protected override void StartShowWindow(object[] data) { artillery.anchoredPosition = new Vector2(0, -250); artillery.localRotation = Quaternion.identity; (island.transform as RectTransform).anchoredPosition = new Vector2(600, 0); island.transform.localScale = new Vector3(0.3f, 0.3f, 0.3f); btnRoot.SetActive(false); particSys.gameObject.SetActive(false); boomAnimation.gameObject.SetActive(false); aimIcon.gameObject.SetActive(false); shell.gameObject.SetActive(false); shield.gameObject.SetActive(false); AttackTargetUserData randomAttackTarget = data[0] as AttackTargetUserData; selectAttackTarget = new SelectPlayerData(randomAttackTarget); island.UpdateCityData(randomAttackTarget.islandId, randomAttackTarget.buildings); SetSelectBtn(randomAttackTarget.buildings); GameMainManager.instance.netManager.Vengeance((ret, res) => { if (res.isOK) { topBar.SetEnemysData(res.data.enemies, randomAttackTarget); topBar.SetFriendsData(GameMainManager.instance.model.userData.friendInfo); } else { topBar.SetEnemysData(null, randomAttackTarget); } }); }
public BuildingData[] buildings; // 建筑信息 // Building数据结构在上面 public AttackTargetUserData ToAttackTargetUserData() { AttackTargetUserData data = new AttackTargetUserData(); data.uid = uid; data.name = name; data.headImg = headImg; data.crowns = crowns; data.signature = signature; data.islandId = islandId; data.buildings = buildings; return(data); }
public void SetEnemysData(BadGuyData[] enemys, AttackTargetUserData randomTarget) { this.randomTarget = new SelectPlayerData(randomTarget); this.enemys = new List <SelectPlayerData>(); //this.enemys.Add(this.randomTarget); this.selectedTarget = this.randomTarget; if (enemys != null) { for (int i = 0; i < enemys.Length; i++) { BadGuyData badData = enemys[i]; this.enemys.Add(new SelectPlayerData(badData, i + 1)); } } }
public SelectPlayerData(AttackTargetUserData data) { uid = data.uid; gender = data.gender; headImg = data.headImg; isVip = data.isVip; name = data.name; crowns = data.crowns; islandId = data.islandId; buildings = data.buildings; isEmpty = true; foreach (BuildingData build in data.buildings) { if (build.level > 0) { isEmpty = false; } } }