Пример #1
0
    public void remove_sprite()
    {
        ActionSprite sprite = getSelectedActionSprite();


        if (sprite)
        {
            sprite.spriteData.alert_x = null;


//			Destroy(sprite.alertLine);
            Debug.Log("sprite.spriteData.alert_x:" + sprite.spriteData.alert_x);

//			GameObject.Destroy (sprite);

//			DestroyImmediate(sprite);
            Destroy(sprite);

            sprite.refreshTextureScale0();
//			DestroyObject(sprite);
//			sprite=null;
            CleanData = true;
        }

        GC.Collect();
    }
Пример #2
0
 public void SetMarker(ActionSprite actionSprite)
 {
     if (settingController.GetMarkActionsOnCards())
     {
         image.enabled = true;
         image.sprite  = actionMarker [(int)actionSprite];
     }
 }
Пример #3
0
    //TODO draw rect
    //	void  updatadrawRect()
    //	{
    //
    //	}
    //TODO Hide
    void updateHideBgSprite()
    {
        GameObject[] gos;

        gos = GameObject.FindGameObjectsWithTag("ActionSprite");

        foreach (GameObject go in gos)
        {
            ActionSprite sprite = go.GetComponent <ActionSprite> ();

            //TODO Jack
            if (sprite && sprite.spriteData.class_type.Equals("bg") == true)
            {
                if (text_Hide == false && text_show_all_bg == true)
                {
                    MeshRenderer meshRender = sprite.GetComponent <MeshRenderer> ();
                    meshRender.enabled = false;

                    MeshRenderer meshRender2 = sprite.__spriteAction.GetComponent <MeshRenderer> ();
                    meshRender2.enabled = true;

                    sprite.isTouchActive = false;
                }
                else if (text_Hide && text_show_all_bg == false)
                {
                    //Do Nothing
                }
                else if (text_Hide == false && text_show_all_bg == false && sprite.spriteData.class_type.Equals("bg") == true)
                {
                    MeshRenderer meshRender = sprite.GetComponent <MeshRenderer> ();
                    meshRender.enabled = false;

                    sprite.isTouchActive = false;
                }
                else
                {
                    if (sprite)
                    {
                        MeshRenderer meshRender = sprite.GetComponent <MeshRenderer> ();
                        meshRender.enabled = true;

                        MeshRenderer meshRender2 = sprite.__spriteAction.GetComponent <MeshRenderer> ();
                        meshRender2.enabled = true;

                        sprite.isTouchActive = true;
                    }
                }
            }
            else
            {
                continue;
            }
        }
    }
Пример #4
0
    public void refreshMapSpriteImage()
    {
        GameObject[] gos;

        gos = GameObject.FindGameObjectsWithTag("ActionSprite");

        foreach (GameObject go in gos)
        {
            ActionSprite sprite = go.GetComponent <ActionSprite> ();
            if (sprite)
            {
                sprite.refreshTextureWithBGName();
            }
        }
    }
Пример #5
0
    public bool isUnique(string unique)
    {
        GameObject[] gos;

        gos = GameObject.FindGameObjectsWithTag("ActionSprite");

        foreach (GameObject go in gos)
        {
            ActionSprite sprite = go.GetComponent <ActionSprite> ();
            if (sprite && sprite.spriteData.unique_id.Equals(unique))
            {
                return(false);
            }
        }
        return(true);
    }
Пример #6
0
    public ActionSprite getSelectedActionSprite()
    {
        GameObject[] gos;

        gos = GameObject.FindGameObjectsWithTag("ActionSprite");

        foreach (GameObject go in gos)
        {
            ActionSprite sprite = go.GetComponent <ActionSprite> ();
            if (sprite && sprite.isTouchPressed)
            {
                return(sprite);
            }
        }

        return(null);
    }
Пример #7
0
    public void refreshAllActionSpriteImage()
    {
        GameObject[] gos;

        gos = GameObject.FindGameObjectsWithTag("ActionSprite");

//		Debug.Log ("ActionSprite");

//		Debug.Log(gos.Length);

        foreach (GameObject go in gos)
        {
            ActionSprite sprite = go.GetComponent <ActionSprite> ();
            if (sprite)
            {
                sprite.refreshTextureWithTag();
            }
        }
    }
Пример #8
0
    public static void setSelectedActionSprite(ActionSprite sprite)
    {
        GameObject[] gos;

        gos = GameObject.FindGameObjectsWithTag("ActionSprite");

        foreach (GameObject go in gos)
        {
            ActionSprite __sprite = go.GetComponent <ActionSprite> ();
            if (sprite && __sprite)
            {
                __sprite.isTouchPressed = false;
            }
        }

        sprite.isTouchPressed = true;

        if (spriteFirstSelect == null)
        {
            spriteFirstSelect = sprite;
        }
        else
        {
            if (sprite != spriteFirstSelect)
            {
                spriteSecondSelect = spriteFirstSelect;

                spriteFirstSelect = sprite;

                second_sprite_pos = spriteSecondSelect.transform.position;

                if (sprite.spriteData.class_type == "bg" && spriteSecondSelect)
                {
                    second_sprite_pos = spriteSecondSelect.transform.position;
                }
                else
                {
                    second_sprite_pos = new Vector3(0, 0, 0);
                }
            }
        }
    }
Пример #9
0
    public ActionSprite create_sprite()
    {
        ActionSprite sprite = getSelectedActionSprite();

        if (sprite)
        {
            // 将上一个用户点击的sprite的属性进行拷贝
            m_Sprite.transform.position = vectorPos;
            Debug.Log("Create Sprite" + vectorPos);
            if (second_sprite_pos.x == 0.0f && second_sprite_pos.y == 0.0f)
            {
                vectorPos = new Vector3(sprite.transform.position.x, sprite.transform.position.y, sprite.transform.position.z);
            }
            else
            {
            }
        }

        ActionSprite newSprite = (ActionSprite)Instantiate(m_Sprite, m_Sprite.transform.position, m_Sprite.transform.rotation);


        if (newSprite && sprite)
        {
            newSprite.spriteData = new ActionSprite.SpData();
            newSprite.spriteData.clone(sprite.spriteData);
        }

        int wave_id = (int)UIPropetyPanel.show_sprite_wave_id;

        newSprite.spriteData.create_unique_id();

//		newSprite.name = m_Sprite.spriteData.tag_id + "";

        //更新新精灵到属性面板
        newSprite.updatePropetyToGUI();

        setSelectedActionSprite(newSprite);

//		newSprite.refreshTextureWithBGName ();

        return(newSprite);
    }
Пример #10
0
    public void create_sprite(ActionSprite.SpData spData)
    {
        float posX = 0;

        float posY = 0;

        try{
            //old
//			posX = coverScreenX2WorldPosX(int.Parse (spData.pos_x));
//			posY = coverScreenY2WorldPosY(int.Parse (spData.pos_y));

            //modify display position
            posX = float.Parse(spData.display_x);
            posY = float.Parse(spData.display_y);
        }catch (Exception e)
        {
        }

        Vector3 vectorPos;

        vectorPos = new Vector3(posX, posY, 0.6f);

        m_Sprite.transform.position = vectorPos;

        ActionSprite newSprite = (ActionSprite)Instantiate(m_Sprite, m_Sprite.transform.position, m_Sprite.transform.rotation);

        newSprite.spriteData = new ActionSprite.SpData();

        newSprite.spriteData = spData;

        newSprite.spriteData.create_unique_id();

        newSprite.updatePropetyToGUI();

        setSelectedActionSprite(newSprite);

//		newSprite.refreshTextureWithBGName ();

        newSprite.name = m_Sprite.spriteData.tag_id + "";
    }
Пример #11
0
//		public SpData()
//		{
//			//from 1
//
//		}
        public void create_unique_id()
        {
            if (unique_id.Equals(""))
            {
                int          __uniqu_id = 1 + 10000;
                GameObject[] gos;

                gos = GameObject.FindGameObjectsWithTag("ActionSprite");

                while (unique_id.Equals(""))
                {
                    bool is_unique = true;
                    foreach (GameObject go in gos)
                    {
                        ActionSprite sprite = go.GetComponent <ActionSprite> ();
                        if (sprite)
                        {
                            if (sprite.spriteData.unique_id.Equals("") == false)
                            {
                                int sprite_uniqu_id = int.Parse(sprite.spriteData.unique_id);
                                if (sprite_uniqu_id == __uniqu_id)
                                {
                                    is_unique = false;
                                    break;
                                }
                            }
                        }
                    }
                    if (is_unique)
                    {
                        unique_id = "" + (__uniqu_id);
                    }
                    else
                    {
                        __uniqu_id++;
                    }
                }
            }
        }
Пример #12
0
    //TODO Remove all BG
    public void deleteMap()
    {
        GameObject[] objs = GameObject.FindGameObjectsWithTag("ActionSprite");

        foreach (GameObject obj in objs)
        {
            ActionSprite sprite = obj.GetComponent <ActionSprite> ();

            if (sprite && (sprite.spriteData.class_type.Equals(UIPropetyPanel.CLASS_BG) ||
                           sprite.spriteData.class_type.Equals(UIPropetyPanel.CLASS_RECT) ||
                           sprite.spriteData.class_type.Equals(UIPropetyPanel.CLASS_TRIGGER) || sprite.spriteData.class_type.Equals(UIPropetyPanel.CLASS_MONSTER_AREA))
                )
            {
                Destroy(sprite);

                sprite.refreshTextureScale0();

                CleanData = true;
            }
        }

        GC.Collect();
    }
Пример #13
0
    public void Copy2Next()
    {
        ActionSprite sprite = getSelectedActionSprite();

        if (sprite)
        {
            // 将上一个用户点击的sprite的属性进行拷贝
            m_Sprite.transform.position = vectorPos;
            Debug.Log("Create Sprite" + vectorPos);
            if (second_sprite_pos.x == 0.0f && second_sprite_pos.y == 0.0f)
            {
                vectorPos = new Vector3(sprite.transform.position.x, sprite.transform.position.y, sprite.transform.position.z);
            }
        }


        ActionSprite newSprite = (ActionSprite)Instantiate(m_Sprite, m_Sprite.transform.position, m_Sprite.transform.rotation);



        if (newSprite && sprite)
        {
            newSprite.spriteData = new ActionSprite.SpData();
            newSprite.spriteData.clone(sprite.spriteData);
        }

        int wave_id = (int)UIPropetyPanel.show_sprite_wave_id;

        newSprite.spriteData.create_unique_id();

        //更新新精灵到属性面板
        newSprite.updatePropetyToGUI();

        setSelectedActionSprite(newSprite);



        //	ActionSprite sprite=getSelectedActionSprite();

//		Vector3 posVector = spriteSelect.transform.position;

//		newSprite.transform = posVector;
//
//		newSprite.updatePropetyToGUI ();
//		if (spriteSelect && spriteSelect.__spriteAction
//		    && spriteSelect.__spriteAction.renderer
//		    && spriteSelect.__spriteAction.renderer.material
//		    && spriteSelect.__spriteAction.renderer.material.mainTexture)
        {
//						float width = spriteSelect.__spriteAction.renderer.material.mainTexture.width * 10 / GameManager.scale_value_x;
//
////		float offsetX = GameManager.coverScreenX2WorldPosX (spriteSelect.renderer.material.mainTexture.width);
//						Debug.Log ("width:" + width);
//


            float offsetX = sprite.__spriteAction.copyWidth * 10 / GameManager.scale_value_x;
//
//						Debug.Log ("offsetX:" + offsetX);

//			float offsetX =	spriteSelect.transform.localScale.x;

//			Debug.Log ("offsetX:" + offsetX);

            float finalOffsetX = offsetX;            // fixedWorldPosX(offsetX);

            Vector3 posVector22 = new Vector3(sprite.transform.position.x + finalOffsetX, sprite.transform.position.y, sprite.transform.position.z);
//
            newSprite.transform.position = posVector22;

            newSprite.updatePropetyToGUI();
        }

//		newSprite.spriteData.pos_x

//		newSprite.transform.position =
    }
Пример #14
0
    void updateShowBgSprite()
    {
        //		if (UIPropetyPanel.text != UIPropetyPanel.tmp_show_sprite_wave_id)
        {
            int __show_bg_zorder_id = (int)show_bg_zorder_id;

            GameObject[] gos;

            gos = GameObject.FindGameObjectsWithTag("ActionSprite");

            foreach (GameObject go in gos)
            {
                ActionSprite sprite = go.GetComponent <ActionSprite> ();
                if (sprite == false || sprite.spriteData.class_type.Equals("bg") == false)
                {
                    continue;
                }

                if (text_show_all_bg == false && sprite.spriteData.z_order.Equals("") == false)
                {
                    int z_order = -1;
                    try{
                        z_order = int.Parse(sprite.spriteData.z_order);
                    }catch (Exception e)
                    {
                        Debug.Log(e);
                        continue;
                    }

                    if ((__show_bg_zorder_id != 0 && z_order / 10 == __show_bg_zorder_id))
                    {
                        MeshRenderer meshRender = sprite.GetComponent <MeshRenderer>();
                        meshRender.enabled = true;

                        MeshRenderer meshRender2 = sprite.__spriteAction.GetComponent <MeshRenderer>();
                        meshRender2.enabled = true;
                        {
                            sprite.isTouchActive = true;
                        }
                    }
                    else
                    {
                        MeshRenderer meshRender = sprite.GetComponent <MeshRenderer>();
                        meshRender.enabled = false;

                        MeshRenderer meshRender2 = sprite.__spriteAction.GetComponent <MeshRenderer>();
                        meshRender2.enabled = false;

                        {
                            sprite.isTouchActive = false;
                        }
                    }
                }
                else
                {
                    MeshRenderer meshRender = sprite.GetComponent <MeshRenderer>();
                    meshRender.enabled = true;

                    MeshRenderer meshRender2 = sprite.__spriteAction.GetComponent <MeshRenderer>();
                    meshRender2.enabled = true;

                    {
                        sprite.isTouchActive = true;
                    }
                }
            }
        }


        //		Debug.Log("sprite2");
    }
Пример #15
0
    //切换wave显示不同波次
    void updateShowWaveSprite(bool isNeedRefresh)
    {
        if (UIPropetyPanel.show_sprite_wave_id != UIPropetyPanel.tmp_show_sprite_wave_id || isNeedRefresh)
        {
            //			WaveSprite sprite3=gameManager.getSelectedWaveSprite();
            //
            //			if (sprite3)
            //			{
            //				sprite3.updateWavePropetyToGUI();
            //			}
            int nowWaveSpriteCount = 0;

            tmp_show_sprite_wave_id = show_sprite_wave_id;

            int show_wave_id = (int)show_sprite_wave_id;

            GameObject[] gos;

            gos = GameObject.FindGameObjectsWithTag("ActionSprite");

            foreach (GameObject go in gos)
            {
                ActionSprite sprite = go.GetComponent <ActionSprite> ();

                if (sprite && sprite.spriteData.wave_id.Equals("") == false)
                {
                    int wave_id = -1;
                    try{
                        wave_id = int.Parse(sprite.spriteData.wave_id);
                    }catch (Exception e)
                    {
                        Debug.LogError(e);
                    }

                    if (wave_id == show_wave_id || show_wave_id == 0)
                    {
                        MeshRenderer meshRender = sprite.GetComponent <MeshRenderer>();
                        meshRender.enabled = true;
                        MeshRenderer meshRender2 = sprite.__spriteAction.GetComponent <MeshRenderer>();
                        meshRender2.enabled = true;

                        //if(sprite.spriteData.class_type.Equals(CLASS_SPRITE))
                        {
                            sprite.isTouchActive = true;
                        }
                        nowWaveSpriteCount++;
                        //						float _z_order =-3.5f;
                        //						Vector3 vectorT = new Vector3( sprite.transform.position.x,sprite.transform.position.y, _z_order) ;
                        //						sprite.transform.position = vectorT;
                    }
                    else
                    {
                        MeshRenderer meshRender = sprite.GetComponent <MeshRenderer>();
                        meshRender.enabled = false;
                        MeshRenderer meshRender2 = sprite.__spriteAction.GetComponent <MeshRenderer>();
                        meshRender2.enabled = false;

                        if (sprite.spriteData.class_type.Equals(CLASS_SPRITE))
                        {
                            sprite.isTouchActive = false;
                        }

                        if (sprite.spriteData.class_type.Equals(CLASS_MONSTER_AREA))
                        {
                            sprite.isTouchActive = false;
                        }

                        //						float _z_order =-3.2f;
                        //						Vector3 vectorT = new Vector3( sprite.transform.position.x,sprite.transform.position.y, _z_order) ;
                        //						sprite.transform.position = vectorT;
                    }
                }
            }

            WaveSprite sprite3 = gameManager.getSelectedWaveSprite();

            if (sprite3)
            {
                sprite3.updateWavePropetyToGUI();
            }


            text_nowWaveSpriteCount = "" + nowWaveSpriteCount;
        }

        //every frame to update
        WaveSprite sprite2 = gameManager.getSelectedWaveSprite();

        if (sprite2)
        {
            sprite2.updateWaveGUIToPropety();
        }

        //		Debug.Log("sprite2");
    }
Пример #16
0
    /*
     * void FirstSave()
     * {//初始化XML
     *      tempData._iUser.Ceshi1 = "?";
     *      tempData._iUser.Ceshi2 = "?";
     *      tempData._iUser.Ceshi3 = 0;
     *      tempData._iUser.Ceshi4 = 0;
     *      StreamWriter writer;
     *      FileInfo t = new FileInfo(_FileLocation + "/" + test_level_name);
     *      if (!t.Exists)
     *      {
     *              writer = t.CreateText();
     *              _data = SerializeObject(tempData);
     *              for (i = 0; i < 10; i++)
     *              {
     *                      writer.WriteLine(_data);
     *              }
     *              writer.Close();
     *      }
     * }
     */

    public void Save(string sc1, string sc2, float sc3, int sc4)
    {    //保存数据到指定的XMl里
        Debug.Log("Save File:");

        LevelInfo levelInfo = new LevelInfo();

        if (UIPropetyPanel.text_level_id.Equals(""))
        {
            Debug.LogError("UIPropetyPanel.text_level_id:" + UIPropetyPanel.text_level_id);
        }

        levelInfo.level_id = int.Parse(UIPropetyPanel.text_level_id);

//		if( UIPropetyPanel.text_level_max_wave.Equals(""))
//		{
//			Debug.LogError ("UIPropetyPanel.text_level_max_wave:"+ UIPropetyPanel.text_level_max_wave);
//		}
//		levelInfo.max_wave = int.Parse( UIPropetyPanel.text_level_max_wave);

        GameObject[] objects;

        objects = GameObject.FindGameObjectsWithTag("ActionSprite");

        levelInfo.SpriteArray = new ActionSprite.SpData[objects.Length];

        int m = 0;

        foreach (GameObject obj in objects)
        {
            ActionSprite sprite = obj.GetComponent <ActionSprite> ();
            if (sprite)
            {
                //modify final save the pos2D
//				sprite.spriteData.pos_x = GameManager.coverWorldPosXToScreenX(float.Parse(sprite.spriteData.display_x)).ToString();
//
//				sprite.spriteData.pos_y = GameManager.coverWorldPosYToScreenY(float.Parse(sprite.spriteData.display_y)).ToString();

                if (int.Parse(sprite.spriteData.unique_id) == 10275)
                {
//				sprite.spriteData.display_x = GameManager.fixedWorldPosX(float.Parse(sprite.spriteData.pos_x)).ToString();
//
//				sprite.spriteData.display_y = GameManager.fixedWorldPosY(float.Parse(sprite.spriteData.pos_y)).ToString();

                    string pos_fixedX = GameManager.coverWorldPosXToScreenX(float.Parse(sprite.spriteData.display_x)).ToString();

                    string pos_fixedY = GameManager.coverWorldPosYToScreenY(float.Parse(sprite.spriteData.display_y)).ToString();

                    sprite.spriteData.pos_x = pos_fixedX;

                    sprite.spriteData.pos_y = pos_fixedY;
                }


                levelInfo.SpriteArray[m] = sprite.spriteData;

                m++;
            }
        }

        GameObject[] objects2;

        objects2 = GameObject.FindGameObjectsWithTag("FebWaveSprite");

        levelInfo.WaveArray = new WaveSprite.WaveData[objects2.Length];

        int k = 0;

        foreach (GameObject obj in objects2)
        {
            WaveSprite sprite = obj.GetComponent <WaveSprite> ();

            if (sprite && sprite.name.Equals("") == false)
            {
                sprite.spriteData.wave_id = sprite.name;

                levelInfo.WaveArray[k] = sprite.spriteData;

//				Debug.Log("GameObject:");

//				Debug.Log(sprite.spriteData);

                if (levelInfo.WaveArray[k].wave_x2.Equals(""))
                {
//					Debug.LogError("waveIndex:"+k+" wave_x2:"+"no VALUE");
                    Debug.Log("waveIndex:" + k + " wave_x2:" + "no VALUE");
//					OnGUI();
                }
                k++;
            }
        }


        StreamWriter writer;
        FileInfo     t = new FileInfo(_FileLocation + "/" + test_level_name_xml);

        t.Delete();
        writer = t.CreateText();
        string _data;

        _data = SerializeObject(levelInfo);

        writer.WriteLine(_data);

        writer.Close();

        Debug.Log("levelInfo.WaveArray:length " + levelInfo.WaveArray.Length);

        Debug.Log("Save End");
    }
Пример #17
0
    public void onGUI_UpdateSpritePropety()
    {
        if (selectedSpriteIndex___ == 0)
        {
            text_class_type = CLASS_SPRITE;
        }
        else if (selectedSpriteIndex___ == 1)
        {
            text_class_type = CLASS_TRIGGER;
        }
        else if (selectedSpriteIndex___ == 2)
        {
            text_class_type = CLASS_BG;
        }
        else if (selectedSpriteIndex___ == 3)
        {
            text_class_type = CLASS_RECT;
        }
        else if (selectedSpriteIndex___ == 4)
        {
            text_class_type = CLASS_MONSTER_AREA;
        }

        ActionSprite sprite = gameManager.getSelectedActionSprite();

        bool is_x  = true;
        bool is_y  = true;
        int  pos_x = 0;
        int  pos_y = 0;

        try{
            pos_x = int.Parse(UIPropetyPanel.text_posX);
        } catch (Exception e)
        {
            //			Debug.Log(e.ToString());

            is_x = false;
        }
        try{
            pos_y = int.Parse(UIPropetyPanel.text_posY);
        } catch (Exception e)
        {
            Debug.Log(e.ToString());

            is_y = false;
        }

        if (sprite && is_x && is_y)
        {
            float tranform_posX = GameManager.coverScreenX2WorldPosX(pos_x);

            float tranform_posY = GameManager.coverScreenY2WorldPosY(pos_y);

            Vector3 vectorPos;

            vectorPos = new Vector3(tranform_posX, tranform_posY, 0.6f);

            sprite.transform.position = vectorPos;
        }

        if (sprite)
        {
            sprite.updateGUIToPropety();
        }
    }