public int Seat; //当前创建角色界面对应的位置 由外部设置 public void Awake(A0008_GetUserInfo_G2C message) { //保存帐号信息 messageUser = message; //获取父级"包" FUI CreateCharacter = this.GetParent <FUI>(); Controller = CreateCharacter.Get("Controller"); //Get有先后顺序 Gender = Controller.GObject.asCom.GetController("c1"); Career = Controller.GObject.asCom.GetController("c2"); Step = Controller.GObject.asCom.GetController("c3"); Holder = CreateCharacter.Get("Holder"); NameInput = Controller.Get("NameInput"); Prompt = Controller.Get("Prompt"); //加载默认模型 男/战士 OnControllerChanged(); //添加事件 //Gender.selectedIndex = 1; //设置被选中的页面 //Gender.SetSelectedIndex(1); //设置被选中的页面而不触发Change事件 Controller.Get("Back").GObject.asButton.onClick.Add(OnBack); //返回角色列表或者退出游戏 Controller.Get("Complete").GObject.asButton.onClick.Add(OnCheckCreate); //检验角色名称是否合法 Gender.onChanged.Add(OnControllerChanged); Career.onChanged.Add(OnControllerChanged); //aObject.OnGearStop.Add(OnGearStop); //缓动结束通知 isCreateComplete = true; Log.Debug("加载完创建角色界面"); }
//退出界面需要重置所有元件属性 public override void Dispose() { if (this.IsDisposed) { return; } base.Dispose(); Log.Debug("退出创建角色界面"); Controller.Get("Back").GObject.asButton.onClick.Remove(OnBack); Controller.Get("Complete").GObject.asButton.onClick.Remove(OnCheckCreate); Controller.Get("Back").Dispose(); Controller.Get("Complete").Dispose(); Holder.Dispose(); Demo = null; Wrapper = null; isCreateComplete = false; isCreatingCharacter = false; messageUser = null; Controller.Dispose(); Gender = null; Career = null; Step = null; NameInput.Dispose(); Prompt.Dispose(); Seat = 0; }
//检测角色名称是否合法 public void OnCheckCreate() { if (this.isCreatingCharacter || this.IsDisposed) { return; } this.isCreatingCharacter = true; SekiaHelper.CreateNewCharacter(Seat, NameInput.Get("Input").GObject.asTextInput.text, Gender.selectedIndex, Career.selectedIndex).NoAwait(); }
public void Awake(A0008_GetUserInfo_G2C message) { //保存帐号信息 messageUser = message; //获取父级"包" FUI SelectCharacter = this.GetParent <FUI>(); Controller = SelectCharacter.Get("Controller"); //Get有先后顺序 SeatSelect = Controller.GObject.asCom.GetController("c1"); NoneorExist1 = Controller.GObject.asCom.GetController("c2"); NoneorExist2 = Controller.GObject.asCom.GetController("c3"); NoneorExist3 = Controller.GObject.asCom.GetController("c4"); Holder1 = Controller.Get("Holder1"); Holder2 = Controller.Get("Holder2"); Holder3 = Controller.Get("Holder3"); Money1 = Controller.Get("Money1"); Money2 = Controller.Get("Money2"); Money3 = Controller.Get("Money3"); Mail1 = Controller.Get("Mail1"); Mail2 = Controller.Get("Mail2"); Mail3 = Controller.Get("Mail3"); Level1 = Controller.Get("Level1"); Level2 = Controller.Get("Level2"); Level3 = Controller.Get("Level3"); Location1 = Controller.Get("Location1"); Location2 = Controller.Get("Location2"); Location3 = Controller.Get("Location3"); //设置当前激活序列 由上次登陆游戏/注册的角色决定 SeatSelect.SetSelectedIndex(messageUser.LastPlay - 1); //加载帐号设置 形象/金钱/邮件/等级/位置 OnLoadCharacters(messageUser.Characters[0], Holder1, NoneorExist1, Money1, Mail1, Level1, Location1); OnLoadCharacters(messageUser.Characters[1], Holder2, NoneorExist2, Money2, Mail2, Level2, Location2); OnLoadCharacters(messageUser.Characters[2], Holder3, NoneorExist3, Money3, Mail3, Level3, Location3); //添加事件 Controller.Get("Select1").GObject.asButton.onClick.Add(OnSelect1); //选择一个角色位置 进入游戏或创建角色 Controller.Get("Select2").GObject.asButton.onClick.Add(OnSelect2); Controller.Get("Select3").GObject.asButton.onClick.Add(OnSelect3); Log.Debug("加载完选择角色界面"); }
//退出界面需要重置所有元件属性 public override void Dispose() { if (this.IsDisposed) { return; } base.Dispose(); Log.Debug("退出选择角色界面"); Controller.Get("Select1").GObject.asButton.onClick.Remove(OnSelect1); Controller.Get("Select2").GObject.asButton.onClick.Remove(OnSelect2); Controller.Get("Select3").GObject.asButton.onClick.Remove(OnSelect3); Controller.Get("Select1").Dispose(); Controller.Get("Select2").Dispose(); Controller.Get("Select3").Dispose(); messageUser = null; Controller.Dispose(); SeatSelect = null; NoneorExist1 = null; NoneorExist2 = null; NoneorExist3 = null; Holder1.Dispose(); Holder2.Dispose(); Holder3.Dispose(); Money1.Dispose(); Money2.Dispose(); Money3.Dispose(); Mail1.Dispose(); Mail2.Dispose(); Mail3.Dispose(); Level1.Dispose(); Level2.Dispose(); Level3.Dispose(); Location1.Dispose(); Location2.Dispose(); Location3.Dispose(); isWaiting = false; }
public FUI Get(string name) { return(Root.Get(name)); }