예제 #1
0
    protected override void OnLoading()
    {
        //m_NamePrefix = table.RandomNameDataBase.PrefixList();
        //m_NameMale = table.RandomNameDataBase.MaleList();
        //m_NameFemale = table.RandomNameDataBase.FemaleList();

        base.OnLoading();
        if (null != m_input_input_name)
        {
            m_input_input_name.onChange.Add(new EventDelegate(() =>
            {
                m_str_inputName = TextManager.GetTextByWordsCountLimitInUnicode(m_input_input_name.value
                                                                                , TextManager.CONST_NAME_MAX_WORDS);
                m_input_input_name.value = m_str_inputName;
            }));
            m_input_input_name.onSubmit.Add(new EventDelegate(() =>
            {
                m_str_inputName = TextManager.GetTextByWordsCountLimitInUnicode(m_input_input_name.value
                                                                                , TextManager.CONST_NAME_MAX_WORDS);
                m_input_input_name.value = m_str_inputName;
            }));
            m_input_input_name.defaultText = string.Empty;
        }

        UIEventListener.Get(m_widget_Container.gameObject).onDrag = OnDragModel;

        //特效表加载
        List <table.ShowEffect> tableList = GameTableManager.Instance.GetTableList <table.ShowEffect>();

        for (int i = 0; i < tableList.Count; i++)
        {
            table.ShowEffect data = tableList[i];
            m_ShowEffect.Add(data);
        }

        InitCharacterGrid();
    }
예제 #2
0
    void OnCreateAvater(object param)
    {
        if (null == m_Avater || null == m_Avater.RenderObj)
        {
            Engine.Utility.Log.Error("CreateRolePanel->OnCreateAvater failed,m_Avater or m_Avater.RnederObj null!");
            return;
        }
        m_Avater.RenderObj.ClearFrameEvent();
        int nProfession = (int)param;

        PlayCreateAudio(nProfession);
        switch (nProfession)
        {
        case (int)enumProfession.Profession_Soldier:
        {
            for (int i = 0; i < m_ShowEffect.Count; i++)
            {
                table.ShowEffect data = m_ShowEffect[i];
                if (data.Profession == (uint)enumProfession.Profession_Soldier)
                {
                    switch (data.IsWeaponEffect)
                    {
                    case (uint)IS_WEAPON_EFFECT.SCENE:
                        m_Avater.RenderObj.AddFrameEvent(Client.EntityAction.ShowLog, "addEffect_scene", data.StartTime, uint.Parse(data.EffectID));
                        break;

                    case (uint)IS_WEAPON_EFFECT.BODY:
                        m_Avater.RenderObj.AddFrameEvent(Client.EntityAction.ShowLog, "addEffect_body", data.StartTime, uint.Parse(data.EffectID));
                        break;
                    }
                }
            }
            AnimationState ani = m_Avater.RenderObj.GetAnimationState(Client.EntityAction.ShowLog);
            m_Avater.RenderObj.AddFrameEvent(Client.EntityAction.ShowLog, "standAni", ani.length * 0.9f);



            //wbw 测试
        }
        break;

        case (int)enumProfession.Profession_Spy:
        {
            for (int i = 0; i < m_ShowEffect.Count; i++)
            {
                table.ShowEffect data = m_ShowEffect[i];
                if (data.Profession == (uint)enumProfession.Profession_Spy)
                {
                    switch (data.IsWeaponEffect)
                    {
                    case (uint)IS_WEAPON_EFFECT.SCENE:
                        m_Avater.RenderObj.AddFrameEvent(Client.EntityAction.ShowLog, "addEffect_scene", data.StartTime, uint.Parse(data.EffectID));
                        break;

                    case (uint)IS_WEAPON_EFFECT.BODY:
                        m_Avater.RenderObj.AddFrameEvent(Client.EntityAction.ShowLog, "addEffect_body", data.StartTime, uint.Parse(data.EffectID));
                        break;
                    }
                }
            }

            AnimationState ani = m_Avater.RenderObj.GetAnimationState(Client.EntityAction.ShowLog);
            m_Avater.RenderObj.AddFrameEvent(Client.EntityAction.ShowLog, "standAni", ani.length * 0.9f);
        }
        break;

        case (int)enumProfession.Profession_Freeman:
        {
            for (int i = 0; i < m_ShowEffect.Count; i++)
            {
                table.ShowEffect data = m_ShowEffect[i];
                if (data.Profession == (uint)enumProfession.Profession_Freeman)
                {
                    switch (data.IsWeaponEffect)
                    {
                    case (uint)IS_WEAPON_EFFECT.SCENE:
                        m_Avater.RenderObj.AddFrameEvent(Client.EntityAction.ShowLog, "addEffect_scene", data.StartTime, uint.Parse(data.EffectID));
                        break;

                    case (uint)IS_WEAPON_EFFECT.BODY:
                        m_Avater.RenderObj.AddFrameEvent(Client.EntityAction.ShowLog, "addEffect_body", data.StartTime, uint.Parse(data.EffectID));
                        break;
                    }
                }
            }

            AnimationState ani = m_Avater.RenderObj.GetAnimationState(Client.EntityAction.ShowLog);
            m_Avater.RenderObj.AddFrameEvent(Client.EntityAction.ShowLog, "standAni", ani.length * 0.9f);

            //溶解
            m_Avater.RenderObj.AddFrameEvent(Client.EntityAction.ShowLog, "Dissolve", 0);
        }
        break;

        case (int)enumProfession.Profession_Doctor:
        {
            for (int i = 0; i < m_ShowEffect.Count; i++)
            {
                table.ShowEffect data = m_ShowEffect[i];
                if (data.Profession == (uint)enumProfession.Profession_Doctor)
                {
                    switch (data.IsWeaponEffect)
                    {
                    case (uint)IS_WEAPON_EFFECT.SCENE:
                        m_Avater.RenderObj.AddFrameEvent(Client.EntityAction.ShowLog, "addEffect_scene", data.StartTime, uint.Parse(data.EffectID));
                        break;

                    case (uint)IS_WEAPON_EFFECT.BODY:
                        m_Avater.RenderObj.AddFrameEvent(Client.EntityAction.ShowLog, "addEffect_body", data.StartTime, uint.Parse(data.EffectID));
                        break;
                    }
                }
            }
            AnimationState ani = m_Avater.RenderObj.GetAnimationState(Client.EntityAction.ShowLog);
            m_Avater.RenderObj.AddFrameEvent(Client.EntityAction.ShowLog, "standAni", ani.length * 0.9f);

            //溶解
            m_Avater.RenderObj.AddFrameEvent(Client.EntityAction.ShowLog, "Dissolve", 0);
        }
        break;
        }

        if (m_cam_animator != null)
        {
            int nJob = (int)param;
            m_cam_animator.SetTrigger(m_iTriggerStartHash);
            m_cam_animator.SetInteger(m_istateChangeParamHash, nJob);
        }
        m_Avater.PlayAni(Client.EntityAction.ShowLog, OnActionEvent, 0.3f, -1);
    }