Exemplo n.º 1
0
        /// <summary>
        /// 获取当前预览的物体,更新预览界面的角色灯光
        /// </summary>
        public void UpdatePreviewLight(GameObject preview_object)
        {
            var role_ids = GameConstHelper.GetUintList("GAME_AVAILABLE_ROLE_ID");
            var type_ids = new List <uint>(role_ids.Count);

            foreach (var rid in role_ids)
            {
                type_ids.Add(ActorHelper.RoleIdToTypeId(rid));
            }

            uint actor_type_id = 0;
            var  client_model  = preview_object.GetComponentInChildren <ActorMono>(true);

            if (client_model != null && client_model.BindActor != null)
            {
                actor_type_id = client_model.BindActor.TypeIdx;
            }

            if (type_ids.Contains(actor_type_id))
            {
                PreviewLight.SelectLight(0, ActorHelper.TypeIdToRoleId(actor_type_id));
            }
            else
            {
                PreviewLight.SelectLight(0, 0);
            }
        }
Exemplo n.º 2
0
            public void SelectActor(int actor_index)
            {
                if (!IsShow)
                {
                    return;
                }

                for (int i = 0; i < mActorGameObjects.Count; ++i)
                {
                    Actor actor = mActorGameObjects [i];
                    if (actor != null)
                    {
                        actor.mVisibleCtrl.SetActorVisible(i == actor_index, VisiblePriority.EXCEPT);
                    }
                }

                if (actor_index >= 0 && actor_index < mActorGameObjects.Count)
                {
                    Actor selectObj = mActorGameObjects [actor_index];
                    if (selectObj != null)// 在切场景时,有可能选中的角色已经被销毁
                    {
                        if (SelectActorScene.Instance != null)
                        {
                            SelectActorScene.Instance.PreviewObject = selectObj.GetModelParent();
                        }
                        PreviewLight.SelectLight(1, mData[actor_index].rid);
                    }
                }

                if (actor_index < mData.Count)
                {
                    string name = System.Text.Encoding.UTF8.GetString(mData[actor_index].name);
                    mPowerText.text = xc.TextHelper.GetConstText("CODE_TEXT_LOCALIZATION_93") + ActorHelper.GetDisplayBattlePower(mData[actor_index].battle_power);
                }
            }
Exemplo n.º 3
0
    private bool SelectActor(int index)
    {
        if (index >= mRoleData.Count)
        {
            return(false);
        }

        mSelectIndex = index;

        if (mActors.Count > index)
        {
            mActors[index].transform.localRotation = Quaternion.identity;
        }

        PlayRandomActorAudio(index);
        PlayDebutAnimation();
        ChangeActorVisble();
        PreviewLight.SelectLight(1, (uint)(index + 1));
        return(true);
    }
Exemplo n.º 4
0
            /// <summary>
            /// 点击角色职业的按钮
            /// </summary>
            /// <param name="vocation"></param>
            void OnClickActorBtn(uint vocation)
            {
                // 设置当前的CheckMask
                var cur_select_btn = mActorButtons[vocation].transform;

                cur_select_btn.Find("CheckMask").gameObject.SetActive(true);
                cur_select_btn.Find("Background").gameObject.SetActive(false);
                if (mVocationId == vocation)
                {
                    return;
                }

                // 设置之前的CheckMask
                if (mVocationId != 0)
                {
                    var last_select_btn = mActorButtons[mVocationId].transform;
                    last_select_btn.Find("CheckMask").gameObject.SetActive(false);
                    last_select_btn.Find("Background").gameObject.SetActive(true);
                }

                if (CreateActorScene.Instance && CreateActorScene.Instance.SelectActorByVocation(vocation, () =>
                {
                    if (IsShow == true)
                    {
                        mRightButtom.SetActive(true);
                        mRight.SetActive(true);
                    }
                }))
                {
                    if (AuditManager.Instance.AuditAndIOS() && SDKHelper.GetSwitchModel())
                    {
                        for (int i = 0; i < mActorPic.Count; i++)
                        {
                            if (mActorPic[i] != null)
                            {
                                RawImage image = mActorPic[i].GetComponent <RawImage>();
                                if (image != null && image.texture != null)
                                {
                                    mActorPic[i].gameObject.SetActive(i + 1 == vocation);
                                }
                            }
                        }
                    }

                    mVocationId = vocation;
                    RequestRoleName();

                    PreviewLight.SelectLight(1, mVocationId);
                    RefreshDescription();

                    if (AuditManager.Instance.AuditAndIOS() && SDKHelper.GetSwitchModel())
                    {
                        return;
                    }

                    mRightButtom.SetActive(false);
                    mRight.SetActive(false);

                    if (AuditManager.Instance.AuditAndIOS() == false)
                    {
                        mRightButtom.SetActive(true);
                        mRight.SetActive(true);
                    }
                }
            }