Пример #1
0
        private void createc_Click(object sender, RoutedEventArgs e)
        {
            CreateChar win = new CreateChar();

            win.mainw = this;
            win.Show();
        }
Пример #2
0
    IEnumerator Init()
    {
        yield return(null);

        CreateChar.StorePlayerInfo();

        controller.CurrentState = null;
        ui.DisableDesc();
        ui.DisableInfo();
        ui.DisableSkill();
        ui.DisableSelect();
        if (enemies.Count == 0)
        {
            Destroy(controller.origenemy);
        }
        else
        {
            for (int i = 0; i < enemies.Count; i++)
            {
                enemies[i].SetActive(false);
            }
            controller.origenemy.SetActive(true);
        }
        GameObject.Find("Player").transform.position = Game.instance.position - new Vector3(3, 0, 0);
        yield break;
    }
Пример #3
0
 void Awake()
 {
     if (m_CreateRoleWndObject)
     {
         mCreateChar = m_CreateRoleWndObject.GetComponent <CreateChar>();
     }
 }
Пример #4
0
        private void btViewC_Click(object sender, RoutedEventArgs e)
        {
            //ViewChar vchar = new ViewChar((Character)lbChars.SelectedItem);
            CreateChar vchar = new CreateChar((Character)lbChars.SelectedItem);

            vchar.mainw  = this;
            vchar.sindex = lbChars.SelectedIndex;
            vchar.Show();
        }
Пример #5
0
    // Use this for initialization
    protected override void Start()
    {
        base.Start();

        if (m_CreareCharWndObject)
        {
            mCreateChar = m_CreareCharWndObject.GetComponent <CreateChar>();
        }
    }
Пример #6
0
    public void Init(GameObject obj)
    {
        origenemy = obj;
        expgain   = 0;
        List <GameObject> enemymobs = obj.GetComponent <BaseEnemy>().Mobs;

        obj.SetActive(false);
        CreateChar.StorePlayerInfo();
        enemies.Clear();
        for (int i = 0; i < enemymobs.Count; i++)
        {
            enemies.Add(EnemyPool.current.GetEnemies(enemymobs[i].GetComponent <Mob>().Owner.ID));
        }
        UI = FindObjectOfType <BattleUI>();

        ChangeState <InitBattle>();
    }
Пример #7
0
    IEnumerator LoadGame()
    {
        canselect = false;
        ui.Title.DOColor(Color.clear, 2);
        ui.StartGame.DOColor(Color.clear, 2);
        ui.Exit.DOColor(Color.clear, 2);
        ui.cursor.DOColor(Color.clear, 2);
        yield return(new WaitForSeconds(2f));

        Camera.main.GetComponent <AudioListener>().enabled = false;
        yield return(StartCoroutine(Game.LoadScene(1, LoadSceneMode.Additive)));

        Game.instance.ChangeState <InGame>();
        CreateChar.Init();
        yield return(new WaitForEndOfFrame());

        StartCoroutine(Game.UnloadScene(0));
    }
Пример #8
0
    void Update()
    {
        // 是否处于等待加载创建角色界面状态..
        if (m_isCreateChar == true && m_isLoadWnd == false && m_CreateCharWnd != null && m_SelectChar.IsLeaveSelectUIFinish() == true)
        {
            m_CreateCharWnd.SetActive(true);
            m_SelectChar.LeaveSelectUI();

            // 进入创建角色界面第一步aa
            CreateChar kCreateChar = m_CreateCharWnd.GetComponent <CreateChar>();
            if (kCreateChar)
            {
                kCreateChar.SetSelectRoleWnd(m_SelectCharWnd);
                kCreateChar.EnterCreateUI1((int)(UnityEngine.Random.value * 100.0f) % 4);
            }

            m_isCreateChar = false;
        }
    }
    private void AddCreateChar2DToDict()
    {
        CreateChar2DDictionary = new Dictionary <int, CreateChar> [StageInfoDictionary.Count, CreateCharType2DDictionary.Length];
        for (int k = 0; k < StageInfoDictionary.Count; k++)
        {
            for (int j = 0; j < CreateCharType2DDictionary[k].Count; j++)
            {
                if (CreateCharType2DDictionary[k][j].CreateCharList != null)
                {
                    CreateChar2DDictionary[k, j] = new Dictionary <int, CreateChar>();
                    CreateChar2DDictionary[k, j].Clear();
                }
            }
        }

        for (int k = 0; k < StageInfoDictionary.Count; k++)
        {
            for (int j = 0; j < CreateCharType2DDictionary[k].Count; j++)
            {
                if (CreateCharType2DDictionary[k][j].CreateCharList == null)
                {
                    Debug.Log("XML파일 StageInfo " + k + "번째 CharacterList의 " + j + "번째의 CharType2D의 CreateCharList가 없음");
                    continue;
                }
                for (int p = 0; p < CreateCharType2DDictionary[k][j].CreateCharList.Length; p++)
                {
                    int        key = CreateCharType2DDictionary[k][j].CreateCharList[p].ID;
                    CreateChar CreateChar2DInfo = CreateCharType2DDictionary[k][j].CreateCharList[p];

                    if (!CreateChar2DDictionary[k, j].ContainsKey(key))
                    {
                        CreateChar2DDictionary[k, j].Add(key, CreateChar2DInfo);
                    }
                }
            }
        }
    }
Пример #10
0
        public static void HandleCreateCharacter(CreateCharacter createCharacter, CharacterSession session)
        {
            var createChar = new CreateChar {
                Code = CharCreateCode.InProgress
            };

            if (!ClientDB.ChrRaces.Any(c => c.Id == createCharacter.RaceID) || !ClientDB.ChrClasses.Any(c => c.Id == createCharacter.ClassID))
            {
                createChar.Code = CharCreateCode.Failed;
            }
            else if (!ClientDB.CharBaseInfo.Any(c => c.RaceId == createCharacter.RaceID && c.ClassId == createCharacter.ClassID))
            {
                createChar.Code = CharCreateCode.Failed;
            }
            else if (DB.Character.Any <Character>(c => c.Name == createCharacter.Name))
            {
                createChar.Code = CharCreateCode.NameInUse;
            }
            else if (createChar.Code == CharCreateCode.InProgress)
            {
                if (createCharacter.TemplateSetID != 0)
                {
                    var accTemplate   = session.GameAccount.GameAccountCharacterTemplates.Any(t => t.SetId == createCharacter.TemplateSetID);
                    var realmTemplate = session.Realm.RealmCharacterTemplates.Any(t => t.SetId == createCharacter.TemplateSetID);

                    if (accTemplate || realmTemplate)
                    {
                        var template = DB.Character.Single <CharacterTemplateSet>(s => s.Id == createCharacter.TemplateSetID);

                        // Not implemented = creation failed
                        createChar.Code = CharCreateCode.Failed;
                    }
                    else
                    {
                        createChar.Code = CharCreateCode.Failed;
                    }
                }
                else
                {
                    var creationData = DB.Character.Single <CharacterCreationData>(d => d.Race == createCharacter.RaceID && d.Class == createCharacter.ClassID);

                    if (creationData != null)
                    {
                        var newChar = new Character
                        {
                            Name            = createCharacter.Name,
                            GameAccountId   = session.GameAccount.Id,
                            RealmId         = session.Realm.Id,
                            Race            = createCharacter.RaceID,
                            Class           = createCharacter.ClassID,
                            Sex             = createCharacter.SexID,
                            Skin            = createCharacter.SkinID,
                            Face            = createCharacter.FaceID,
                            HairStyle       = createCharacter.HairStyleID,
                            HairColor       = createCharacter.HairColorID,
                            FacialHairStyle = createCharacter.FacialHairStyleID,
                            Level           = 1,
                            Map             = creationData.Map,
                            X = creationData.X,
                            Y = creationData.Y,
                            Z = creationData.Z,
                            O = creationData.O,
                            CharacterFlags = CharacterFlags.Decline,
                            FirstLogin     = 1
                        };

                        if (DB.Character.Add(newChar))
                        {
                            createChar.Code = CharCreateCode.Success;

                            Manager.Character.LearnStartAbilities(newChar);
                        }
                        else
                        {
                            createChar.Code = CharCreateCode.Success;
                        }
                    }
                    else
                    {
                        createChar.Code = CharCreateCode.Failed;
                    }
                }
            }

            session.Send(createChar);
        }
Пример #11
0
    static void Init()
    {
        CreateChar window = (CreateChar)EditorWindow.GetWindow(typeof(CreateChar));

        window.Show();
    }