiting();
        };
        ShowWaiting();
        StartCoroutine(BundleMgr.CreateObject(kResource.View, "DengluView", "DengluView", handler));
    }
예제 #13
0
    private IEnumerator _ShowWaiting()
    {
        yield return(new WaitForSeconds(1.0f));

        {
            if (m_WaitingView == null && waitingView != null)
            {
                System.Action <Object> handler = (asset) => {
                    if (asset != null)
                    {
                        m_WaitingView = (GameObject)GameObject.Instantiate(asset);
                        NGUIUtility.SetParent(waitingParentT, m_WaitingView.transform);
                    }
                };

                StartCoroutine(BundleMgr.CreateObject(kResource.Common, "WaitingView", "WaitingView", handler));
            }
        }
    }
예제 #14
0
    //
    private void _startData()
    {
        m_players = new Dictionary <int, BattlePlayer>();
        int iCount = m_battleData.data.startData.Length;

        for (int i = 0; i < iCount; i++)
        {
            Data_MapBattle_R.StartData character = m_battleData.data.startData[i];
            Transform    posT         = character.chaDirection == 1 ? downTrans[character.chaPos - 1] : upTrans[character.chaPos - 1];
            GameObject   playerObject = (GameObject)GameObject.Instantiate(battlePlayer);
            BattlePlayer player       = playerObject.GetComponent <BattlePlayer> ();
            player.show(character);
            NGUIUtility.SetParent(posT, playerObject.transform);
            m_players.Add(character.chaBattleId, player);
        }

        Player mainPlayer = Globals.It.MainPlayer;

        mainPlayer.proMain.UpdateFromBattle(m_battleData.data);
    }
예제 #15
0
    public void ShowWarn(int iTitle, string strMsg, System.Action callback)
    {
        string sTitle = LanguageMgr.GetString(iTitle);

        Debug.LogError(strMsg);
        if (m_MessageBoxView == null)
        {
            System.Action <Object> handler = (asset) => {
                if (asset != null)
                {
                    GameObject objMsgBox = (GameObject)GameObject.Instantiate(asset);                      // 创建弹窗 显示
                    m_MessageBoxView = objMsgBox.GetComponent <MessageBoxView>();
                    NGUIUtility.SetParent(waitingParentT, objMsgBox.transform);
                    m_MessageBoxView.show(sTitle, strMsg, callback);
                }
            };

            StartCoroutine(BundleMgr.CreateObject(kResource.View, "MessageBoxView", "MessageBoxView", handler));
        }
    }
예제 #16
0
    public void InitMap()        // 初始化地图(主场景)
    {
        List <MapJson> mapjsons     = Globals.It.MapJsonMgr.MapJsons;
        int            iMapCount    = mapjsons.Count;
        int            iObjectCount = 1 + (iMapCount - 2) / 3; // 2
        bool           bMore        = false;

        if ((iMapCount - 2) % 3 > 0)          // 1个? > 0
        {
            bMore = true;
        }
        int iPos = 0, iOffset = 0;

        for (; iPos < iObjectCount; iPos++)
        {
            GameObject    gridItem   = (GameObject)GameObject.Instantiate(gridChildItem);
            MapItemParent itemParent = gridItem.GetComponent <MapItemParent>();
            if (iPos == 0)
            {
                m_MapItems.AddRange(itemParent.Init(0, 1));                  // 0 1号位置
                iOffset = 2;
            }
            else                                                            // 1
            {
                m_MapItems.AddRange(itemParent.Init(iOffset, iOffset + 2)); // 2 4 ??  糊涂了不懂这里
                iOffset += 3;
            }
            NGUIUtility.SetParent(gridMapItemParent.transform, gridItem.transform);
        }
        if (bMore)
        {
            GameObject    gridItem   = (GameObject)GameObject.Instantiate(gridChildItem);
            MapItemParent itemParent = gridItem.GetComponent <MapItemParent>();
            m_MapItems.AddRange(itemParent.Init(iOffset, iMapCount - 1));
            NGUIUtility.SetParent(gridMapItemParent.transform, gridItem.transform);
        }
        gridMapItemParent.Reposition();

        //dragPanel.MoveRelative(new Vector3(0, -1200, 1));
    }
예제 #17
0
 public void ShowMainView()
 {
     if (m_MainView == null)            // 创建
     {
         System.Action <Object> handler = (asset) => {
             if (asset != null)
             {
                 GameObject mainView = (GameObject)GameObject.Instantiate(asset);
                 m_MainView = mainView.GetComponent <MainView>();
                 NGUIUtility.SetParent(waitingParentT, mainView.transform);
                 m_MainView.InitMap();
                 m_MainView.GetMapData();
             }
         };
         StartCoroutine(BundleMgr.CreateObject(kResource.View, "MainView", "MainView", handler));
     }
     else            // 是否需要刷新 玩家id  发送到服务端
     {
         if (MainPlayer.proMain.bNeedRefresh)
         {
             ShowWaiting();                  // 这里等待是为了下面数据的发送吗???
             Data_PlayerStat data = new Data_PlayerStat()
             {
                 characterId = MainPlayer.proMain.iCharacterId
             };
             Globals.It.SendMsg(data, Const_ICommand.PlayerStat);
         }
         else                // 刷新玩家 数据
         {
             m_MainView.gameObject.SetActive(true);
             m_MainView.RefreshMapStat();
             m_MainView.RefreshPlayerStat();
             Globals.It.HideWaiting();
         }
     }
 }
예제 #18
0
    public MapItem[] Init(int iStart, int iEnd)
    {
        if (iEnd - iStart == 1)           // 2¸ö¿¨ÅÆ
        {
            if (iStart == 0)              // 1 2 ºÅλÖÃ
            {
                MapItem firstItem = (MapItem)GameObject.Instantiate(mapItem);
                firstItem.SetData(Globals.It.MapJsonMgr.MapJsons[iStart], iStart);
                NGUIUtility.SetParent(transform, firstItem.transform);
                firstItem.transform.localPosition = mapItemPos[1];

                MapItem secondItem = (MapItem)GameObject.Instantiate(mapItem);
                secondItem.SetData(Globals.It.MapJsonMgr.MapJsons[iEnd], iEnd);
                NGUIUtility.SetParent(transform, secondItem.transform);
                secondItem.transform.localPosition = mapItemPos[2];

                return(new MapItem[] { firstItem, secondItem });
            }
            else             // 0 1 ºÅλÖÃ
            {
                MapItem firstItem = (MapItem)GameObject.Instantiate(mapItem);
                firstItem.SetData(Globals.It.MapJsonMgr.MapJsons[iStart], iStart);
                NGUIUtility.SetParent(transform, firstItem.transform);
                firstItem.transform.localPosition = mapItemPos[0];

                MapItem secondItem = (MapItem)GameObject.Instantiate(mapItem);
                secondItem.SetData(Globals.It.MapJsonMgr.MapJsons[iEnd], iEnd);
                NGUIUtility.SetParent(transform, secondItem.transform);
                secondItem.transform.localPosition = mapItemPos[1];
                return(new MapItem[] { firstItem, secondItem });
            }
        }
        else                    // 1¸ö¿¨ÅÆ »òÕß 3¸ö¿¨ÅÆ
        {
            if (iStart == iEnd) // 0 ºÅλÖÃ
            {
                MapItem firstItem = (MapItem)GameObject.Instantiate(mapItem);
                firstItem.SetData(Globals.It.MapJsonMgr.MapJsons[iStart], iStart);
                NGUIUtility.SetParent(transform, firstItem.transform);
                firstItem.transform.localPosition = mapItemPos[0];
                return(new MapItem[] { firstItem });
            }
            else               // 0 1 2 ºÅλÖÃ
            {
                MapItem firstItem = (MapItem)GameObject.Instantiate(mapItem);
                firstItem.SetData(Globals.It.MapJsonMgr.MapJsons[iStart], iStart);
                NGUIUtility.SetParent(transform, firstItem.transform);
                firstItem.transform.localPosition = mapItemPos[0];

                MapItem secondItem = (MapItem)GameObject.Instantiate(mapItem);
                secondItem.SetData(Globals.It.MapJsonMgr.MapJsons[iStart + 1], iStart + 1);
                NGUIUtility.SetParent(transform, secondItem.transform);
                secondItem.transform.localPosition = mapItemPos[1];

                MapItem thirdItem = (MapItem)GameObject.Instantiate(mapItem);
                thirdItem.SetData(Globals.It.MapJsonMgr.MapJsons[iStart + 2], iStart + 2);
                NGUIUtility.SetParent(transform, thirdItem.transform);
                thirdItem.transform.localPosition = mapItemPos[2];

                return(new MapItem[] { firstItem, secondItem, thirdItem });
            }
        }
    }