예제 #1
0
    public void DisplayWindow(RectTransform rctTrans, bool disableButtons, Color bkgColor) //窗口管理,弹出一个窗口,所有弹出窗口相关的方法都要先调用此方法
    {
        if (windowed)
        {
            return;
        }
        windowed = true;

        StopAllCoroutines();
        if (disableButtons)
        {
            //禁用触摸
            tchScrn.DisableTouchMove();
            tchScrn.EnableTouchControlView();
            //禁用所有按钮
            Buttons = GameObject.FindGameObjectsWithTag("Button"); //获取暂时禁用的组件
            StartCoroutine(DisableButtons());
        }
        //transform.SetAsLastSibling();//调整层级

        StartCoroutine(EnablePanel(bkgColor));
        StartCoroutine(DisplayWnd(rctTrans));
    }
예제 #2
0
    //进入对话
    public void EnterChat()
    {
        //禁用触摸和移动
        //player.canMove = false;
        touch_Control.DisableTouchMove();
        player.Battle2Normal();
        player.TurnAt(role.transform);//玩家面向人物

        //如果此时有窗口弹出,则先关闭窗口
        if (gCtrl.windowed)
        {
            gCtrl.ClickorEsc();
        }
        //  Player.transform.LookAt(transform);
        //touch_Control.ctrlView = false;

        //属性框和小地图
        //Ins = GameObject.Find("Canvas/Dialog_InsPector").GetComponent<RectTransform>();
        //mMap = GameObject.Find("Canvas/miniMap").GetComponent<RectTransform>();
        //Ins.SetActive(false);
        //mMap.SetActive(false);
        //初始化索引
        index = 0;
        //获取按钮和对话框的原始位置
        //CBx_origionPos = chatRect.anchoredPosition;
        // CBt_origionPos = Chat_Button.anchoredPosition;

        //隐藏所有对话气泡
        popTexts = GameObject.FindObjectsOfType <PopText>();
        //print("length of popTexts:" + popTexts.Length);
        for (int i = 0; i < popTexts.Length; i++)
        {
            popTexts[i].HidePop();
        }
        //移动横幅到界面内
        chatRect.rectTransform.anchoredPosition = Vector2.zero;
        //Chat_Button.gameObject.SetActive(true);//调整对话按钮的层级
        //隐藏按钮,滑出对话框,同时进行一次对话演进
        StopAllCoroutines();
        StartCoroutine(HideObj());
        PushConversation();
    }