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); } }
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); }
// 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)); }
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)); }
// 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)); }
// 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); } }
// 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)); }
// 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)); }
// 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)); } }
// 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)); } }
// 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)); } }
// 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)); }
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)); } } }
// 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); }
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)); } }
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)); }
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(); } } }
public MapItem[] Init(int iStart, int iEnd) { if (iEnd - iStart == 1) // 2¸ö¿¨ÅÆ { if (iStart == 0) // 1 2 ºÅλÖà { 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 ºÅλÖà { 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 ºÅλÖà { 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 ºÅλÖà { 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 }); } } }