예제 #1
0
 public static void Load()
 {
     FileTable.FileTableEnabled = true;
     // Load all the name maps into the registry
     if (StatusMessage != null)
     {
         StatusMessage("Loading Key Name Maps...");
     }
     KeyNameReg.RefreshKeyNameMaps();
     // Load all the available jazz graphs into their manager
     if (StatusMessage != null)
     {
         StatusMessage("Searching for Jazz Graph Resources...");
     }
     JazzManager = ResourceMgr.GetResourceManager(kJazzTID);
     JazzManager.LoadAll();
     // Load all the available animations into their manager
     if (StatusMessage != null)
     {
         StatusMessage("Searching for Animation Resources...");
     }
     ClipManager = ResourceMgr.GetResourceManager(kClipTID);
     ClipManager.LoadAll();
     // Close all open package file streams after loading
     if (StatusMessage != null)
     {
         StatusMessage("Closing Package Filestreams...");
     }
     FileTableExt.Reset();
     FileTableExt.CloseCustomContent();
     FileTable.Reset();
 }
예제 #2
0
 //player level up particle effect
 private void PlayerLevelUp()
 {
     //level up effect
     ResourceMgr.GetInstance().LoadAsset("ParticleProps/Player_LvUp", true, this.transform);
     //audio
     AudioManager.PlayAudioEffectA("LevelUp");
 }
예제 #3
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        void Start()
        {
            float a = Profile.ProfileBegin();

            ms_luaMgr      = LuaScriptMgr.Instance;
            ms_resourceMgr = ResourceMgr.Instance;
            ms_sceneMgr    = SceneMgr.Instance;
            ms_uiMgr       = UIMgr.Instance;
            ms_resourceMgr.Init();
            Profile.ProfileEnd("Mgr To Instance", a);

            a = Profile.ProfileBegin();
            ms_sceneMgr.Init();
            Profile.ProfileEnd("sceneMgr.Init", a);

            a = Profile.ProfileBegin();
            ms_uiMgr.Init();
            Profile.ProfileEnd("ms_uiMgr.Init", a);

            a = Profile.ProfileBegin();
            ms_luaMgr.Init();
            Profile.ProfileEnd("luaMgr.Init", a);
            ms_luaMgr.PrintLuaUsedMem();

            InitSDKEntry();
        }
예제 #4
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 public UIFrameRenderer(Configs configs, Models models, ResourceMgr resources)
 {
     this.localController = Component.FindObjectOfType <UIFrameController>();
     this.localController.Inject(this, configs, models);
     this.resources = resources;
     this.configs   = configs;
 }
예제 #5
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    public void AddBrick(String name, Vector3 loc_StartPot, Vector3 moveSpan, int moveDelay)
    {
//		GameObject go = GameObject.Instantiate (Block.GetCloneBrick ()) as GameObject;
        GameObject go = ResourceMgr.Instance().CreateBrick(ResourceMgr.TYPE_EMPTY);

        go.name             = name;
        go.transform.parent = this.transform;

        Brick brick = go.AddComponent <Brick> ();

        brick.M_GO           = go;
        brick.M_Parent       = this;
        brick.M_Loc_StartPot = loc_StartPot;
        brick.M_MoveSpan     = moveSpan;
        brick.M_Loc_CurPot   = brick.M_Loc_StartPot;
        brick.M_MoveDelay    = moveDelay;

        brick.M_GO.SetActive(true);
//		brick.ActiveMoveCondition =IsMoveOver;
        brick.M_MoveActiveConditionType = MoveActiveConditionType.PARENT_MOVE_OVER;
        brick.M_MoveDuration            = 1f;
        m_Bricks.Add(brick);

//		Material tmp = new Material (brick.M_GO.GetComponent<Renderer> ().material);// .sharedMaterial);
//		tmp.color = BrickColor.GetRandomColor ().C;
//		brick.M_GO.GetComponent<Renderer> ().material = tmp;
    }
예제 #6
0
파일: Boss.cs 프로젝트: zhfelon1/th-haruhi
    private void StartFight()
    {
        //第一符卡,播放收放特效(关卡中途加入的boss不需要)
        if (!CardMgr.IsSingleCard())
        {
            PlayShirnkEffect(true);
        }

        //bossMark显示
        UIBattle.SetBossMarkActive(true);

        //血条
        var bossHpHudObj = ResourceMgr.Instantiate(ResourceMgr.LoadImmediately(BossHpBar));

        bossHpHudObj.transform.SetParent(gameObject.transform, false);
        _bossHpHud = bossHpHudObj.GetComponent <UIBossHpComponent>();
        _bossHpHud.Canvas.sortingOrder = SortingOrder.EnemyBullet + 1;
        _bossHpHud.Canvas.worldCamera  = StageCamera2D.Instance.MainCamera;

        //boss背景
        var circle = ResourceMgr.Instantiate(ResourceMgr.LoadImmediately(BossHpCircle));

        circle.transform.SetParent(gameObject.transform, false);
        _bossCircle = circle.GetComponent <UIBossCircleComponent>();

        //bossCard
        DOVirtual.DelayedCall(1F, CardMgr.OnStartFight, false);

        //禁止无敌
        Invisible = false;

        //场景卷轴恢复
        StageSceneBase.RevertSpeed();
    }
    /// <summary>
    /// 현재의 모델 하위에 newPrefname를 읽어서 메쉬들을 다 적용시켜준다.
    /// </summary>
    /// <param name="newPrefname">추가로 적용될 프리펩이름</param>
    public bool ModelApply(string newPrefname)
    {
        //Object prefeb = Resources.Load(newPrefname);
        GameObject prefeb = ResourceMgr.Load(newPrefname) as GameObject;

        if (prefeb == null)
        {
            Debug.LogWarning(string.Format("ModelApply-NotFoundPref: {0}", newPrefname));
            return(false);
        }

        GameObject newData = (GameObject)Instantiate(prefeb);

        //if (newData == null)
        //{
        //    return false;
        //}

        SkinnedMeshRenderer[] BonedObjects = newData.GetComponentsInChildren <SkinnedMeshRenderer>();

        foreach (SkinnedMeshRenderer smr in BonedObjects)
        {
            ProcessBonedObject(smr);
        }

        //읽어온 새 데이터 삭제
        Destroy(newData);

        return(true);
    }
예제 #8
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    public void SetInfo()
    {
        ///设置已签到的对象
        foreach (var data in PlayerData.Signs)
        {
            GameObject signItem = singIned[data.signId.ToString()];
            ResourceMgr.CreateUIPrefab("GUIs/SignIn/siged", signItem.transform);
            Utility.FindChild <Button>(signItem.transform, "icon").interactable = false;
        }

        ///设置过期对象
        for (int i = 0; i < TimeSystem.GetCurrentDay - 1; i++)
        {
            GameObject signItem = signs[i];
            if (signItem.transform.childCount == 3)
            {
                ResourceMgr.CreateUIPrefab("GUIs/SignIn/passed", signs[i].transform);
                Utility.FindChild <Button>(signItem.transform, "icon").interactable = false;
            }
        }

        GameObject today = signs[TimeSystem.GetCurrentDay - 1];

        ResourceMgr.CreateUIPrefab("GUIs/SignIn/SignInSelect", today.transform);

        for (int i = TimeSystem.GetCurrentDay; i < TimeSystem.DaysInMonth(); i++)
        {
            GameObject signItem = signs[i];
            Utility.FindChild <Button>(signItem.transform, "icon").interactable = false;
        }
    }
        /// <summary>
        /// 实例化角色预制体时创建
        /// </summary>
        public virtual void OnInstanciateObject()
        {
            _gameObject = ResourceMgr.InstantiateGameObject(ResPath);

            gameObject.name = GetType().Name;

            //自动添加PersonIdentity

            var id = gameObject.GetOrAddComponent <PersonIdentity>();

            id.abstractPerson = this;
            id.onUpdate      += Update;
            gameObject.SetActive(false);

            //反射添加人物控制脚本
            var controllerTypeAttribute = GetType().GetAttribute <UsePersonControllerAttribute>();

            if (controllerTypeAttribute != null)
            {
                _controller = (AbstractPersonController)gameObject.GetOrAddComponent(controllerTypeAttribute.controllerType);

//                Debug.Log(controllerTypeAttribute.controllerType);

                _controller.InitController(this);
            }

//            Debug.Log(CharacterName + " Init");

            Assert.IsTrue(_controller);
        }
예제 #10
0
    //预加载窗口物体进缓存
    public void InitWindowCache(PEWindowEnum windowEnum, ResType resType, string luaName = "", ResCacheType cacheType = ResCacheType.Never)
    {
        PWindow    pwindow    = new PWindow(windowEnum, luaName);
        string     windowName = pwindow.windowName;
        GameObject gb         = null;

        if (!windowDic.ContainsKey(pwindow))
        {
            gb                         = (GameObject)ResourceMgr.GetInstantiateOB(windowName, resType, cacheType);
            gb.name                    = windowName;
            gb.transform.parent        = windowRootTrans;
            gb.transform.localPosition = Vector3.zero;
            gb.transform.localScale    = Vector3.one;
            NGUITools.SetActive(gb, false);
            WindowBase windowBase = gb.GetComponent <WindowBase>();
            if (windowBase == null)
            {
                windowBase = GetOrAddWindowHandle(gb, windowEnum, luaName);
                if (windowBase == null)
                {
                    Debug.LogError("Can not Get " + windowName + " Handle Scripts");
                    return;
                }
            }
            windowDic.Add(pwindow, new PWindowType(windowBase, resType, cacheType));
            windowBase.InitDic();
        }
    }
예제 #11
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    // Use this for initialization
    void Start()
    {
        mRes = ResourceMgr.Instance;

        mRes.Load("Prefabs/Sphere");
        mRes.Load("Prefabs/unitychan");
    }
예제 #12
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    void Explode()
    {
        gameObject.SetActive(false);
        exp = GameObject.Instantiate(ResourceMgr.Instance().GetResFromName(ConstValue.GAME_BOMB_EXP),
                                     transform.position, Quaternion.identity) as GameObject;
        ParticleSystem ps = exp.GetComponent <ParticleSystem>();

        ps.Play();
        Invoke("DestoryExp", 1f);

        List <ComBox> neighborBoxs = BoxManager.GetInstance().GetNeighborBoxs(box);

        box.Explode();
        foreach (ComBox comBox in neighborBoxs)
        {
            comBox.Explode();
        }
        GamePlaying.Instance().boxPanel.CheckPanelState();
        GamePlaying.Instance().boxPanel.BackMoveSpeed();
        GamePlaying.Instance().isPlaying = true;
        GamePlaying.Instance().boxPanel.m_CanTouch = true;
        GamePlaying.Instance().boxPanel.isUsingProp = false;
        GamePlaying.Instance().boxPanel.usingPropID = GamePropsId.None;
        Messenger.Broadcast(ConstValue.MSG_USE_PROP_SUC, GamePropsId.Bomb);
    }
예제 #13
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        private void InitItemList()
        {
            GameObject itemObj;

            foreach (var id in itemIdList)
            {
                var itemInfo = CsvMgr.GetData <ItemData>(id);
                itemObj = ResourceMgr.InstantiateGameObject(UiName.Image_ItemBk, this.itemList);
                Assert.IsTrue(itemObj);


                var avator = itemObj.transform.Find("Image_ItemAvator");
                if (avator == null)
                {
                    throw new Exception("avator is null");
                }
                var image = avator.GetComponent <Image>();
                if (image == null)
                {
                    throw new Exception("Image is null");
                }
                image.sprite =
                    ResourceMgr.GetAsset <Sprite>(itemInfo.spriteName);
                itemObj.transform.Find("Tmp_Price").GetComponent <TextMeshProUGUI>().text = itemInfo.price.ToString();

                this.items.Add(itemObj);
            }
        }
예제 #14
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        /// <summary>
        /// 粒子特效加载的公共方法(重载)
        /// 更好的方式:使用对象缓冲池技术
        /// </summary>
        /// <param name="PEName">粒子特效的名字</param>
        /// <param name="parentTra">父对象的位置</param>
        /// <param name="position">生成位置</param>
        /// <param name="quaternion">生成方向</param>
        /// <param name="destroyTime">等待销毁时间</param>
        /// <param name="isCatch">是否缓存</param>
        /// <param name="strAudioEffect">播放的音频剪辑</param>
        /// <returns></returns>
        protected IEnumerator LoadParticalEffect(string PEName, Transform parentTra, Vector3 position, Quaternion quaternion, float createTime = 0.02f, float destroyTime = 10f, bool isCatch = true, string strAudioEffect = null)
        {
            // 间隔时间
            yield return(new WaitForSeconds(createTime));

            //提取的粒子预设
            GameObject goParticalPrefab = ResourceMgr.GetInstance().LoadAsset(PEName, isCatch);

            //设置父子对象
            if (parentTra != null)
            {
                goParticalPrefab.transform.parent = parentTra;
            }
            //设置特效的生成位置
            goParticalPrefab.transform.position = position;
            //设置特效的生成方向(粒子预设的旋转)
            goParticalPrefab.transform.rotation = quaternion;

            //可选:播放特效音频(这里调用的方法,应该和主角音效播放调用的方法不同)
            AudioManager.PlayAudioEffectB(strAudioEffect);
            //定义销毁时间
            if (destroyTime > 0)
            {
                Destroy(goParticalPrefab, destroyTime);
            }
        }
예제 #15
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        /// <summary>
        /// 生成敌人(加入对象缓冲池技术)
        /// </summary>
        /// <param name="enemy">生成的敌人的预置体</param>
        /// <param name="spawnNum">生成敌人的数量</param>
        /// <param name="spawnTras">生成地点数组</param>
        /// <param name="isRaodom">是否随机生成(未写好)</param>
        /// <param name="hasHPBar">是否挂载血条</param>
        /// <returns></returns>
        public IEnumerator SpawnEnemy(GameObject enemy, int spawnNum, Transform[] spawnTras, bool isRaodom = true, bool hasHPBar = true)
        {
            yield return(new WaitForSeconds(1f));

            for (int i = 1; i <= spawnNum; i++)
            {
                //克隆的对象
                GameObject goClone;

                //定义克隆体随机出现的位置
                Transform traEnemySpawnPosition = GetRandomEnemySpawnPosition(spawnTras);
                //在“对象缓冲池“”中激活指定的对象
                //***待优化:随机旋转,或者面向玩家出现***
                goClone = PoolManager.PoolsArray["_Enemys"].GetGameObject(enemy, traEnemySpawnPosition.position, Quaternion.identity);

                //如果需要挂载血条
                if (hasHPBar)
                {
                    //调用预设
                    GameObject goEnemyHP = ResourceMgr.GetInstance().LoadAsset("Prefabs/UI/UI_Enemy_HPBar", true);
                    //确定父节点
                    goEnemyHP.transform.parent = GameObject.FindGameObjectWithTag("Tag_UIPlayerInfo").transform;
                    //参数赋值
                    goEnemyHP.GetComponent <Enemy_HPBar>().SetTargetEnemy(goClone);
                }

                yield return(new WaitForSeconds(2f));
            }
        }
예제 #16
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        public AboutBox()
        {
            InitializeComponent();

            //  Initialize the AboutBox to display the product information from the assembly information.
            //  Change assembly information settings for your application through either:
            //  - Project->Properties->Application->Assembly Information
            //  - AssemblyInfo.cs
            this.Text = String.Format("About {0}", AssemblyTitle);
            this.labelProductName.Text = AssemblyProduct;
            this.labelVersion.Text     = String.Format("Version {0}", AssemblyVersion);
            this.labelCopyright.Text   = AssemblyCopyright;

            CreateAbbreviatedLinkText(labelWebsiteURL, ProjectUrls.PROJECT_HOME);
            CreateAbbreviatedLinkText(labelDocumentationURL, ProjectUrls.USER_GUIDE);
            CreateAbbreviatedLinkText(labelAppDataDirPath, ResourceMgr.ApplicationSpecificApplicationData());
            CreateAbbreviatedLinkText(labelExePath, Path.GetDirectoryName(Application.ExecutablePath));

            this.textBoxDescription.Text =
                string.Format("{0}; version {1}", AssemblyDescription, AssemblyVersion) + nl + nl
                + "========= Regional Settings =========" + nl
                + "Input Language: " + InputLanguage.CurrentInputLanguage.Culture.Name + nl
                + "Current Culture: " + CultureInfo.CurrentCulture.Name + nl
                + "Current UI Culture: " + CultureInfo.CurrentUICulture.Name + nl + nl
                + "========= Assemblies loaded (so far) =========" + nl
                + string.Join(nl, InstalledAssemblies.Assemblies.ToArray());
        }
예제 #17
0
        public GameObject BindEffect(string sDummy, string sEffect, float nZoomRate, float fDecTime)
        {
            Transform oDummy = GetDummyFromCache(sDummy);

            if (!oDummy)
            {
                DebugMsg("BindEffect wrong sDummy:" + m_sName + "," + sDummy);
                return(null);
            }

            GameObject oEffectObj = ResourceMgr.LoadAssetEx(sEffect, false);

            if (!oEffectObj)
            {
                DebugMsg("BindEffect wrong sEffect:" + sEffect);
                return(null);
            }
            oEffectObj.SetActive(false);
            Transform oEffectTrans = oEffectObj.transform;

            oEffectTrans.SetParent(oDummy);
            oEffectTrans.localPosition = Vector3.zero;
            oEffectTrans.localRotation = new Quaternion(0.0f, 0.0f, 0.0f, 0.0f);
            oEffectTrans.localScale    = Vector3.one;

            UIMgr.ApplyParentLayer(oEffectObj);
            DealFixedRotation(oEffectObj);
            oEffectObj.SetActive(true);
            return(oEffectObj);
        }
예제 #18
0
    public BattlePanelView()
    {
        GameObject UIRootCanvas = GameObject.Find("UIRootCanvas");

//        GameObject UICamera = UIRootCanvas.transform.FindChild("UICamera").gameObject;
        view = ResourceMgr.GetGameObject(URLConst.GetUI(UIType.battle.Name));
        view.transform.SetParent(UIRootCanvas.transform);
        view.transform.localPosition = new Vector3(0, 0, 0);
        view.transform.localScale    = new Vector3(1, 1, 1);
        m_battleSkillUI = new BattleSkillUI();

        GameObject cardbtn = view.transform.FindChild("Image").gameObject;

        UIEventHandlerBase.AddListener(cardbtn, UIEventType.ON_POINTER_DOWN, delegate(GameObject arg1, BaseEventData arg2){
            Debug.Log("point down!!!!!!!!");

//			SceneMgr.Instance.GetCurSceneView().addMonster(100101);
        });
        UIEventHandlerBase.AddListener(cardbtn, UIEventType.ON_POINTER_UP, delegate(GameObject arg1, BaseEventData arg2){
            Debug.Log("point Up!!!!!!!!");

            GameObject m_CurSceneGO = SceneManager.GetActiveScene().GetRootGameObjects()[0];
            Vector3 pos             = m_CurSceneGO.transform.FindChild("Camera").GetComponent <Camera>().ScreenToWorldPoint(Input.mousePosition);
//			SceneMgr.Instance.GetCurSceneView().addMonster(100101, new Vector3(pos.x, pos.y, 0));
            CreateAction action = new CreateAction(pos);
            LockStepMgr.Instance.AddAction(action);
        });
    }
예제 #19
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    public void IReset()
    {
        Reset();
        Rigidbody rg = GetComponent <Rigidbody> ();

        if (rg != null)
        {
            GameObject.Destroy(rg);
        }
        transform.localRotation             = Quaternion.identity;
        GetComponent <Collider> ().material = ResourceMgr.Instance().m_Ice_PMtl;
        if (m_IsCoin)
        {
//			GetComponent<Renderer> ().material = ResourceMgr.Instance ().m_BrickMtls [ResourceMgr.MTL_ID_EMPTY];
            SetBrickChild();
        }
        if (m_MagnetController != null)
        {
            ResourceMgr.Instance().FreeMagnetController(m_MagnetController);
            m_MagnetController = null;
        }
        m_AttachMagnet         = false;
        m_IsCoin               = false;
        m_IsCoinAbsorbed       = false;
        m_OnUnbeatableCollided = false;
    }
예제 #20
0
    public void CreateSignItems()
    {
        int count = 1;

        foreach (var sign in ConfigInfo.Instance.SignIn)
        {
            if (count > days)
            {
                break;
            }
            var sg = ResourceMgr.CreateUIPrefab("GUIs/SignIn/SignIn", layout);
            sg.name = sign.Key.ToString();
            signs.Add(sg);
            singIned.Add(sign.Key, sg);

            Button btn = Utility.FindChild <Button>(sg.transform, "icon");
            btn.onClick.AddListener(() => { SendSignedRequest(Convert.ToInt32(sg.name)); });
            string Icon = ConfigInfo.GetProp(ConfigInfo.Instance.GetPropId(sign.Key, days)).Icon;

            btn.GetComponent <Image>().sprite = ResourceMgr.Load <Sprite>("Sprites/Props/" + Icon);
            Utility.FindChild <Text>(sg.transform, "num").text = ConfigInfo.Instance.GetNum(sign.Key, days).ToString();
            Utility.FindChild <Text>(sg.transform, "day").text = count.ToString();
            count++;
        }
    }
예제 #21
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    static SpawnController getSpawnController()
    {
        GameObject obj = GameObject.Find("SpawnController");

        if (G_GameInfo.GameMode == GAME_MODE.SINGLE)
        {
            //SingleGameInfo stageinfo = (SingleGameInfo)G_GameInfo.GameInfo;
            DungeonTable.StageInfo stage = _LowDataMgr.instance.GetStageInfo(SingleGameState.lastSelectStageId);
            if (stage.type == 2)
            {
                obj = GameObject.Find("SpawnController_Hard");
            }
        }

        SpawnController[] spawnCtlrs = obj.GetComponentsInChildren <SpawnController> ();

        //SpawnController[] spawnCtlrs = GameObject.FindObjectsOfType<SpawnController>();

        SpawnController _spawnCtlr;

        if (null == spawnCtlrs || 0 == spawnCtlrs.Length)
        {
            _spawnCtlr = ResourceMgr.InstAndGetComponent <SpawnController>("MapComponent/SpawnController");
        }
        else
        {
            _spawnCtlr = spawnCtlrs[0];
        }

        return(_spawnCtlr);
    }
예제 #22
0
    /// <summary>
    /// 加载某个csv
    /// </summary>
    public static CsvFile Load(string csvName)
    {
        try
        {
            // 载入资源
            string assetPath = ConfigMgr.ETC_PATH + "/" + csvName + CSV_EXT;
            byte[] csvBytes  = ResourceMgr.LoadByte(assetPath);

            // 资源不存在
            if (csvBytes == null || csvBytes.Length == 0)
            {
                return(null);
            }

            // 反序列化
            MemoryStream csvStr = new MemoryStream(csvBytes, 0, csvBytes.Length, true, true);
            CsvFile      csv    = CsvFileMgr.Deserialize(csvStr);
            csvStr.Close();

            // 返回数据
            return(csv);
        }
        catch (Exception e)
        {
            //LogMgr.Trace(e.Message);
            return(null);
        }
        finally
        {
            // do something
        }
    }
예제 #23
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    public void Init()
    {
        if (_lock == null)
        {
            _lock = new Object();
        }

        m_level    = GamePlaying.Instance().currentLevel;
        m_resource = ResourceMgr.Instance();

        speed       = 0.005f;
        moveSpeed   = -speed;
        canLink     = true;
        isLoadDone  = false;
        usingPropID = GamePropsId.None;
        isUsingProp = false;
        m_CanTouch  = true;

        boxPanelW = m_level.width * ConstValue.BoxWidth;
        boxPanelH = m_level.height * ConstValue.BoxHeight;
        Debug.Log("boxPanelWH:" + boxPanelW + "," + boxPanelH);

        transform.position = new Vector3(0, ScreenInfo.h / 2 - ConstValue.BoxHeight * visibleRow + boxPanelH / 2, 0);
        background         = Instantiate(m_resource.GetResFromName(ConstValue.GAME_BACKGROUND),
                                         new Vector3(10f, 10f, 0),
                                         Quaternion.identity) as GameObject;
        background.transform.parent = transform;

        boxManager = BoxManager.GetInstance();
        boxManager.Init();

        bottomRow = m_level.height - 1;
        InitBoxs(bottomRow, visibleRow);
        GetBottomBox();
    }
예제 #24
0
    protected void lnkbtnAddMore_Click(object sender, EventArgs e)
    {
        lnkbtnAddSetting.Visible    = true;
        lnkbtnAddMore.Visible       = false;
        lnkbtnCancelSetting.Visible = true;

        // ddlstakeholderTypeListfooter.Visible = true;
        ddlTireSizeListfooter.Visible   = true;
        txteffectivedatefooter.Visible  = true;
        txtexpirationdatefooter.Visible = true;
        txtDollarValuefooter.Visible    = true;

        //System.Data.SqlClient.SqlParameter[] prm;

        //prm = new System.Data.SqlClient.SqlParameter[1];
        //prm[0] = new System.Data.SqlClient.SqlParameter("@OrganizationTypeId", Convert.ToInt32(OrganizationType.Stakeholder));
        //     Utils.GetLookUpData<DropDownList>(ref ddlstakeholderTypeListfooter, LookUps.LoadStakeholderTypes, LanguageId);

        ddlTireSizeListfooter.Items.Clear();

        ddlTireSizeListfooter.DataValueField = "SizeId";
        ddlTireSizeListfooter.DataTextField  = "TireSize";

        ddlTireSizeListfooter.DataSource = PTE.GetAllSizes();
        ddlTireSizeListfooter.DataBind();

        ddlTireSizeListfooter.Items.Insert(0, new ListItem(ResourceMgr.GetMessage("Select"), "0"));

        ScriptManager.RegisterStartupScript(this, GetType(), "AddDataPickerFooter", "SetDatePicket();", true);
    }
예제 #25
0
 public FrisbeeFactory(Configs configs, Models models, ResourceMgr resources)
 {
     this.pool      = new Queue <FrisbeeRenderer>();
     this.configs   = configs;
     this.resources = resources;
     this.models    = models;
 }
예제 #26
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        partial void OnLoad()
        {
            //do any thing you want
            unick       = view["Top/Uinfo/NickText"].GetComponent <Text>();
            uface       = view["Top/Uinfo/HeadIcon"].GetComponent <Image>();
            coinText    = view["Top/Center/CoinInfo/Text"].GetComponent <Text>();
            diamondText = view["Top/Center/DamdInfo/Text"].GetComponent <Text>();
            expSlider   = view["Top/Uinfo/ExpSlider"].GetComponent <Slider>();
            levelText   = view["Top/Uinfo/LevelText"].GetComponent <Text>();
            expText     = view["Top/Uinfo/ExpText"].GetComponent <Text>();

            add_button_listener("Top/Uinfo/HeadIcon", OnClickIcon);

            add_button_listener("Pages/HomePage/Left/Top/Flag/LoginBonuesBtn", () =>
            {
                var _loginBonuesUi = ResourceMgr.InstantiateGameObject(UiName.LoginBonues, GlobalVar.G_Canvas.transform).GetComponent <LoginBonuesUi>();
                _loginBonuesUi.ShowLoginBonues(NetInfo.gameInfo.days);
            });

            add_button_listener("Pages/WarPage/Framework/Maps/SgydBtn", () =>
            {
                ResourceMgr.InstantiateGameObject(
                    UiName.MatchDlgUi, m_TransFrom);
                NetInfo.SetZoneId(ZoneId.Sgyd);
            });
            add_button_listener("Pages/WarPage/Framework/Maps/AssyBtn", () =>
            {
                ResourceMgr.InstantiateGameObject(
                    UiName.MatchDlgUi, m_TransFrom);
                NetInfo.SetZoneId(ZoneId.Assy);
            });
        }
예제 #27
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    public void ModelLoad()
    {
        ModelReset();

        GameObject oriUnit = ResourceMgr.Load(string.Format("Character/Prefab/{0}", bodymodel.text)) as GameObject;

        if (oriUnit == null)
        {
            Debug.LogWarning("not found player model error! path = Character/Prefab/" + bodymodel.text);
            oriUnit = ResourceMgr.Load(string.Format("Etc/Missing_Model")) as GameObject;
            GameObject _ErrorUnit = GameObject.Instantiate(oriUnit) as GameObject;
        }

        GameObject _myUnit = GameObject.Instantiate(oriUnit) as GameObject;

        ModelModifier Modifier = _myUnit.AddComponent <ModelModifier>();

        // 여기까지 베이스모델 로딩완료 머리/무기를 붙이자
        if (!headmodel.text.Equals(""))
        {
            Modifier.ModelApply(string.Format("Character/Prefab/{0}", headmodel.text));
        }

        if (!weaponmodel.text.Equals(""))
        {
            Modifier.ModelApply(string.Format("Character/Prefab/{0}", weaponmodel.text));
        }

        _myUnit.transform.parent = ModelRoot.transform;
    }
예제 #28
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    public void ModelLoad()
    {
        ModelReset();

        GameObject oriUnit = ResourceMgr.Load(string.Format("Character/Prefab/{0}", bodymodel.text)) as GameObject;

        if (oriUnit == null)
        {
            Debug.LogWarning("not found player model error! path = Character/Prefab/" + bodymodel.text);
            oriUnit = ResourceMgr.Load(string.Format("Etc/Missing_Model")) as GameObject;
            GameObject _ErrorUnit = GameObject.Instantiate(oriUnit) as GameObject;
        }

        GameObject _myUnit = GameObject.Instantiate(oriUnit) as GameObject;

        ModelModifier Modifier = _myUnit.AddComponent <ModelModifier>();

        // 여기까지 베이스모델 로딩완료 머리/무기를 붙이자
        if (!headmodel.text.Equals(""))
        {
            Modifier.ModelApply(string.Format("Character/Prefab/{0}", headmodel.text));
        }

        if (!weaponmodel.text.Equals(""))
        {
            Modifier.ModelApply(string.Format("Character/Prefab/{0}", weaponmodel.text));
        }

        _myUnit.transform.parent = ModelRoot.transform;
        //_myUnit.layer = 8;
        NGUITools.SetLayer(_myUnit, 8);
        _myUnit.transform.localPosition    = Vector3.zero;
        _myUnit.transform.localScale       = new Vector3(180f, 180f, 180f);
        _myUnit.transform.localEulerAngles = new Vector3(0f, 180f, 0f);
    }
예제 #29
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    /// <summary>
    /// 根据id实例化一个Prefab
    /// </summary>
    /// <param name="id"></param>
    /// <param name="parent"></param>
    /// <returns></returns>
    public static GameObject InstantiateGoByID(int id, GameObject parent)
    {
        ResourceMgr resourceMgr = ResourceMgr.GetInstance();
        GameObject  prefab      = null;

        if (null != resourceMgr)
        {
            prefab = resourceMgr.GetResourceById <GameObject>(id);
            if (null == prefab)
            {
                return(null);
            }
            GameObject go = GameObject.Instantiate(prefab);
            if (null == go)
            {
                return(null);
            }
            go.name = prefab.name;
            if (null != parent)
            {
                go.transform.SetParent(parent.transform, false);
            }
            go.transform.localScale    = prefab.transform.localScale;
            go.transform.localPosition = prefab.transform.localPosition;
            go.transform.localRotation = prefab.transform.localRotation;
            return(go);
        }
        else
        {
            Debug.LogWarning("检查资源管理器!");
            return(null);
        }
    }
예제 #30
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    // Use this for initialization
    void Start()
    {
        Object    o     = ResourceMgr.Load("test1.lua");
        TextAsset asset = o as TextAsset;

        lv.DoString(asset.text);
    }
예제 #31
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	static public int constructor(IntPtr l) {
		try {
			ResourceMgr o;
			o=new ResourceMgr();
			pushValue(l,true);
			pushValue(l,o);
			return 2;
		}
		catch(Exception e) {
			return error(l,e);
		}
	}
예제 #32
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	public static ResourceMgr Instance ()
	{
		if (g_Instance == null)
			g_Instance = new ResourceMgr ();
		return g_Instance;
	}