Пример #1
0
    public void initPos(int i)
    {
        GameRPGPosInfo info = activeInfo.Pos[i];

//        GameRPGSceneMovement.instance.moveTo( info.MapPosX , info.MapPosY );

        GameMusicManager.instance.playMusic(0, "Music/Music_" + GameDefine.getString2(info.Music));

        string path = "Prefab/RPG/Rpgman";

        GameObject obj = Instantiate <GameObject>(Resources.Load <GameObject>(path));

        gameAnimation = obj.GetComponent <GameAnimation>();
        obj.name      = "Rpgman";

        gameAnimation.playAnimationRPG(GameAnimationType.Stand, GameAnimationDirection.South, null);

        Transform trans = obj.transform;

        trans.SetParent(transUnit);
        trans.localScale = new Vector3(1.0f, 1.0f, 1.0f);

        movement = obj.AddComponent <GameRPGMovement>();
        movement.setPos(info.PosX, info.PosY);
        movement.setDirection((GameAnimationDirection)info.Direction);

        GameRPGSceneMovement.instance.followPos(movement.PosBattleX, movement.PosBattleY);
    }
Пример #2
0
    public void showTitle(int t, OnEventOver over)
    {
        show();

        image.sprite = Resources.Load <Sprite>("Texture/Map/Stage" + GameDefine.getString2(t) + "/Tanm_" + GameDefine.getString2(t) + "_t0");

        timeAll = 0.5f;
        time    = 0.0f;

        black.color = new Color(0.0f, 0.0f, 0.0f, 0.0f);
        image.color = new Color(1.0f, 1.0f, 1.0f, 0.0f);

        alpha = 0.0f;

        isShowBlack = true;
        alphaAdd    = true;

        onEventOver = over;
    }
Пример #3
0
    public void addAnimation(int id, int id2)
    {
        GameAnimation ani = null;

        string str = id + " " + id2;

        if (animations.ContainsKey(str))
        {
            ani = animations[str];
            ani.stopAnimation();
            ani.clearAnimation();
            Destroy(ani.gameObject);
            ani.transform.SetParent(null);
            animations.Remove(str);
        }

        for (int i = 0; i < activeRPGStage.Layer.L1.Length; i++)
        {
            if (activeRPGStage.Layer.L1[i].ID == id &&
                activeRPGStage.Layer.L1[i].Parm == id2)
            {
                string path = "Prefab/RPG/RPG" + GameDefine.getString2(activeID) + "/";
                path += activeRPGStage.Layer.L1[i].Name;

                GameObject obj = Instantiate <GameObject>(Resources.Load <GameObject>(path));
                ani = obj.GetComponent <GameAnimation>();

                Transform trans = obj.transform;
                trans.SetParent(transEvent);
                trans.localPosition = new Vector3(0.0f, layerHeight, 0.0f);
                trans.localScale    = new Vector3(1.0f, 1.0f, 1.0f);

                animations.Add(str, ani);

                return;
            }
        }
    }
Пример #4
0
    public void addAnimation(int id, int name)
    {
        GameAnimation ani = null;

        if (animations.ContainsKey(id))
        {
            ani = animations[id];
            ani.stopAnimation();
            ani.clearAnimation();
            ani.transform.SetParent(null);
            Destroy(ani.gameObject);
            animations.Remove(id);
        }

        //        else
        //        {
        string path = "Prefab/Stage/Stage" + GameDefine.getString2(GameUserData.instance.Stage) + "/Eanm_";

        path += GameDefine.getString2(name);

        GameObject obj = Instantiate <GameObject>(Resources.Load <GameObject>(path));

        ani      = obj.GetComponent <GameAnimation>();
        obj.name = "Eanm_" + GameDefine.getString2(name);

        Transform trans = obj.transform;

        trans.SetParent(transBackground);
        trans.localPosition = new Vector3(0.0f, layerHeight, 0.0f);
        trans.localScale    = new Vector3(1.0f, 1.0f, 1.0f);

        ani.lastUnitID = LastUnitID;
        LastUnitID     = GameDefine.INVALID_ID;

        animations.Add(id, ani);

        //        }
    }
Пример #5
0
    public void show(GameCampScript s)
    {
        script = s;

        show();

        string path = "Prefab/Camp/Image/camp" + GameDefine.getString2(script.Camp);

        GameObject gameOjbect = Resources.Load <GameObject>(path);
        GameObject obj        = Instantiate(gameOjbect, transBackground);
        Transform  trans      = obj.transform;

        trans.localPosition = new Vector3(0.0f, 0.0f, 0.0f);
        trans.localScale    = new Vector3(1.0f, 1.0f, 1.0f);

        gameAnimation         = obj.GetComponent <GameAnimation>();
        gameAnimation.UI      = true;
        gameAnimation.offsetX = -(int)(GameCameraManager.instance.sceneWidthHalf - GameCameraManager.instance.xOffset);
        gameAnimation.offsetY = (int)(GameCameraManager.instance.sceneHeightHalf);
        gameAnimation.playAnimation();

        GameCampSelectUI.instance.show(0);
        GameCampSelectUI.instance.showFade();
    }
Пример #6
0
    public void show(GameRPGShopInfo i, OnEventOver over)
    {
        info = i;

        onEventOver = over;

        show();

        shopUI.gameObject.SetActive(false);
        bagUI.gameObject.SetActive(false);
        moneyText.gameObject.SetActive(false);
        itemText.gameObject.SetActive(false);
        Background1.gameObject.SetActive(false);
        Background2.gameObject.SetActive(false);


        string path = "Prefab/Shop/Shop" + GameDefine.getString2(info.shop);

        GameObject gameOjbect = Resources.Load <GameObject>(path);
        GameObject obj        = Instantiate(gameOjbect, transBackground);
        Transform  trans      = obj.transform;

        trans.localPosition = new Vector3(0.0f, 0.0f, 0.0f);
        trans.localScale    = new Vector3(1.0f, 1.0f, 1.0f);

        gameAnimation         = obj.GetComponent <GameAnimation>();
        gameAnimation.UI      = true;
        gameAnimation.offsetX = -(int)(GameCameraManager.instance.sceneWidthHalf - GameCameraManager.instance.xOffset);
        gameAnimation.offsetY = (int)(GameCameraManager.instance.sceneHeightHalf);
        gameAnimation.showFrame(0);

        obj   = Instantiate(gameOjbect, transBackground);
        trans = obj.transform;
        trans.localPosition = new Vector3(0.0f, 0.0f, 0.0f);
        trans.localScale    = new Vector3(1.0f, 1.0f, 1.0f);

        gameAnimation         = obj.GetComponent <GameAnimation>();
        gameAnimation.UI      = true;
        gameAnimation.offsetX = -(int)(GameCameraManager.instance.sceneWidthHalf - GameCameraManager.instance.xOffset);
        gameAnimation.offsetY = (int)(GameCameraManager.instance.sceneHeightHalf);
        gameAnimation.playAnimation(0, gameAnimation.safHead.count3[0], false, onShowOver);

        shopUI.setType(GameItemBagUI.GameItemBagUIType.Shop);
        shopUI.setShopType(info.type);

        bagUI.setType(GameItemBagUI.GameItemBagUIType.User);
        bagUI.setUser(0);
        shopUI.setUser(0);

        shopUI.setItems(info.item);

        bagUI.setItems(GameUserData.instance.getUnitBase(0).Items);

        bagUI.select(0);

        shopUI.enable(true);
        bagUI.enable(false);

        shopUI.select(0);

        updateText();
    }
Пример #7
0
    public void showLayer(int id)
    {
        string path = GameDefine.getString2(activeID);

        if (objsLayer0 == null ||
            objsLayer0.Length != activeRPGStage.Layer.L0.Length)
        {
            objsLayer0 = new GameObject[activeRPGStage.Layer.L0.Length];
        }

        for (int j = 0; j < activeRPGStage.Layer.L0.Length; j++)
        {
            if (activeRPGStage.Layer.L0[j].ID == id)
            {
                if (objsLayer0[j] != null)
                {
                    continue;
                }

                if (activeRPGStage.Layer.L0[j].Unknow4 == 10 &&
                    activeRPGStage.Layer.L0[j].Unknow5 == 8)
                {
                    layerHeight = id * 5000;
                }

                if (activeRPGStage.Layer.L0[j].Name.Contains(".saf"))
                {
                    string pathDir     = "Prefab/RPG/RPG" + path + "/";
                    string pathTexture = pathDir + activeRPGStage.Layer.L0[j].Name.Replace(".saf", "");

                    GameObject imgObject = Resources.Load <GameObject>(pathTexture);
                    GameObject obj       = Instantiate(imgObject, transBackground);
                    obj.name = activeRPGStage.Layer.L0[j].Name;

                    float z = GameDefine.getZ(activeRPGStage.Layer.L0[j].Unknow0);

                    Transform trans = obj.transform;
                    trans.localPosition = new Vector3(0.0f, layerHeight, z);
                    trans.localScale    = new Vector3(5.0f, 5.0f, 5.0f);

                    GameAnimation animation = obj.GetComponent <GameAnimation>();

                    animation.playAnimation();

                    objsLayer0[j] = obj;
                }
                else
                {
                    string pathDir     = "Texture/RPG/";
                    string pathTexture = pathDir + activeRPGStage.Layer.L0[j].Name;

                    GameObject imgObject = Resources.Load <GameObject>("Prefab/Sprite");
                    GameObject obj       = Instantiate(imgObject, transBackground);
                    obj.name = activeRPGStage.Layer.L0[j].Name;

                    float z = GameDefine.getZ(activeRPGStage.Layer.L0[j].Unknow0);

                    Transform trans = obj.transform;
                    trans.localPosition = new Vector3(0.0f, layerHeight, z);
                    trans.localScale    = new Vector3(1.0f, 1.0f, 1.0f);

                    if (activeRPGStage.Layer.L0[j].Unknow4 != 10 &&
                        activeRPGStage.Layer.L0[j].Unknow5 != 8)
                    {
                        trans.localScale = new Vector3(2.0f, 2.0f, 1.0f);
                    }

                    transUnit.localPosition = new Vector3(0.0f, 0.0f, -1100);

                    SpriteRenderer sprite = obj.GetComponent <SpriteRenderer>();
                    sprite.sprite = Resources.Load <Sprite>(pathTexture);

                    float w = activeRPGStage.DTL.Width * GameDefine.TEXTURE_WIDTH;
                    float h = activeRPGStage.DTL.Height * GameDefine.TEXTURE_HEIGHT;

                    if (w == 4096 || h == 4096)
                    {
                        w = w / activeRPGStage.DTL.Width * GameDefine.TEXTURE_WIDTH;
                        h = w / activeRPGStage.DTL.Height * GameDefine.TEXTURE_HEIGHT;

                        trans.localScale = new Vector3(w, h, 1.0f);
                    }

                    objsLayer0[j] = obj;
                }
            }
        }


        if (objsLayer1 == null ||
            objsLayer1.Length != activeRPGStage.Layer.L1.Length)
        {
            objsLayer1 = new GameObject[activeRPGStage.Layer.L1.Length];
        }

        for (int j = 0; j < activeRPGStage.Layer.L1.Length; j++)
        {
            if (activeRPGStage.Layer.L1[j].ID == id)
            {
                string pathDir     = "Prefab/RPG/RPG" + path + "/";
                string pathTexture = pathDir + activeRPGStage.Layer.L1[j].Name;

                GameObject imgObject = Resources.Load <GameObject>(pathTexture);
                GameObject obj       = Instantiate(imgObject, transBackground);
                obj.name = activeRPGStage.Layer.L1[j].Name;

                Transform trans = obj.transform;
                trans.localPosition = new Vector3(activeRPGStage.Layer.L1[j].OffsetX,
                                                  -activeRPGStage.Layer.L1[j].OffsetY + layerHeight,
                                                  -1000 - j);

                trans.localScale = new Vector3(1.0f, 1.0f, 1.0f);

                GameAnimation animation = obj.GetComponent <GameAnimation>();

                if (activeRPGStage.Layer.L1[j].Unknow5 == 0)
                {
                    if (activeRPGStage.Layer.L1[j].Unknow3 == GameDefine.INVALID_ID)
                    {
                        animation.playAnimation();
                    }
                    else
                    {
                    }
                }
                else
                {
                }

                objsLayer1[j] = obj;
            }
        }



#if UNITY_EDITOR
        if (id == 1)
        {
            GameRPGDTL dtl = activeRPGStage.DTL;
            int        ii  = 0;

            Sprite spriteObject = Resources.Load <Sprite>("White");

            for (int i = 0; i < dtl.Height; i++)
            {
                for (int j = 0; j < dtl.Width; j++)
                {
                    // editor test

                    GameObject imgObject = Resources.Load <GameObject>("Prefab/Sprite");
                    GameObject obj       = Instantiate(imgObject, transCell);
                    obj.name = i + "-" + j;

                    Transform trans = obj.transform;
                    trans.localPosition = new Vector3(j * 30, -i * 24 + layerHeight, 0.0f);
                    //                    trans.localScale = new Vector3( 1.0f , 1.0f , 1.0f );

                    SpriteRenderer sprite = obj.GetComponent <SpriteRenderer>();
                    sprite.color  = new Color(1.0f, 1.0f, 1.0f, (dtl.Points[ii].Move == 1 ? 0.2f : 0.0f));
                    sprite.sprite = spriteObject;

                    GamePointTset test = obj.AddComponent <GamePointTset>();
                    test.Value0 = dtl.Points[ii].Move;
                    test.Value1 = dtl.Points[ii].MapEvent;
                    test.Value2 = dtl.Points[ii].RPGEvent;

                    if (dtl.Points[ii].MapEvent > 0)
                    {
                        sprite.color = new Color(0.0f, 1.0f, 0.0f, 0.25f);
                    }
                    else if (dtl.Points[ii].RPGEvent > 0)
                    {
                        sprite.color = new Color(1.0f, 0.0f, 0.0f, 0.25f);
                    }

                    ii++;
                }
            }
        }
#endif
    }
Пример #8
0
    public void showLayer(int id, bool b)
    {
//        clearAnimations();

        layerList.Add(id);

        string path = GameDefine.getString2(GameUserData.instance.Stage);

        if (objsLayer0 == null ||
            objsLayer0.Length != activeBattleStage.Layer.L0.Length)
        {
            objsLayer0 = new GameObject[activeBattleStage.Layer.L0.Length];
        }

        int lastLayer = 0;

        float lastWidth  = 0.0f;
        float lastHeight = 0.0f;

        for (int j = 0; j < activeBattleStage.Layer.L0.Length; j++)
        {
            if (activeBattleStage.Layer.L0[j].ID == id)
            {
                if (objsLayer0[j] != null)
                {
                    continue;
                }

                lastLayer   = activeBattleStage.Layer.L0[j].Lyaer;
                layerHeight = id * 5000;

                if (id > 1 && GameUserData.instance.Stage == 34)
                {
                    // fix stage 34 bug.
                    layerHeight = 5000;
                }

                if (layerList.Count == 1)
                {
                    GameBattleSceneMovement.instance.moveToEvent(0, 0);
                }

                if (activeBattleStage.Layer.L0[j].Name.Contains(".saf"))
                {
                    string pathDir     = "Prefab/Stage/Stage" + path + "/";
                    string pathTexture = pathDir + activeBattleStage.Layer.L0[j].Name.Replace(".saf", "");

                    GameObject imgObject = Resources.Load <GameObject>(pathTexture);
                    GameObject obj       = Instantiate(imgObject, GameCameraManager.instance.transform);
                    obj.name = activeBattleStage.Layer.L0[j].Name;

                    float z = GameDefine.getZ(activeBattleStage.Layer.L0[j].Unknow0);

                    Transform trans = obj.transform;
                    trans.localPosition = new Vector3(-GameCameraManager.instance.sceneWidthHalf,
                                                      GameCameraManager.instance.sceneHeightHalf
                                                      , z + 20);
                    trans.localScale = new Vector3(1.0f, 1.0f, 1.0f);

                    GameAnimation animation = obj.GetComponent <GameAnimation>();

                    animation.playAnimation();

                    objsLayer0[j] = obj;
                }
                else
                {
                    string pathDir     = "Texture/Map/Stage" + path + "/";
                    string pathTexture = pathDir + activeBattleStage.Layer.L0[j].Name;

                    GameObject imgObject = Resources.Load <GameObject>("Prefab/Map");
                    GameObject obj       = Instantiate(imgObject, transBackground);
                    obj.name = activeBattleStage.Layer.L0[j].Name;

                    float z = GameDefine.getZ(activeBattleStage.Layer.L0[j].Unknow0);

                    Transform trans = obj.transform;
                    trans.localPosition = new Vector3(0.0f, layerHeight, z);
                    trans.localScale    = new Vector3(1.0f, 1.0f, 1.0f);

                    SpriteRenderer sprite = obj.GetComponent <SpriteRenderer>();
                    sprite.sprite = Resources.Load <Sprite>(pathTexture);

                    float w = activeBattleStage.Layer.L0[j].Width * GameDefine.TEXTURE_WIDTH;
                    float h = activeBattleStage.Layer.L0[j].Height * GameDefine.TEXTURE_HEIGHT;

                    if (w > 4096 || h > 4096)
                    {
                        w = w / activeBattleStage.DTL.Width * GameDefine.TEXTURE_WIDTH;
                        h = w / activeBattleStage.DTL.Height * GameDefine.TEXTURE_HEIGHT;

                        trans.localScale = new Vector3(w, h, 1.0f);
                    }

                    if (activeBattleStage.Layer.L0[j].Unknow4 != 10 &&
                        activeBattleStage.Layer.L0[j].Unknow5 != 8)
                    {
                        if (GameUserData.instance.Stage == 18)
                        {
                            // fix stage 18 bug
                            trans.localPosition = new Vector3(0.0f, layerHeight, 10.0f);
                        }

                        trans.localScale = new Vector3(lastWidth / w, lastHeight / h, 1.0f);
                    }
                    else
                    {
                        lastWidth  = w;
                        lastHeight = h;
                    }

                    objsLayer0[j] = obj;
                }
            }
        }


        if (objsLayer1 == null ||
            objsLayer1.Length != activeBattleStage.Layer.L1.Length)
        {
            objsLayer1 = new GameObject[activeBattleStage.Layer.L1.Length];
        }

        for (int j = 0; j < activeBattleStage.Layer.L1.Length; j++)
        {
            if (activeBattleStage.Layer.L1[j].ID != id)
            {
                continue;
            }

            string pathDir     = "Prefab/Stage/Stage" + path + "/";
            string pathTexture = pathDir + activeBattleStage.Layer.L1[j].Name;

            GameObject imgObject = Resources.Load <GameObject>(pathTexture);
            GameObject obj       = Instantiate(imgObject, transBackground);
            obj.name = activeBattleStage.Layer.L1[j].Name;

            Transform trans = obj.transform;
            trans.localPosition = new Vector3(activeBattleStage.Layer.L1[j].OffsetX,
                                              -activeBattleStage.Layer.L1[j].OffsetY + layerHeight,
                                              -1000 - j);


            trans.localScale = new Vector3(1.0f, 1.0f, 1.0f);

            GameAnimation animation = obj.GetComponent <GameAnimation>();

            if (activeBattleStage.Layer.L1[j].VisibleBattle == 0)
            {
                bool bVisible = true;

                if (activeBattleStage.Layer.L1[j].ParmEffect != GameDefine.INVALID_ID)
                {
                    bVisible = GameUserData.instance.getGameData(activeBattleStage.Layer.L1[j].ParmEffect) > 0;
                }

                if (bVisible)
                {
                    switch (activeBattleStage.Layer.L1[j].Pause)
                    {
                    case 0:
                        animation.playAnimation();
                        break;

                    case 1:
                        animation.playAnimation();
                        //                                Debug.LogError( "activeBattleStage.Layer.L1[ j ].Pause" + j );
                        break;

                    case 2:
                        animation.playSound = false;
                        animation.showFrame(0);
                        animation.playSound = true;
                        break;
                    }
                }
            }



//             // 夏侯婴加入?
//             if ( GameUserData.instance.Stage == 28 &&
//                 activeBattleStage.Layer.L1[ j ].Parm == 7 ) // 8
//             {
//                 continue;
//             }
//             if ( GameUserData.instance.Stage == 29 &&
//                 activeBattleStage.Layer.L1[ j ].Parm == 1 ) // 3
//             {
//                 continue;
//             }

            objsLayer1[j] = obj;
        }


#if UNITY_EDITOR
        if (id == 1)
        {
            GameBattleDTL dtl = activeBattleStage.DTL;
            int           ii  = 0;

            Sprite spriteObject = Resources.Load <Sprite>("White");

            for (int i = 0; i < dtl.Height; i++)
            {
                for (int j = 0; j < dtl.Width; j++)
                {
                    // editor test

                    //                    return;

                    GameObject imgObject = Resources.Load <GameObject>("Prefab/Sprite");
                    GameObject obj       = Instantiate(imgObject, transCell);
                    obj.name = i + "-" + j;

                    Transform trans = obj.transform;
                    trans.localPosition = new Vector3(j * 30, -i * 24 + layerHeight, 0.0f);
//                    trans.localScale = new Vector3( 1.0f , 1.0f , 1.0f );

                    SpriteRenderer sprite = obj.GetComponent <SpriteRenderer>();
                    float          c      = (dtl.Points[ii].Move * 25) / 255.0f;
                    sprite.color  = new Color(c, c, c, (c > 0.25f ? 0.25f : c));
                    sprite.sprite = spriteObject;

                    if (dtl.Points[ii].MapEvent != -1 &&
                        activeBattleStage.MEVT.Length > dtl.Points[ii].MapEvent)
                    {
                        if (activeBattleStage.MEVT[dtl.Points[ii].MapEvent].EventType == GameBattleMapEventType.Event)
                        {
                            sprite.color = new Color(0.0f, 1.0f, 0.0f, 0.25f);
                        }
                        else if (activeBattleStage.MEVT[dtl.Points[ii].MapEvent].EventType == GameBattleMapEventType.Item)
                        {
                            sprite.color = new Color(1.0f, 1.0f, 0.0f, 0.25f);
                        }
                    }

                    GamePointTset test = obj.AddComponent <GamePointTset>();
                    test.Value0 = dtl.Points[ii].Move;
                    test.Value1 = dtl.Points[ii].Floor;
                    test.Value2 = dtl.Points[ii].MapEvent;

//                     obj = Instantiate( imgObject , transUnit );
//                     obj.name = i + "-" + j;
//
//                     trans = obj.GetComponent<RectTransform>();
//                     trans.localPosition = new Vector3( j * 30 , -i * 24 , 0.0f );
//                     trans.localScale = new Vector3( 1.0f , 1.0f , 1.0f );
//                     trans.sizeDelta = new Vector2( 30 , 24 );
//
//                     image = obj.GetComponent<Image>();
//                     image.enabled = false;

                    ii++;
                }
            }
        }
#endif
    }
Пример #9
0
    public void showEffect(int id, int s)
    {
        for (int j = 0; j < activeBattleStage.Layer.L1.Length; j++)
        {
            if (activeBattleStage.Layer.L1[j].Parm == id)
            {
                if (objsLayer1[j] == null)
                {
                    string path        = GameDefine.getString2(GameUserData.instance.Stage);
                    string pathDir     = "Prefab/Stage/Stage" + path + "/";
                    string pathTexture = pathDir + activeBattleStage.Layer.L1[j].Name;

                    GameObject imgObject = Resources.Load <GameObject>(pathTexture);
                    GameObject obj       = Instantiate(imgObject, transBackground);
                    obj.name = activeBattleStage.Layer.L1[j].Name;

                    Transform trans = obj.transform;
                    trans.localPosition = new Vector3(GameBattleSceneMovement.instance.AnimationPosX,
                                                      GameBattleSceneMovement.instance.AnimationPosY + layerHeight, 1.0f);

                    trans.localScale = new Vector3(1.0f, 1.0f, 1.0f);

                    GameAnimation animation = obj.GetComponent <GameAnimation>();

                    objsLayer1[j] = animation.gameObject;

                    if (GameUserData.instance.Stage == 29)
                    {
                        // fix stage 29 bug

                        trans.localPosition = new Vector3(GameBattleSceneMovement.instance.AnimationPosX,
                                                          GameBattleSceneMovement.instance.AnimationPosY + layerHeight, -1005.0f);
                    }

                    if (GameUserData.instance.Stage == 34 && id == 6)
                    {
                        // fix stage 34 bug

                        trans.localPosition = new Vector3(0.0f, layerHeight, 1.0f);
                    }

                    if (activeBattleStage.Layer.L1[j].Pause == 0)
                    {
                        animation.playAnimation();
                    }
                    else
                    {
                        animation.stopAnimation();
                        animation.showFrame(0);
                    }

                    return;
                }

                GameAnimation animation1 = objsLayer1[j].GetComponent <GameAnimation>();

                if (activeBattleStage.Layer.L1[j].Pause == 0)
                {
                    animation1.playAnimation();
                }
                else
                {
                    animation1.stopAnimation();
                    animation1.showFrame(0);
                }
            }
        }
    }
Пример #10
0
    public void initMusic()
    {
        short music = activeBattleStart.Music;

        GameMusicManager.instance.playMusic(0, "Music/Music_" + GameDefine.getString2(music));
    }
Пример #11
0
    public void doEvent()
    {
#if UNITY_EDITOR
        Debug.LogWarning("doEvent type: " + activeID + " " + activeStep + " " + String.Format("{0:X}", activeEvent.Type));
#endif

        switch (activeEvent.Type)
        {
        case 0x01:
            // unknow
        {
            short id = BitConverter.ToInt16(activeEvent.Data, 0);

#if UNITY_EDITOR
            Debug.Log("0x01 unknow  " + id);
#endif
            nextEvent();
        }
        break;

        case 0x02:
            // visible
        {
            GameRPGManager.instance.visibleLayer(!GameRPGManager.instance.IsVisibleLayer);

#if UNITY_EDITOR
            Debug.Log("0x02 visible layer");
#endif

            nextEvent();
        }
        break;

        case 0x04:
            // move scene
        {
            short posX      = BitConverter.ToInt16(activeEvent.Data, 0);
            short posY      = BitConverter.ToInt16(activeEvent.Data, 2);
            short posXSpeed = BitConverter.ToInt16(activeEvent.Data, 4);
            short posYSpeed = BitConverter.ToInt16(activeEvent.Data, 6);


#if UNITY_EDITOR
            Debug.Log("0x04 move scene " + posX + " " + posY + " " + posXSpeed + " " + posYSpeed);
#endif

//                     if ( GameRPGManager.instance.IsVisibleLayer )
//                     {
//                         GameRPGManager.instance.moveTo( posX , posY , nextEvent );
//                     }
//                     else
//                     {
            GameRPGSceneMovement.instance.moveToEvent(posX, posY - 1, posXSpeed, posYSpeed, nextEvent);
//                    }
        }
        break;

        case 0x06:
            // black
        {
            GameBlackUI.instance.showBlack(1, null);

#if UNITY_EDITOR
            Debug.Log("0x06 black ");
#endif
            nextEvent();
        }
        break;

        case 0x07:
            // black fade out
        {
            GameBlackUI.instance.unShowBlack(1, null);

#if UNITY_EDITOR
            Debug.Log("0x07 black fade out ");
#endif
            nextEvent();
        }
        break;

        case 0x09:
            // talk
        {
            short face = BitConverter.ToInt16(activeEvent.Data, 6);
            short type = BitConverter.ToInt16(activeEvent.Data, 8);
            short side = BitConverter.ToInt16(activeEvent.Data, 10);
            short num  = BitConverter.ToInt16(activeEvent.Data, 12);

#if UNITY_EDITOR
            Debug.Log("0x09 talk " + face + " " + type + " " + side + " " + num);
#endif
            GameTouchCenterUI.instance.unShowUI();

            GameMsgBoxUI.instance.showText(face, type, side,
                                           GameRPGManager.instance.ActiveRPGStage.EMSG[activeID].Msg[num], nextEvent);
        }
        break;

        case 0x10:
            // set game data max 128 + 128
        {
            short id  = BitConverter.ToInt16(activeEvent.Data, 0);
            int   dat = BitConverter.ToInt32(activeEvent.Data, 2);

#if UNITY_EDITOR
            Debug.Log("0x10 set game data " + id + " " + dat);
#endif
            GameUserData.instance.setGameData(id, dat);

            nextEvent();
        }
        break;

        case 0x15:
            // add animation
        {
            short id  = BitConverter.ToInt16(activeEvent.Data, 0);
            short id2 = BitConverter.ToInt16(activeEvent.Data, 2);


#if UNITY_EDITOR
            Debug.Log("0x15 add animation " + id + " " + id2);
#endif

            GameRPGManager.instance.addAnimation(id, id2);

            nextEvent();
        }
        break;

        case 0x16:
            // remove animation
        {
            short id  = BitConverter.ToInt16(activeEvent.Data, 0);
            short id2 = BitConverter.ToInt16(activeEvent.Data, 2);


#if UNITY_EDITOR
            Debug.Log("0x16 remove animation " + id + " " + id2);
#endif
            GameRPGManager.instance.clearAnimation(id, id2);

            nextEvent();
        }
        break;

        case 0x18:
            // show animation
        {
            short id       = BitConverter.ToInt16(activeEvent.Data, 0);
            short id2      = BitConverter.ToInt16(activeEvent.Data, 2);
            short frame    = BitConverter.ToInt16(activeEvent.Data, 4);
            short endFrame = BitConverter.ToInt16(activeEvent.Data, 6);

#if UNITY_EDITOR
            Debug.Log("0x18 show animation " + id + " " + id2 + " " + frame + " " + endFrame);
#endif

            GameRPGManager.instance.playAnimation(id, id2, frame, endFrame, nextEvent);
        }
        break;


        case 0x1A:
            // play music
        {
            short id  = BitConverter.ToInt16(activeEvent.Data, 0);
            short id2 = BitConverter.ToInt16(activeEvent.Data, 2);

#if UNITY_EDITOR
            Debug.Log("0x1A play music" + id + " " + id2);
#endif
            GameMusicManager.instance.playMusic(id2, "Music/Music_" + GameDefine.getString2(id));
            nextEvent();
        }
        break;

        case 0x1B:
        {
            short id2 = BitConverter.ToInt16(activeEvent.Data, 0);

#if UNITY_EDITOR
            Debug.Log("0x1C pause music" + id2);
#endif
            GameMusicManager.instance.pauseMusic(id2, true);
            nextEvent();
        }
        break;

        case 0x1C:
        {
            short id2 = BitConverter.ToInt16(activeEvent.Data, 0);
            short v   = BitConverter.ToInt16(activeEvent.Data, 2);

#if UNITY_EDITOR
            Debug.Log("0x1C music volume" + id2 + " " + v);
#endif
            GameMusicManager.instance.musicVolume(id2, v == 1 ? 0.5f : 1.0f);
            nextEvent();
        }
        break;

        case 0x1D:
        {
            short id2 = BitConverter.ToInt16(activeEvent.Data, 0);
            short s   = BitConverter.ToInt16(activeEvent.Data, 2);

#if UNITY_EDITOR
            Debug.Log("0x1D pause music" + id2 + " " + s);
#endif
            GameMusicManager.instance.pauseMusic(id2, true);
            nextEvent();
        }
        break;

        case 0x1E:
        {
            short id2 = BitConverter.ToInt16(activeEvent.Data, 0);
            short s   = BitConverter.ToInt16(activeEvent.Data, 2);

#if UNITY_EDITOR
            Debug.Log("0x1E pause music" + id2 + " " + s);
#endif
            //                    GameMusicManager.instance.musicVolume( id2 , s == 1 ? 0.2f : 1.0f );
            GameMusicManager.instance.pauseMusic(id2, false);
            nextEvent();
        }
        break;



        case 0x20:
            // check game data
        {
//                    CheckData cd = new CheckData();

            short id     = BitConverter.ToInt16(activeEvent.Data, 0);
            int   dat    = BitConverter.ToInt32(activeEvent.Data, 2);
            short step   = BitConverter.ToInt16(activeEvent.Data, 6);
            short unknow = BitConverter.ToInt16(activeEvent.Data, 8);

            //checkData.Add( cd );

#if UNITY_EDITOR
            Debug.Log("0x20 check game data == " + id + " " + dat + " " + step + " " + unknow + "  " + (GameUserData.instance.getGameData(id) == dat).ToString());
#endif

            if (GameUserData.instance.getGameData(id) == dat)
            {
                activeStep = step - 1;
            }

            nextEvent();
        }
        break;

        case 0x21:
            // check game data >
        {
            short id     = BitConverter.ToInt16(activeEvent.Data, 0);
            int   dat    = BitConverter.ToInt32(activeEvent.Data, 2);
            short step   = BitConverter.ToInt16(activeEvent.Data, 6);
            short unknow = BitConverter.ToInt16(activeEvent.Data, 8);

#if UNITY_EDITOR
            Debug.Log("0x21 check game data > " + id + " " + dat + " " + step + " " + unknow + "  " + (GameUserData.instance.getGameData(id) > dat).ToString());
#endif
            //checkData.Add( cd );

            if (GameUserData.instance.getGameData(id) > dat)
            {
                activeStep = step - 1;
            }
            else
            {
            }

            nextEvent();
        }
        break;

        case 0x22:
            // check game data >=
        {
            short id     = BitConverter.ToInt16(activeEvent.Data, 0);
            int   dat    = BitConverter.ToInt32(activeEvent.Data, 2);
            short step   = BitConverter.ToInt16(activeEvent.Data, 6);
            short unknow = BitConverter.ToInt16(activeEvent.Data, 8);

#if UNITY_EDITOR
            Debug.Log("0x22 check game data >= " + id + " " + dat + " " + step + " " + unknow + "  " + (GameUserData.instance.getGameData(id) >= dat).ToString());
#endif

            //checkData.Add( cd );

            if (GameUserData.instance.getGameData(id) >= dat)
            {
                activeStep = step - 1;
            }
            else
            {
            }

            nextEvent();
        }
        break;

        case 0x23:
            // check game data <
        {
            short id     = BitConverter.ToInt16(activeEvent.Data, 0);
            int   dat    = BitConverter.ToInt32(activeEvent.Data, 2);
            short step   = BitConverter.ToInt16(activeEvent.Data, 6);
            short unknow = BitConverter.ToInt16(activeEvent.Data, 8);

#if UNITY_EDITOR
            Debug.Log("0x22 check game data < " + id + " " + dat + " " + step + " " + unknow + "  " + (GameUserData.instance.getGameData(id) < dat).ToString());
#endif
            //checkData.Add( cd );

            if (GameUserData.instance.getGameData(id) < dat)
            {
                activeStep = step - 1;
            }
            else
            {
                // stage 3 bug
                if (checkGold &&
                    GameUserData.instance.Stage == 3)
                {
                    checkGold = false;
                    GameUserData.instance.addGold(-dat);
                }
            }

            nextEvent();
        }
        break;

        case 0x24:
            // check game data <=
        {
            short id     = BitConverter.ToInt16(activeEvent.Data, 0);
            int   dat    = BitConverter.ToInt32(activeEvent.Data, 2);
            short step   = BitConverter.ToInt16(activeEvent.Data, 6);
            short unknow = BitConverter.ToInt16(activeEvent.Data, 8);

#if UNITY_EDITOR
            Debug.Log("0x22 check game data <= " + id + " " + dat + " " + step + " " + unknow + "  " + (GameUserData.instance.getGameData(id) <= dat).ToString());
#endif
            //checkData.Add( cd );

            if (GameUserData.instance.getGameData(id) <= dat)
            {
                activeStep = step - 1;
            }
            else
            {
            }

            nextEvent();
        }
        break;


        case 0x26:
            // change scene
        {
            changeSceneID  = BitConverter.ToInt16(activeEvent.Data, 0);
            changeScenePos = BitConverter.ToInt16(activeEvent.Data, 2);

#if UNITY_EDITOR
            Debug.Log("0x26 change scene " + changeSceneID + " " + changeScenePos);
#endif
            GameBlackUI.instance.showBlack(1, onChangeScene);

            GameRPGManager.instance.stopMove();

            nextEvent();
        }
        break;

        case 0x27:
            // shop
        {
            short id = BitConverter.ToInt16(activeEvent.Data, 0);

#if UNITY_EDITOR
            Debug.Log("0x27 shop " + id);
#endif

            GameRPGShopInfo info = GameRPGManager.instance.ActiveRPGStage.Info.Shop[id];

            GameShopUI.instance.show(info, nextEvent);

            GameRPGManager.instance.stopMove();

            GameBlackUI.instance.unShowBlack(1, null);
        }
        break;

        case 0x28:
            // nextStage
        {
#if UNITY_EDITOR
            Debug.Log("0x28 nextStage ");
#endif
            GameUserData.instance.setStage(GameUserData.instance.NextStage);

            GameBlackUI.instance.showBlack(1, onShowBlackOverLoadBattle);
        }
        break;

        case 0x29:
            // camp
        {
            short id = BitConverter.ToInt16(activeEvent.Data, 0);

#if UNITY_EDITOR
            Debug.Log("0x29 camp " + id);
#endif
            GameBlackUI.instance.showBlack(1, onShowBlackOverLoadCamp);

            GameMusicManager.instance.stopMusic(0);
        }
        break;


        case 0x2B:
            // clear
        {
            GameRPGManager.instance.clearGameAnimation();

#if UNITY_EDITOR
            Debug.Log("0x2B clear animation ");
#endif
            nextEvent();
        }
        break;

        case 0x2C:
            //  add game data
        {
            short id  = BitConverter.ToInt16(activeEvent.Data, 0);
            int   dat = BitConverter.ToInt32(activeEvent.Data, 2);

#if UNITY_EDITOR
            Debug.Log("0x2C add game data " + id + " " + dat);
#endif
            GameUserData.instance.addGameData(id, dat);

            nextEvent();
        }
        break;

        case 0x2D:
            //  add game data
        {
            short id  = BitConverter.ToInt16(activeEvent.Data, 0);
            int   dat = BitConverter.ToInt32(activeEvent.Data, 2);

#if UNITY_EDITOR
            Debug.Log("0x2D add game data " + id + " " + -dat);
#endif
            GameUserData.instance.addGameData(id, -dat);

            nextEvent();
        }
        break;

        case 0x2E:
            // show check msg box
        {
            short id  = BitConverter.ToInt16(activeEvent.Data, 0);
            int   dat = BitConverter.ToInt32(activeEvent.Data, 2);
            short num = BitConverter.ToInt16(activeEvent.Data, 6);
            msgBoxData = BitConverter.ToInt16(activeEvent.Data, 8);

#if UNITY_EDITOR
            Debug.Log("0x2E show check msg box  " + id + " " + dat + " " + num + " " + msgBoxData);
#endif

            string str0 = GameRPGManager.instance.ActiveRPGStage.EMSG[activeID].Msg[num];
            string str1 = GameRPGManager.instance.ActiveRPGStage.EMSG[activeID].Msg[num + 1];
            string str2 = GameRPGManager.instance.ActiveRPGStage.EMSG[activeID].Msg[num + 2];

            GameMsgBoxChooseUI.instance.showText(str0, str1, str2, true, onMsgBoxClick);
            GameMsgBoxChooseUI.instance.showFade();

            GameTouchCenterUI.instance.showUI();
        }
        break;


        case 0x2F:
            // add item
        {
            short id = BitConverter.ToInt16(activeEvent.Data, 0);

#if UNITY_EDITOR
            Debug.Log("0x2F add item " + id);
#endif
            GameUserData.instance.addItem(id);

            nextEvent();
        }
        break;

        case 0x30:
            // check item
        {
            short item = BitConverter.ToInt16(activeEvent.Data, 0);
            short id   = BitConverter.ToInt16(activeEvent.Data, 2);

#if UNITY_EDITOR
            Debug.Log("0x30 check item " + item + " set dat " + id);
#endif
            if (GameUserData.instance.hasItem(item))
            {
                GameUserData.instance.setGameData(id, 1);
            }

            nextEvent();
        }
        break;

        case 0x31:
            // set gold
        {
            short id = BitConverter.ToInt16(activeEvent.Data, 0);

#if UNITY_EDITOR
            Debug.Log("0x31 set dat " + id + " gold " + GameUserData.instance.Gold);
#endif
            GameUserData.instance.setGameData(id, GameUserData.instance.Gold);

            checkGold = true;

            nextEvent();
        }
        break;

        case 0x32:
            // gold
        {
            short gold = BitConverter.ToInt16(activeEvent.Data, 0);

#if UNITY_EDITOR
            Debug.Log("0x32 add gold " + -gold);
#endif

            GameUserData.instance.addGold(-gold);

            nextEvent();
        }
        break;

        case 0x33:
            // next stage
        {
            short stage = BitConverter.ToInt16(activeEvent.Data, 0);

#if UNITY_EDITOR
            Debug.Log("0x33 next stage ");
#endif
            GameUserData.instance.setNextStage(stage);
            GameUserData.instance.setStage(GameUserData.instance.NextStage);

            nextEvent();
        }
        break;


        case 0:
            // none
        {
#if UNITY_EDITOR
            Debug.Log("0x00 none.");
#endif
            eventOver();
        }
        break;

        default:
        {
            Debug.LogError("doEvent type: " + activeStep + " " + String.Format("{0:X}", activeEvent.Type));
            nextEvent();
        }
        break;
        }
    }
Пример #12
0
    public void show(byte f, GameBattleUnit lt, GameBattleUnit rt, GameBattleAttackResultSide s, GameBattleAttackResultPhysical rs, bool o, OnEventOver over)
    {
        clear();

        skill = null;

        onEventOver = over;
        result      = rs;
        resultSkill = null;
        side        = s;
        isShow      = true;
        overUnShow  = false;
        showAdd     = false;
        mapAttack   = false;

        gameObject.SetActive(true);

        leftUnit  = lt;
        rightUnit = rt;

        string path = "Prefab/Stage/Stage" + GameDefine.getString2(GameUserData.instance.Stage) + "/FLOOR_";

        path += GameDefine.getString2(GameUserData.instance.Stage);

        GameObject gameObjectFloor = Instantiate <GameObject>(Resources.Load <GameObject>(path));

        floorAnimation    = gameObjectFloor.GetComponent <GameAnimation>();
        floorAnimation.UI = true;
        floorAnimation.showFrame(f);
        floorAnimation.transform.SetParent(floorTrans);
        floorAnimation.transform.localScale    = Vector3.one;
        floorAnimation.transform.localPosition = Vector3.zero;


        //        string ab = result.type == GameBattleAttackResultType.Block ? "ab" : "a";

        path  = "Prefab/Sprite/man" + GameDefine.getString3(rt.Sprite) + "/";
        path += (GameDefine.getString3(rt.Sprite) + "MISC");

        GameObject obj = Instantiate <GameObject>(Resources.Load <GameObject>(path));

        rightAnimation    = obj.GetComponent <GameAnimation>();
        rightAnimation.UI = true;
        rightAnimation.showFrame(6 + (rightAnimation.safHead.count3[0] == 0 ? 1 : rightAnimation.safHead.count3[0]));
        Transform trans = obj.transform;

        trans.SetParent(right.transform);
        trans.localScale    = Vector3.one;
        trans.localPosition = Vector3.zero;

        rightInfoUI.gameObject.SetActive(true);
        rightInfoUI.setValue(rt.HP, rt.HPMax, rt.Name);



        path  = "Prefab/Sprite/man" + GameDefine.getString3(lt.Sprite) + "/";
        path += (GameDefine.getString3(lt.Sprite) + "MISC");

        obj              = Instantiate <GameObject>(Resources.Load <GameObject>(path));
        leftAnimation    = obj.GetComponent <GameAnimation>();
        leftAnimation.UI = true;
        leftAnimation.showFrame(6 + (leftAnimation.safHead.count3[0] == 0 ? 1 : leftAnimation.safHead.count3[0]));
        trans = obj.transform;
        trans.SetParent(left.transform);
        trans.localScale    = Vector3.one;
        trans.localPosition = Vector3.zero;

        leftInfoUI.gameObject.SetActive(true);
        leftInfoUI.setValue(lt.HP, lt.HPMax, lt.Name);



        if (side == GameBattleAttackResultSide.Left)
        {
            path = "Prefab/Sprite/man" + GameDefine.getString3(lt.Sprite) + "/" +
                   GameDefine.getString3(lt.Sprite);
            path += (result.type == GameBattleAttackResultPhysical.Type.Block ? "ab" : "a");

            GameObject object1 = Resources.Load <GameObject>(path);

            if (object1 == null)
            {
                onShowOver();
                return;
            }

            obj = Instantiate <GameObject>(object1);
            attackerAnimation    = obj.GetComponent <GameAnimation>();
            attackerAnimation.UI = true;
            attackerAnimation.onAnimationEvent = onAnimationEvent;
            trans = obj.transform;
            trans.SetParent(left.transform);
            trans.localScale    = Vector3.one;
            trans.localPosition = Vector3.zero;

            defencerAnimation = rightAnimation;

            RectTransform trans1 = left.GetComponent <RectTransform>();
            trans1.SetSiblingIndex(3);

            rangedAttack = (lt.AttackType == GameUnitAttackType.Ranged);

            if (rangedAttack)
            {
                rightAnimation.clearAnimation();
            }
        }
        else
        {
            path = "Prefab/Sprite/man" + GameDefine.getString3(rt.Sprite) + "/" +
                   GameDefine.getString3(rt.Sprite);
            path += (result.type == GameBattleAttackResultPhysical.Type.Block ? "ab" : "a");

            GameObject object1 = Resources.Load <GameObject>(path);

            if (object1 == null)
            {
                onShowOver();
                return;
            }

            obj = Instantiate <GameObject>(object1);
            attackerAnimation    = obj.GetComponent <GameAnimation>();
            attackerAnimation.UI = true;
            attackerAnimation.onAnimationEvent = onAnimationEvent;
            trans = obj.transform;
            trans.SetParent(right.transform);
            trans.localScale    = Vector3.one;
            trans.localPosition = Vector3.zero;

            defencerAnimation = leftAnimation;

            RectTransform trans1 = right.GetComponent <RectTransform>();
            trans1.SetSiblingIndex(3);

            rangedAttack = (rt.AttackType == GameUnitAttackType.Ranged);

            if (rangedAttack)
            {
                leftAnimation.clearAnimation();
            }
        }

        attackerAnimation.otherGameAnimation = defencerAnimation;

        if (o)
        {
            onShowOver();
        }
        else
        {
            scale     = 2.0f;
            alpha     = 0.1f;
            time      = 0.0f;
            alphaAdd  = true;
            startFade = true;

            updateStage();
        }
    }
Пример #13
0
    public void showSkillMap(byte f, GameSkill m, GameBattleUnit lt, GameBattleUnit rt, GameBattleAttackMapDirection dir, GameBattleAttackResultSide s, List <GameBattleAttackResultSkill> r, OnEventOver over)
    {
        if (m.BattleType == GameSkillBattleType.Normal ||
            m.BattleType == GameSkillBattleType.Map)
        {
            return;
        }

        clear();

        skill     = m;
        direction = dir;

        onEventOver = over;
        resultSkill = r;
        result      = null;
        side        = s;
        isShow      = true;
        mapAttack   = true;
        overUnShow  = true;
        showAdd     = false;

        GameUserData.instance.LastSkillID = skill.ID;

        gameObject.SetActive(true);

        leftUnit  = lt;
        rightUnit = rt;


        string path = "Prefab/Stage/Stage" + GameDefine.getString2(GameUserData.instance.Stage) + "/FLOOR_";

        path += GameDefine.getString2(GameUserData.instance.Stage);

        GameObject gameObjectFloor = Instantiate <GameObject>(Resources.Load <GameObject>(path));

        floorAnimation    = gameObjectFloor.GetComponent <GameAnimation>();
        floorAnimation.UI = true;
        floorAnimation.showFrame(f);
        floorAnimation.transform.SetParent(floorTrans);
        floorAnimation.transform.localScale    = Vector3.one;
        floorAnimation.transform.localPosition = Vector3.zero;


        if (side == GameBattleAttackResultSide.Left)
        {
            path  = "Prefab/Sprite/man" + GameDefine.getString3(lt.Sprite) + "/";
            path += (GameDefine.getString3(lt.Sprite) + "MISC");

            GameObject obj = Instantiate <GameObject>(Resources.Load <GameObject>(path));
            leftAnimation    = obj.GetComponent <GameAnimation>();
            leftAnimation.UI = true;
            leftAnimation.showFrame(6 + (leftAnimation.safHead.count3[0] == 0 ? 1 : leftAnimation.safHead.count3[0]));
            Transform trans = obj.transform;
            trans.SetParent(left.transform);
            trans.localScale    = Vector3.one;
            trans.localPosition = Vector3.zero;

            leftInfoUI.gameObject.SetActive(true);
            leftInfoUI.setValue(lt.HP, lt.HPMax, lt.Name);
            rightInfoUI.gameObject.SetActive(false);


            path = "Prefab/Sprite/man" + GameDefine.getString3(lt.Sprite) + "/" +
                   GameDefine.getString3(lt.Sprite);
            path += (m.BattleSprite > 0 ? "-" + m.BattleSprite : "");
            path += "s";

            obj = Instantiate <GameObject>(Resources.Load <GameObject>(path));
            attackerAnimation    = obj.GetComponent <GameAnimation>();
            attackerAnimation.UI = true;
            attackerAnimation.onAnimationEvent = onAnimationEvent;
            trans = obj.transform;
            trans.SetParent(left.transform);
            trans.localScale    = Vector3.one;
            trans.localPosition = Vector3.zero;

            defencerAnimation = null;
        }
        else
        {
            path  = "Prefab/Sprite/man" + GameDefine.getString3(rt.Sprite) + "/";
            path += (GameDefine.getString3(rt.Sprite) + "MISC");

            GameObject obj = Instantiate <GameObject>(Resources.Load <GameObject>(path));
            rightAnimation    = obj.GetComponent <GameAnimation>();
            rightAnimation.UI = true;
            rightAnimation.showFrame(6 + (rightAnimation.safHead.count3[0] == 0 ? 1 : rightAnimation.safHead.count3[0]));
            Transform trans = obj.transform;
            trans.SetParent(right.transform);
            trans.localScale    = Vector3.one;
            trans.localPosition = Vector3.zero;

            rightInfoUI.gameObject.SetActive(true);
            rightInfoUI.setValue(rt.HP, rt.HPMax, rt.Name);
            leftInfoUI.gameObject.SetActive(false);


            path = "Prefab/Sprite/man" + GameDefine.getString3(rt.Sprite) + "/" +
                   GameDefine.getString3(rt.Sprite);
            path += (m.BattleSprite > 0 ? "-" + m.BattleSprite : "");
            path += "s";

            obj = Instantiate <GameObject>(Resources.Load <GameObject>(path));
            attackerAnimation    = obj.GetComponent <GameAnimation>();
            attackerAnimation.UI = true;
            attackerAnimation.onAnimationEvent = onAnimationEvent;
            trans = obj.transform;
            trans.SetParent(right.transform);
            trans.localScale    = Vector3.one;
            trans.localPosition = Vector3.zero;

            defencerAnimation = null;
        }

        scale     = 2.0f;
        alpha     = 0.1f;
        time      = 0.0f;
        alphaAdd  = true;
        startFade = true;

        updateStage();
    }