예제 #1
0
 void DataInit()
 {
     Backgrond_Bool = false;
     FirstShow      = false;
     Background_Color.ResetToBeginning();
     NewGameState_Panel.clipRange = new Vector4(0, 0, 1, 500);
     AddNumber                   = 0;
     NewGameState_Bool           = false;
     NewGameState_Sprite.enabled = false;
     NewGameState_Box.enabled    = false;
     NewGameDelayTimer           = 0;
     PleaseBet_Sprite.enabled    = false;
     PleaseBetStateStart         = false;
     PleaseBet_Animation.ResetToBeginning();
     PleaseBetDelayTimer = 0;
     WaitNextRound.SetActive(false);
     PointNumber     = 0;
     PointDelayTimer = 0;
     FirstCheck      = false;
     Shuffle_Object.SetActive(false);
     ShuffleTimer = 0;
     WaitNewGame_Object.SetActive(false);
     WaitPointNumber     = 0;
     WaitPointDelayTimer = 0;
 }
예제 #2
0
        void FlashTrainStarAction(int newStar)
        {
            Ji_1.text = Ji_0.text;
            Ji_0.text = newStar.ToString();

            TweenPosition tween_p0 = Ji_0.gameObject.GetComponent <TweenPosition>();
            TweenColor tween_c0    = Ji_0.gameObject.GetComponent <TweenColor>();

            tween_p0.ResetToBeginning();
            tween_p0.enabled = true;
            tween_p0.Play(true);

            tween_c0.ResetToBeginning();
            tween_c0.enabled = true;
            tween_c0.Play(true);

            TweenPosition tween_p1 = Ji_1.gameObject.GetComponent <TweenPosition>();
            TweenColor tween_c1    = Ji_1.gameObject.GetComponent <TweenColor>();

            tween_p1.ResetToBeginning();
            tween_p1.enabled = true;
            tween_p1.Play(true);

            tween_c1.ResetToBeginning();
            tween_c1.enabled = true;
            tween_c1.Play(true);
        }
예제 #3
0
        void FlashTrainCountAction(int newCount)
        {
            Duan_1.text = Duan_0.text;
            Duan_0.text = newCount.ToString();

            TweenPosition tween_p0 = Duan_0.gameObject.GetComponent <TweenPosition>();
            TweenColor tween_c0    = Duan_0.gameObject.GetComponent <TweenColor>();

            tween_p0.ResetToBeginning();
            tween_p0.enabled = true;
            tween_p0.Play(true);

            tween_c0.ResetToBeginning();
            tween_c0.enabled = true;
            tween_c0.Play(true);

            TweenPosition tween_p1 = Duan_1.gameObject.GetComponent <TweenPosition>();
            TweenColor tween_c1    = Duan_1.gameObject.GetComponent <TweenColor>();

            tween_p1.ResetToBeginning();
            tween_p1.enabled = true;
            tween_p1.Play(true);

            tween_c1.ResetToBeginning();
            tween_c1.enabled = true;
            tween_c1.Play(true);
        }
예제 #4
0
    //StarCompletion
    void QuestCompletedAnimation()
    {
        myTweenColor.ResetToBeginning();
        StarScaleTween.PlayForward();
        StarAlphaTween.PlayForward();
        CheckAlphaTween.PlayForward();
        CheckScaleTween.PlayForward();
        SoundStore.s.StopAlias("QuestSlateMove");


        if (playingCompleted == false)
        {
            playingCompleted = true;
            SoundStore.s.PlaySoundByAlias("QuestSlateComplete", 0f, GameConfig.s.MuffledSoundVolume, false, 0f, false, 0f, () => { playingCompleted = false; });
        }
        myTweenColor.PlayForward();
    }
예제 #5
0
    public void SetResult(int index, Color color)
    {
        GameObject obj   = UIWrap[index].GetComponent <UICenterOnChild>().centeredObject.transform.FindChild("Label").gameObject;
        TweenColor tween = obj.GetComponent <TweenColor>();

        tween.from = color;
        tween.ResetToBeginning();
        tween.PlayForward();
    }
예제 #6
0
    public static TweenColor ResetTween(TweenColor twn)
    {
        #if USE_UI_NGUI_3
        twn.ResetToBeginning();
        #else
        twn.Reset();
        #endif

        return(twn);
    }
예제 #7
0
 public void OnCommit()
 {
     if (input.value != "")
     {
         int intValue = int.Parse(input.value);
         if (intValue < minAge)
         {
             ageInputBoxAnimator.ResetToBeginning();
             ageInputBoxAnimator.PlayForward();
             input.value = minAge.ToString();
         }
         else if (intValue > maxAge)
         {
             ageInputBoxAnimator.ResetToBeginning();
             ageInputBoxAnimator.PlayForward();
             input.value = maxAge.ToString();
         }
     }
 }
예제 #8
0
    public void ClickButton(GameObject go)
    {
        TweenColor tc = target.GetComponent <TweenColor>();

        if (target != null && tc != null)
        {
            tc.enabled = true;
            tc.ResetToBeginning();
            tc.PlayForward();
        }
    }
예제 #9
0
    public void FlashScreen(Color l_color, float time = 0.05F)
    {
        flashSprite.color = l_color;

        flash.from = l_color;
        flash.to   = new Color(l_color.r, l_color.g, l_color.b, 0);

        flash.duration = time;
        flash.ResetToBeginning();
        flash.PlayForward();
    }
예제 #10
0
    // 获取 AI 的答案
    private void AIAnswer(BaseEvent varData)
    {
        if (varData == null || mAIFinish)
        {
            return;
        }

        ExData <int> data   = varData as ExData <int>;
        int          answer = data.data;

        mAISelect = mAllAnswer[answer]; // 记录AI的选择

        if (mPlayerFinish)              // 玩家先答题, 显示右边的圈
        {
            UIHelper.SetActive(mAllAnswer[answer], "Right", true);
        }

        mAIFinish = true;
        if (mRound == 1)
        {
            UIHelper.SetActive(mRedSlider, "Score", true);
        }
        // 判断正确与否
        if (curQuestions[mRound - 1].real == ((char)(65 + answer)).ToString())
        {
            // 正确 判断加多少分
            mAIScore += 240 * time / 10f;
            UIHelper.SetSlider(mRedSlider, mAIScore / MaxScore);
            if (mPlayerFinish) // 玩家先答题才出答案
            {
                UIHelper.SetColor(mAllAnswer[answer], Color.green);
            }
        }
        else
        {
            // 错误不加分
            if (mPlayerFinish) // 玩家先答题才出答案
            {
                UIHelper.SetColor(mAllAnswer[answer], Color.red);
            }
            else
            {
                // 玩家没答题, AI的进度条闪一下
                TweenColor tc = mRedSlider.Find("Sprite").GetComponent <TweenColor>();
                tc.ResetToBeginning();
                tc.PlayForward();
            }
        }

        UIHelper.SetLabel(mRedSlider, "Score", mAIScore.ToString("0"));

        // 判断游戏是否结束
        OneEnd();
    }
예제 #11
0
 /// <summary>
 /// 按下返回键事件//这里断开服务器,将所有绿灯设置为红色,将红绿灯动画关闭//>>>>>>>>>>>>>>>>>>>>将hashtabel的这个IP去掉此功能随后添加>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
 /// </summary>
 public void BackButtonEvent()
 {
     MyServer._instance.DisconnectServer();
     if (firstLight.enabled)
     {
         firstLight.ResetToBeginning();
         firstLight.enabled = false;
     }
     if (secondLight.enabled)
     {
         secondLight.ResetToBeginning();
         secondLight.enabled = false;
     }
 }
예제 #12
0
 public void InitPunto(int i, Ruta r)
 {
     ruta             = r;
     indicePunto      = i;
     puntoVisitado    = PlayerPrefs.GetInt("visitadoPunto" + indicePunto) == 1;
     expPunto         = (tipo == Tipo.Principal ? ruta.expPrincipal : ruta.expSecundario);
     btn.defaultColor = r.color;
     btn.UpdateColor(true);
     tweenColor.from = btn.defaultColor;
     tweenColor.to   = btn.pressed;
     tweenColor.ResetToBeginning();
     if (puntoVisitado)
     {
         PuntoVisitado();
     }
 }
예제 #13
0
    private void SwitchToTutorial()
    {
        SetGameObjectsActive(TutorialObjects, true);

        if (TutorialObjects[0].name == "Tutorial Popup")
        {
            TweenColor tweenColor = TutorialObjects[0].GetComponentInChildren <TweenColor>();
            if (tweenColor == null)
            {
                return;
            }
            tweenColor.ResetToBeginning();
            tweenColor.enabled = true;
            tweenColor.PlayForward();
        }
    }
예제 #14
0
 /// <summary>
 /// 还原面板元素
 /// </summary>
 private void ResetObjCondition()
 {
     isCheckSkin = false;
     Bg2.gameObject.CustomSetActive(false);
     TextureTween.ResetToBeginning();
     BlockBg.ResetToBeginning();
     AttrObj.CustomSetActive(false);
     LifeShowTween.gameObject.CustomSetActive(false);
     AttackShowTween.gameObject.CustomSetActive(false);
     SpeedShowTween.gameObject.CustomSetActive(false);
     DefShowTween.gameObject.CustomSetActive(false);
     SkillAwakeObj.CustomSetActive(false);
     AttriExtralAddObj.CustomSetActive(false);
     SkinObj.CustomSetActive(false);
     JumpTweenObj.CustomSetActive(false);
     OnClickTipObj.CustomSetActive(false);
 }
예제 #15
0
    void InitRankSpriteInfo(int rankVal)
    {
        /*Debug.Log("test*******************InitRankSpriteInfo*********");
         * for(int i = 0; i < RankingCtrl.MaxPlayerRankNum; i++)
         * {
         *      if(RankingCtrl.mRankPlayer[i] != null)
         *      {
         *              Debug.Log("*******************name " + RankingCtrl.mRankPlayer[i].Name);
         *      }
         * }*/

        GameObject PlayerSpriteObj = null;

        if (rankVal != 1)
        {
            int wrankNum = GetWRankNum();
            //Debug.Log("wrankNum*******************   " + wrankNum);
            for (int i = 0; i < wrankNum; i++)
            {
                RankSpriteArray[i].spriteName = GetRankSpriteName(i + 1);
                RankSpriteArray[i].enabled    = true;
                if (CheckIsHandlePlayer(i) && PlayerSpriteObj == null)
                {
                    PlayerSpriteObj = RankSpriteArray[i].gameObject;
                }
            }

            for (int i = 0; i < RankingCtrl.MaxPlayerRankNum - wrankNum; i++)
            {
                WRankSpriteArray[i].spriteName = GetRankSpriteName(i + 1 + wrankNum);
                WRankSpriteArray[i].enabled    = true;
                if (CheckIsHandlePlayer(i + wrankNum) && PlayerSpriteObj == null)
                {
                    PlayerSpriteObj = WRankSpriteArray[i].gameObject;
                }
            }
        }
        else
        {
            for (int i = 0; i < RankingCtrl.MaxPlayerRankNum; i++)
            {
                RankSpriteArray[i].spriteName = GetRankSpriteName(i + 1);
                RankSpriteArray[i].enabled    = true;
                if (CheckIsHandlePlayer(i) && PlayerSpriteObj == null)
                {
                    PlayerSpriteObj = RankSpriteArray[i].gameObject;
                }
            }
        }

        if (PlayerSpriteObj != null)
        {
            TweenColor twCol = PlayerSpriteObj.AddComponent <TweenColor>();
            twCol.enabled = false;
            twCol.to      = Color.green;
            twCol.style   = UITweener.Style.PingPong;
            twCol.ResetToBeginning();
            twCol.enabled = true;

            twCol.PlayForward();

            TweenScale twScl = PlayerSpriteObj.AddComponent <TweenScale>();
            twScl.enabled = false;
            twScl.to      = new Vector3(1.4f, 1.4f, 1f);
            twScl.style   = UITweener.Style.PingPong;
            twScl.ResetToBeginning();
            twScl.enabled = true;

            twScl.PlayForward();
        }
    }
예제 #16
0
 public void EndDamaged()
 {
     tweenColor.ResetToBeginning();
     tweenColor.enabled = false;
     currentState       = BehaviourState.IDLE;
 }
예제 #17
0
    // Update is called once per frame
    void Update()
    {
        if (FourBidStart_Bool)
        {
            ShowGameObject.SetActive(true);
            if (ShowStart == 0)
            {
                Background.spriteName   = "bg_fback1";
                WhiteBackground.enabled = true;
                Writing.enabled         = false;
                Light.enabled           = false;
                Hammer_TP.ResetToBeginning();
                Hammer_TP.PlayForward();
                ShowStart = 1;
            }
            else if (ShowStart == 2)
            {
                Background.spriteName   = "bg_fback2";
                WhiteBackground.enabled = false;
                Writing.enabled         = true;
                Light.enabled           = true;
                Light_Scale.ResetToBeginning();
                Light_Scale.PlayForward();
                ShowStart = 3;
            }
            else if (ShowStart == 4)
            {
                Light_Color.ResetToBeginning();
                Light_Color.PlayForward();
                ShowStart = 5;
            }

            if (StateCheck_Bool)
            {
                if (MainGame_Control.NowGameState == (byte)ENUM_BACCARAT_TABLE_STATE.StartBid)
                {
                    MainGame_Control.StopModeState         = ENUM_STOPMODE_STATE.WaitFourCardTime;
                    FourCard_Control.FourCardObjectOpen    = true;
                    FourCard_Control.FourCardStartShowBool = true;
                    FourBidStart_Bool = false;
                }
                else if (MainGame_Control.NowGameState == (byte)ENUM_BACCARAT_TABLE_STATE.StopBid)
                {
                    MainGame_Control.StopModeState         = ENUM_STOPMODE_STATE.FourCardShow;
                    GameSound.BetStop_Bool                 = true;
                    FourCard_Control.FourCardObjectOpen    = true;
                    FourCard_Control.FourCardStartShowBool = true;
                    FourBidStart_Bool = false;
                }
            }
        }
        else
        {
            ShowGameObject.SetActive(false);
            Background.spriteName   = "bg_fback1";
            WhiteBackground.enabled = true;
            Writing.enabled         = false;
            Light.enabled           = false;
            ShowStart       = 0;
            StateCheck_Bool = false;
        }
    }
예제 #18
0
    // Update is called once per frame
    void Update()
    {
        //新局開始
        #region NewGame
        if (BJMainGame_Control.TableState[BJMainGame_Control.TableID].m_enumState == ENUM_BLACKJACK_TABLE_STATE.NewRound)
        {
            if (!NewGameState_Bool)
            {
                Background_Sprite.enabled    = true;
                Background_Box.enabled       = true;
                NewGameState_Sprite.enabled  = true;
                NewGameState_Box.enabled     = true;
                NewGameState_Panel.clipRange = new Vector4(0, 0, 1 + AddNumber, 500);
                NewGameState_Color.PlayForward();
                if (AddNumber < 900)
                {
                    AddNumber += (int)(Time.deltaTime * 1000);
                }
                else
                {
                    AddNumber = 900;
                    if (NewGameDelayTimer < 1)
                    {
                        NewGameDelayTimer += Time.deltaTime;
                    }
                    else
                    {
                        NewGameState_Color.ResetToBeginning();
                        NewGameDelayTimer           = 0;
                        AddNumber                   = 0;
                        NewGameState_Sprite.enabled = false;
                        NewGameState_Box.enabled    = false;
                        Background_Sprite.enabled   = false;
                        Background_Box.enabled      = false;
                        NewGameState_Bool           = true;
                        PleaseBetStateStart         = true;
                        EndShow = false;
                    }
                }
            }
        }
        else
        {
            AddNumber                   = 0;
            NewGameDelayTimer           = 0;
            NewGameState_Bool           = false;
            NewGameState_Sprite.enabled = false;
            NewGameState_Box.enabled    = false;
            NewGameState_Color.ResetToBeginning();
        }
        #endregion

        //請下注
        #region PleaseBet
        if (PleaseBetStateStart)
        {
            PleaseBetDelayTimer      = 0;
            PleaseBet_Sprite.enabled = true;
            PleaseBet_Animation.ResetToBeginning();
            PleaseBet_Animation.enabled = true;
            PleaseBetStateStart         = false;
            Background_Sprite.enabled   = false;
            Background_Box.enabled      = false;
        }
        else if (PleaseBet_Sprite.spriteName == "AR_Bet_10")
        {
            if (PleaseBetDelayTimer < 1)
            {
                PleaseBetDelayTimer += Time.deltaTime;
            }
            else
            {
                PleaseBetDelayTimer         = 0;
                PleaseBet_Sprite.enabled    = false;
                PleaseBet_Animation.enabled = false;
            }
        }

        #endregion

        //等待下回新局開始
        #region WaitNextRound
        if (BJMainGame_Control.TableState[BJMainGame_Control.TableID].m_enumState == ENUM_BLACKJACK_TABLE_STATE.Idle)
        {
            Background_Sprite.enabled = true;
            Background_Box.enabled    = true;
            WaitNextRound.SetActive(true);

            if (PointNumber == 0)
            {
                for (int i = 0; i < 5; i++)
                {
                    Point_Sprite[i].enabled = false;
                }
            }
            else if (PointNumber == 1)
            {
                for (int i = 0; i < 5; i++)
                {
                    if (i < 1)
                    {
                        Point_Sprite[i].enabled = true;
                    }
                    else
                    {
                        Point_Sprite[i].enabled = false;
                    }
                }
            }
            else if (PointNumber == 2)
            {
                for (int i = 0; i < 5; i++)
                {
                    if (i < 2)
                    {
                        Point_Sprite[i].enabled = true;
                    }
                    else
                    {
                        Point_Sprite[i].enabled = false;
                    }
                }
            }
            else if (PointNumber == 3)
            {
                for (int i = 0; i < 5; i++)
                {
                    if (i < 3)
                    {
                        Point_Sprite[i].enabled = true;
                    }
                    else
                    {
                        Point_Sprite[i].enabled = false;
                    }
                }
            }
            else if (PointNumber == 4)
            {
                for (int i = 0; i < 5; i++)
                {
                    if (i < 4)
                    {
                        Point_Sprite[i].enabled = true;
                    }
                    else
                    {
                        Point_Sprite[i].enabled = false;
                    }
                }
            }
            else if (PointNumber == 5)
            {
                for (int i = 0; i < 5; i++)
                {
                    Point_Sprite[i].enabled = true;
                }
            }

            if (PointDelayTimer < 0.2f)
            {
                PointDelayTimer += Time.deltaTime;
            }
            else
            {
                if (PointNumber <= 5)
                {
                    PointNumber++;
                }
                else
                {
                    PointNumber = 0;
                }
                PointDelayTimer = 0;
            }
        }
        else
        {
            WaitNextRound.SetActive(false);
        }
        #endregion

        //等待新局開始
        #region WaitNewGame
        if (WaitNewGame_Bool)
        {
            WaitNewGame_Object.SetActive(true);

            if (WaitPointNumber == 0)
            {
                for (int i = 0; i < 5; i++)
                {
                    WaitPoint_Sprite[i].enabled = false;
                }
            }
            else if (WaitPointNumber == 1)
            {
                for (int i = 0; i < 5; i++)
                {
                    if (i < 1)
                    {
                        WaitPoint_Sprite[i].enabled = true;
                    }
                    else
                    {
                        WaitPoint_Sprite[i].enabled = false;
                    }
                }
            }
            else if (WaitPointNumber == 2)
            {
                for (int i = 0; i < 5; i++)
                {
                    if (i < 2)
                    {
                        WaitPoint_Sprite[i].enabled = true;
                    }
                    else
                    {
                        WaitPoint_Sprite[i].enabled = false;
                    }
                }
            }
            else if (WaitPointNumber == 3)
            {
                for (int i = 0; i < 5; i++)
                {
                    if (i < 3)
                    {
                        WaitPoint_Sprite[i].enabled = true;
                    }
                    else
                    {
                        WaitPoint_Sprite[i].enabled = false;
                    }
                }
            }
            else if (WaitPointNumber == 4)
            {
                for (int i = 0; i < 5; i++)
                {
                    if (i < 4)
                    {
                        WaitPoint_Sprite[i].enabled = true;
                    }
                    else
                    {
                        WaitPoint_Sprite[i].enabled = false;
                    }
                }
            }
            else if (WaitPointNumber == 5)
            {
                for (int i = 0; i < 5; i++)
                {
                    WaitPoint_Sprite[i].enabled = true;
                }
            }

            if (WaitPointDelayTimer < 0.2f)
            {
                WaitPointDelayTimer += Time.deltaTime;
            }
            else
            {
                if (WaitPointNumber <= 5)
                {
                    WaitPointNumber++;
                }
                else
                {
                    WaitPointNumber = 0;
                }
                WaitPointDelayTimer = 0;
            }
        }
        else
        {
            WaitNewGame_Object.SetActive(false);
        }
        #endregion

        //洗牌中
        #region Shuffle
        if (BJMainGame_Control.TableState[BJMainGame_Control.TableID].m_enumState == ENUM_BLACKJACK_TABLE_STATE.ShuffleNewRound)
        {
            Background_Sprite.enabled = true;
            Background_Box.enabled    = true;
            Shuffle_Object.SetActive(true);
            if (ShuffleTimer < 2.0f)
            {
                ShuffleTimer += Time.deltaTime;
            }
            else
            {
                BJMainGame_Control.NowStateSave = ENUM_BLACKJACK_TABLE_STATE.NewRound;
                BJMainGame_Control.TableState[BJMainGame_Control.TableID].m_enumState = BJMainGame_Control.NowStateSave;
            }
        }
        else
        {
            Shuffle_Object.SetActive(false);
            ShuffleTimer = 0;
        }
        #endregion

        //END
        if (BJMainGame_Control.TableState[BJMainGame_Control.TableID].m_enumState == ENUM_BLACKJACK_TABLE_STATE.GameOver)
        {
            Background_Sprite.enabled = true;
            Background_Box.enabled    = true;
        }
        if (Backgrond_Bool)
        {
            Background_Color.PlayForward();
            Backgrond_Bool = false;
        }

        //if (FirstShow && (BJMainGame_Control.NowStateSave == ENUM_BLACKJACK_TABLE_STATE.NewRound
        //    || BJMainGame_Control.NowStateSave == ENUM_BLACKJACK_TABLE_STATE.WaitBet || BJMainGame_Control.NowStateSave == ENUM_BLACKJACK_TABLE_STATE.ShuffleNewRound))
        if (FirstShow)
        {
            BJMainGame_Control.MainInit_Bool    = true;
            BJCard_Control.CardControlInit_Bool = true;
            Cash_Control.CashInit_Bool          = true;
            Background_Color.PlayReverse();
            FirstShow = false;
            SenceShow = true;
            DelayTime = 0;
        }

        if ((BJMainGame_Control.NowStateSave == ENUM_BLACKJACK_TABLE_STATE.NewRound || BJMainGame_Control.NowStateSave == ENUM_BLACKJACK_TABLE_STATE.WaitBet || BJMainGame_Control.NowStateSave == ENUM_BLACKJACK_TABLE_STATE.ShuffleNewRound) && EndShow)
        {
            if (DelayTime < 1)
            {
                DelayTime += Time.deltaTime;
            }
            else
            {
                BJMainGame_Control.TableState[BJMainGame_Control.TableID].m_enumState = BJMainGame_Control.NowStateSave;
                EndShow          = false;
                FirstShow        = false;
                WaitNewGame_Bool = false;
                SenceShow        = false;
                DelayTime        = 0;
            }
        }
    }
예제 #19
0
 public void PlayColor()
 {
     HeadColor.enabled = true;
     HeadColor.ResetToBeginning();
     HeadColor.PlayForward();
 }