예제 #1
0
        public async ETVoid RunAsync()
        {
            FUIComponent fuiComponent = Game.Scene.GetComponent <FUIComponent>();
            //实际比例
            float ratioCurrent = fuiComponent.Root.GObject.actualWidth / fuiComponent.Root.GObject.actualHeight;
            //设计比例
            float ratioDesign = (float)1280 / (float)720;

            if (ratioCurrent > ratioDesign) //当前屏幕宽度超出
            {
                fuiComponent.Root.GObject.x -= (fuiComponent.Root.GObject.actualHeight * ratioDesign - fuiComponent.Root.GObject.actualWidth) / 2;
            }
            else if (ratioCurrent < ratioDesign)//当前屏幕高度超出
            {
                //Log.Debug("物体高度:" + self.Root.GObject.height + "物体宽度:" + self.Root.GObject.width + "真实高度" + self.Root.GObject.actualHeight + "真实宽度" + self.Root.GObject.actualWidth + "屏幕高度" + Screen.height + "屏幕宽度" + Screen.width);
                //真实设计高度 - 屏幕真实高度
                fuiComponent.Root.GObject.y -= (fuiComponent.Root.GObject.actualWidth / ratioDesign - fuiComponent.Root.GObject.actualHeight) / 2;
                //Log.Debug("理想高度为:" + self.Root.GObject.width / ratioDesign);
            }

            //加载一次FUI资源
            await Game.Scene.GetComponent <FUIPackageComponent>().AddPackageAsync(FUIType.LandFUI);

            //创建登陆界面
            FUILandLoginFactory.Create();
        }
예제 #2
0
        public static void Create(A0008_GetUserInfo_G2C message)
        {
            FUIComponent fuiComponent = Game.Scene.GetComponent <FUIComponent>();
            FUI          fui          = ComponentFactory.Create <FUI, GObject>(UIPackage.CreateObject(FUIType.Sekia, FUIType.CreateCharacter));

            fui.Name = FUIType.CreateCharacter;
            fui.AddComponent <CreateCharacterComponent, A0008_GetUserInfo_G2C>(message);
            fuiComponent.Add(fui);
        }
        public static void Create()
        {
            FUIComponent fuiComponent = Game.Scene.GetComponent <FUIComponent>();
            FUI          fui          = ComponentFactory.Create <FUI, GObject>(UIPackage.CreateObject(FUIType.Sekia, FUIType.NoneFGUI));

            fui.Name = FUIType.NoneFGUI;
            fui.AddComponent <SelectCharacterComponent>();
            fuiComponent.Add(fui);
        }
예제 #4
0
        public static void Create()
        {
            FUIComponent fuiComponent = Game.Scene.GetComponent <FUIComponent>();
            FUI          fui          = ComponentFactory.Create <FUI, GObject>(UIPackage.CreateObject(FUIType.Sekia, FUIType.SekiaLogin));

            //fui.GObject.Center();
            fui.Name = FUIType.SekiaLogin;
            fui.AddComponent <SekiaLoginComponent>();
            fuiComponent.Add(fui);
        }
예제 #5
0
        public static void Create()
        {
            FUIComponent fuiComponent = Game.Scene.GetComponent <FUIComponent>();
            //从整个LandFUI资源包中取得并创建LandLogin登录界面资源
            FUI fui = ComponentFactory.Create <FUI, GObject>(UIPackage.CreateObject(FUIType.LandFUI, FUIType.LandLogin));

            fui.Name = FUIType.LandLogin;
            //给fui添加LandLoginComponent组件,此组件是给UI元件添加事件方法
            fui.AddComponent <FUILandLoginComponent>();
            //把登录界面fui添加到全局的FUI组件中
            fuiComponent.Add(fui);
        }