void BtnSellOnce() { bool isall = false; DataMgr.Instance().SellAction(isall); Debug.LogError("卖一次!"); }
void BtnSellAll() { bool isall = true; DataMgr.Instance().SellAction(isall); Debug.LogError("全卖了!"); }
void BtnBuyAll() { bool isall = true; DataMgr.Instance().BuyAction(isall); ChangeTips("梭哈了!"); Debug.LogError("全买了!"); }
void BtnBuyOnce() { bool isall = false; DataMgr.Instance().BuyAction(isall); ChangeTips("买一次"); Debug.LogError("买一次"); }
// Use this for initialization void Start() { StartBtn.onClick.AddListener(() => { DataMgr.Instance().Init(); SceneManager.LoadScene(1); }); }
private void Awake() { levelInfo = DataMgr.Instance().levelInfo; levelId = DataMgr.Instance().levelId; GameObject.Find("PanseBtn").GetComponent <Button>().onClick.AddListener(() => { OnPauseBtn(); }); GameObject.Find("AudioBtn").GetComponent <Button>().onClick.AddListener(() => { OnAudioBtn(); }); GameObject.Find("AboutBtn").GetComponent <Button>().onClick.AddListener(() => { OnAboutBtn(); }); }
// Start is called before the first frame update void Start() { StartCoroutine(TimeCountDown()); m_startnow.onClick.AddListener(() => { DataMgr.Instance().Init(); SceneManager.LoadScene(1); }); }
//点击按钮,跳转到游戏界面 public void OnPointerClick(PointerEventData eventData) { if (isLock) { return; } DataMgr.Instance().levelId = id; DataMgr.Instance().levelInfo = levelInfo; SceneManager.LoadScene("Gameplay"); }
public void NextLevel() { int levelCount = DataMgr.Instance().levelData.levels.Length; if (levelId < levelCount) { levelId++; DataMgr.Instance().levelId = levelId; levelInfo = DataMgr.Instance().levelData.levels[levelId - 1]; } InitBoard(); }
//设置比赛结果相关信息显示 public void MatchResult(bool win) { winTxtObj.SetActive(win); loseTxtObj.SetActive(!win); nextBtn.gameObject.SetActive(win); retryBtn.gameObject.SetActive(!win); if (win) { string level_key = System.Enum.GetName(typeof(THEME_ID), DataMgr.Instance().themeId) + "_level"; //主题名+下划线作为值键 PlayerPrefs.SetInt(level_key, gameMgr.levelId + 1); //保存当前解锁的关卡编号,实际是当前关卡的下一关 } }
// Use this for initialization void Start() { //根据解锁关卡记录,设置关卡是否锁定 if (lvlMgr.unlock_levelID < id) { LockObj.SetActive(true); isLock = true; } float scale = 2; //初始化关卡数字显示 if (id < 10) { //完全用代码动态创建一个Image对象,并作为num的子节点 GameObject obj = new GameObject("num1", typeof(Image)); RectTransform rtf = obj.GetComponent <RectTransform>(); rtf.SetParent(numTrans); //设置数字 Image img = obj.GetComponent <Image>(); img.sprite = lvlMgr.spr_nums[id]; img.SetNativeSize(); //图片原始尺寸 rtf.localScale = new Vector3(2, 2, 1); rtf.localPosition = Vector3.zero; } else if (id < 100) { //十位数 GameObject obj = new GameObject("num1", typeof(Image)); RectTransform rtf = obj.GetComponent <RectTransform>(); rtf.SetParent(numTrans); //设置数字 Image img = obj.GetComponent <Image>(); img.sprite = lvlMgr.spr_nums[id / 10]; img.SetNativeSize(); //图片原始尺寸 rtf.localScale = new Vector3(2, 2, 1); rtf.localPosition = new Vector3(-scale * rtf.rect.width / 2 - 1, 0, 0); //个位数 GameObject obj2 = new GameObject("num2", typeof(Image)); RectTransform rtf2 = obj2.GetComponent <RectTransform>(); rtf2.SetParent(numTrans); //设置数字 Image img2 = obj2.GetComponent <Image>(); img2.sprite = lvlMgr.spr_nums[id % 10]; img2.SetNativeSize(); //图片原始尺寸 rtf2.localScale = new Vector3(2, 2, 1); rtf2.localPosition = new Vector3(scale * rtf2.rect.width / 2 + 1, 0, 0); } levelInfo = DataMgr.Instance().levelData.levels[id - 1]; }
// Update is called once per frame void Update() { timer += Time.deltaTime; if (timer >= timegap) { DataMgr.Instance().CalcPrice(); CalcPoint(); lineRenderer.SetPositions(PointArray); /* MoveCamera();*/ timer = 0; UIMgr uiMgr = FindObjectOfType <UIMgr>(); uiMgr.m_price.text = DataMgr.Instance().curprice.ToString("f2"); } }
// Update is called once per frame IEnumerator TimeCountDown() { while (TotalTime >= 0) { m_time.text = TotalTime.ToString(); yield return(new WaitForSeconds(1)); TotalTime--; } if (TotalTime <= 0) { DataMgr.Instance().Init(); SceneManager.LoadScene(1); } }
public static void CalcPoint() { DataMgr dataMgr = DataMgr.Instance(); Vector3 n_point = Vector3.zero; n_point.x = oldx + timegap / 1.0f; //基于timeGap刷新横轴 oldx = n_point.x; //记录上一个横轴 n_point.y = dataMgr.curprice; if (n_point.y < oldy) { lineRenderer.sharedMaterial.color = Color.green; } else { lineRenderer.sharedMaterial.color = Color.red; } oldy = n_point.y; /* n_point.z = -100;*/ CalcList(n_point); }
// Use this for initialization void Start() { m_mask = Buttons.GetComponent <CanvasGroup>(); m_mask.blocksRaycasts = true; m_price = PriceLabel.transform.Find("curPrice/curPriceValue").GetComponent <Text>(); m_money = PriceLabel.transform.Find("curMoney/curMoneyValue").GetComponent <Text>(); m_avg = PriceLabel.transform.Find("avgPrice/avgPriceValue").GetComponent <Text>(); m_count = PriceLabel.transform.Find("haveCount/haveCountValue").GetComponent <Text>(); m_tips = PriceLabel.transform.Find("Tips").GetComponent <Text>(); m_price.text = DataMgr.Instance().curprice.ToString("f2"); m_money.text = DataMgr.Instance().curmoney.ToString("f2"); m_avg.text = "0"; m_count.text = "0"; Button m_buy = Buttons.transform.Find("BuyBtn/buy").GetComponent <Button>(); Button m_buyAll = Buttons.transform.Find("BuyBtn/buyAll").GetComponent <Button>(); Button m_sell = Buttons.transform.Find("SellBtn/sell").GetComponent <Button>(); Button m_sellAll = Buttons.transform.Find("SellBtn/sellAll").GetComponent <Button>(); Button m_setting = Buttons.transform.Find("SettingBtn").GetComponent <Button>(); Button m_reset = SettingCanvas.transform.Find("SettingPanel/ResetBtn").GetComponent <Button>(); Button m_quit = SettingCanvas.transform.Find("SettingPanel/QuitBtn").GetComponent <Button>(); Button m_close = SettingCanvas.transform.Find("SettingPanel/CloseBtn").GetComponent <Button>(); SettingCanvas.gameObject.SetActive(false); m_tips.gameObject.SetActive(false); m_buy.onClick.AddListener(() => BtnBuyOnce()); m_buyAll.onClick.AddListener(() => BtnBuyAll()); m_sell.onClick.AddListener(() => BtnSellOnce()); m_sellAll.onClick.AddListener(() => BtnSellAll()); m_setting.onClick.AddListener(() => SwitchSettingPanel(true)); m_reset.onClick.AddListener(() => SceneManager.LoadScene(2)); m_close.onClick.AddListener(() => SwitchSettingPanel(false)); m_quit.onClick.AddListener(() => SceneManager.LoadScene(0)); }
public void Awake() { levelPanelCellPreb = Resources.Load <GameObject>("Prefabs/SelectLevel/LevelPanelCell"); levelItemCellPreb = Resources.Load("Prefabs/SelectLevel/LevelItemCell") as GameObject; levelDescTxt = GameObject.Find("LevelDesc/text").GetComponent <Text>(); GameObject.Find("BackMainMenu").GetComponent <Button>().onClick.AddListener(() => { OnBackMainMenuBtn(); }); DataMgr.Instance().InitLevelData(DataMgr.Instance().themeId); totalCount = DataMgr.Instance().levelData.levels.Length; //根据关卡数据表的个数,动态设置单元数量 string level_key = System.Enum.GetName(typeof(THEME_ID), DataMgr.Instance().themeId) + "_level"; if (PlayerPrefs.HasKey(level_key)) { unlock_levelID = PlayerPrefs.GetInt(level_key); } else { unlock_levelID = 1; //如果是第一次玩,还没有记录过,给默认解锁第一关 } }
void OnClickThemeBtn(THEME_ID theme) { SceneManager.LoadScene("SelectLevel"); DataMgr.Instance().themeId = theme; }