public override void Init() { base.Init(); #region 技能 this.m_Button_SkillQ = base.GetUIObject("pn_skill/bt_skillQ") as IXUIButton; this.m_Button_SkillW = base.GetUIObject("pn_skill/bt_skillW") as IXUIButton; this.m_Button_SkillE = base.GetUIObject("pn_skill/bt_skillE") as IXUIButton; this.m_Button_SkillR = base.GetUIObject("pn_skill/bt_skillR") as IXUIButton; this.m_Button_Attack = base.GetUIObject("bt_attack") as IXUIButton; this.m_Sprite_SkillQ = base.GetUIObject("pn_skill/bt_skillQ/sp_skillQ") as IXUISprite; this.m_Sprite_SkillW = base.GetUIObject("pn_skill/bt_skillW/sp_skillW") as IXUISprite; this.m_Sprite_SkillE = base.GetUIObject("pn_skill/bt_skillE/sp_skillE") as IXUISprite; this.m_Sprite_SkillR = base.GetUIObject("pn_skill/bt_skillR/sp_skillR") as IXUISprite; #endregion #region 角色 this.m_List_RoleList = base.GetUIObject("pn_rolelist/gd_rolelist") as IXUIList; this.m_Label_RoleName = base.GetUIObject("bt_avatar/sp_avatar_bg/lb_name") as IXUILabel; this.m_Sprite_AvatarIcon = base.GetUIObject("bt_avatar/sp_avatar_bg/sp_avatar") as IXUISprite; this.m_Label_Speed = base.GetUIObject("pn_rolestatus/sp_speed/lb_speed") as IXUILabel; this.m_Label_Life = base.GetUIObject("pn_rolestatus/sp_life/lb_life") as IXUILabel; #endregion #region 结束按钮 this.m_Button_Finish = base.GetUIObject("bt_end") as IXUIButton; this.m_Label_Finish = base.GetUIObject("bt_end/sp_background/lb_end") as IXUILabel; #endregion #region 移动按钮 this.m_Button_Move = base.GetUIObject("bt_move") as IXUIButton; #endregion }
/// <summary> /// 返回进入到选择角色职业界面 /// </summary> /// <param name="button"></param> /// <returns></returns> private bool OnClickButtonBackSelectRoleType(IXUIButton button) { TweenPosition[] tList = this.m_createPanel2.GetComponentsInChildren <TweenPosition>(); this.StartLeavePlayUIAnimation(tList); this.m_bIsLeaveSecondCreatePanel = true; return(true); }
public override void Init() { base.Init(); #region 开始匹配按钮 this.m_Button_StartMatch = base.GetUIObject("LastStep/StartMatch") as IXUIButton; if (this.m_Button_StartMatch == null) { Debug.Log("LastStep/StartMatch == null"); } #endregion #region 游戏模式选择,人机,匹配,新手 this.m_CheckBox_Match = base.GetUIObject("ModeSelect/Match") as IXUICheckBox; this.m_CheckBox_AI = base.GetUIObject("ModeSelect/ComputerAI") as IXUICheckBox; this.m_CheckBox_Training = base.GetUIObject("ModeSelect/Training") as IXUICheckBox; this.m_CheckBox_Custom = base.GetUIObject("ModeSelect/Custom") as IXUICheckBox; #endregion #region 游戏类型选择,经典和大乱斗;游戏地图选择;游戏匹配类型选择,排位和匹配 this.m_CheckBox_Classis = base.GetUIObject("MatchInterface/GameMode/Classis") as IXUICheckBox; this.m_CheckBox_Mass = base.GetUIObject("MatchInterface/GameMode/Mass") as IXUICheckBox; this.m_CheckBox_Map1 = base.GetUIObject("MatchInterface/GameMap/Map1") as IXUICheckBox; this.m_CheckBox_Map2 = base.GetUIObject("MatchInterface/GameMap/Map2") as IXUICheckBox; this.m_CheckBox_MatchMode = base.GetUIObject("MatchInterface/GameMode/MatchMode") as IXUICheckBox; this.m_CheckBox_RankMode = base.GetUIObject("MatchInterface/GameMode/RankMode") as IXUICheckBox; #endregion }
/// <summary> /// 进入创建角色头发等场景 /// </summary> /// <param name="button"></param> /// <returns></returns> private bool OnClickButtonNext(IXUIButton button) { TweenPosition[] tList = this.m_createPanel1.GetComponentsInChildren <TweenPosition>(); this.StartLeavePlayUIAnimation(tList); this.m_bIsLeaveFirstCreatePanel = true; return(true); }
public override void Init() { base.Init(); #region 我方的神兽列表 this.m_ourBeastList = base.GetUIObject("Beasts/OurBeasts") as IXUIList; #endregion #region 敌方的神兽列表 this.m_enmeyBeastList = base.GetUIObject("Beasts/EnemyBeasts") as IXUIList; #endregion #region 择神兽列表 this.m_BeastList = base.GetUIObject("Beasts/SelectBeastBack/BeastBg/Beastlist") as IXUIList; #endregion #region 确定选择按钮 this.m_Button_Confirm = base.GetUIObject("Beasts/SureButton") as IXUIButton; #endregion #region 提示lebel this.m_Label_Tips = base.GetUIObject("Beasts/RoomTip") as IXUILabel; #endregion #region 时间倒计时 this.m_Label_Time = base.GetUIObject("Beasts/Time") as IXUILabel; #endregion #region 聊天文本 this.m_TextList_Chat = base.GetUIObject("Beasts/ChatWindow/ChatTextList") as IXUITextList; #endregion }
/// <summary> /// 点击结束按钮 /// </summary> /// <param name="button"></param> /// <returns></returns> private bool OnButtonFinishClick(IXUIButton button) { Debug.Log("Finished"); Singleton <OpStateManager> .singleton.OnButtonFinishClick(); return(true); }
private bool OnClickCancel(IXUIButton button) { Singleton <NetworkManager> .singleton.SendMatchCancel(); this.SetVisible(false); return(true); }
/// <summary> /// 点击确认选择按钮 /// </summary> /// <param name="button"></param> /// <returns></returns> private bool OnButtonConfirmClick(IXUIButton button) { if (Singleton <RoomManager> .singleton.EGamePhase == EGamePhase.GAME_PHASE_CHOOSING) { this.SureSelectBeast(); } return(false); }
/// <summary> /// 开始游戏按钮 /// </summary> /// <param name="playButton"></param> /// <returns></returns> private bool OnClickPlayGame(IXUIButton playButton) { //将房间的战斗模式设置为匹配 Singleton <RoomManager> .singleton.MathMode = EnumMathMode.EnumMathMode_FightMode; //进入匹配状态 Singleton <ClientMain> .singleton.ChangeGameState(EnumGameState.eState_Match); return(true); }
public IXUIInput m_Input_RoleName = null; //角色名字 public override void Init() { base.Init(); #region 进入游戏按钮 this.m_Button_EnterGame = base.GetUIObject("pn_create2/bt_entergame") as IXUIButton; if (null == this.m_Button_EnterGame) { Debug.Log("this.ButtonEnterGame == null"); this.m_Button_EnterGame = WidgetFactory.CreateWidget <IXUIButton>(); } #endregion #region 退回登陆界面按钮 this.m_Button_BackLogin = base.GetUIObject("pn_create2/bt_backlogin") as IXUIButton; if (null == this.m_Button_BackLogin) { Debug.Log("this.m_Button_Back == null"); this.m_Button_BackLogin = WidgetFactory.CreateWidget <IXUIButton>(); } #endregion #region 进入修饰角色头发等按钮 this.m_Button_Next = base.GetUIObject("pn_create1/bt_next") as IXUIButton; if (this.m_Button_Next == null) { Debug.LogWarning("ButtonNext == null"); this.m_Button_Next = WidgetFactory.CreateWidget <IXUIButton>(); } #endregion #region 返回到选择角色职业按钮 this.m_Button_BackSelectRoleType = base.GetUIObject("pn_create2/bt_back") as IXUIButton; #endregion #region 人物选择按钮 /*this.m_Button_Explorer = base.GetUIObject("Explorer") as IXUICheckBox; * this.m_Button_Engineer = base.GetUIObject("Engineer") as IXUICheckBox; * this.m_Button_SoulHunter = base.GetUIObject("SoulHunter") as IXUICheckBox; * this.m_Button_Cultivator = base.GetUIObject("Cultivator") as IXUICheckBox; * this.m_Button_Magician = base.GetUIObject("Magician") as IXUICheckBox; * this.m_Button_WitchDoctor = base.GetUIObject("WitchDoctor") as IXUICheckBox; */ this.m_List_RoleType = base.GetUIObject("pn_create1/sp_link/sp_roletype_bg/tb_roletype") as IXUIList; #endregion #region 人物性别 /* this.m_Button_RoleMan = base.GetUIObject("Sex/Man") as IXUICheckBox; * this.m_Buttin_RoleWoman = base.GetUIObject("Sex/Woman") as IXUICheckBox; */ #endregion #region 人物介绍 this.m_Label_RoleIntroduce = base.GetUIObject("pn_create1/sp_intro") as IXUIGroup; #endregion #region 人物视频 this.m_Sprite_RoleMovie = base.GetUIObject("pn_create1/sp_intro/sp_video/tx_video") as IXUIPicture; #endregion #region 人物名字 this.m_Input_RoleName = base.GetUIObject("pn_create2/sp_link/ip_username") as IXUIInput; #endregion }
public bool OnDialogSureClick(IXUIButton btn) { this.mDialogTransform.gameObject.SetActive(false); if (this.mDialogCallBack != null) { this.mDialogCallBack(); } return(true); }
/// <summary> /// 开始匹配搜索(发送请求) /// </summary> /// <param name="button"></param> /// <returns></returns> private bool StartMatchSearch(IXUIButton button) { //此处是为了限制反复点击,不断地发送消息,应该是在收到结果之后再设置回来 if (!this.m_bClickMatch) { this.ClickMatch = this.SendMatchReq(); } return(this.m_bClickMatch); }
public bool OnDownLoadCallback(IXUIButton btn) { this.mDownLoadTransform.gameObject.SetActive(false); if (this.mDownCallBack != null) { this.mDownCallBack(); } return(true); }
public override void Init() { base.Init(); this.m_Button_Sure = base.GetUIObject("sureButton") as IXUIButton; this.m_Button_Back = base.GetUIObject("backButton") as IXUIButton; this.m_Button_Create = base.GetUIObject("createButton") as IXUIButton; this.m_Button_Delete = base.GetUIObject("deleteButton") as IXUIButton; this.m_List_RoleList = base.GetUIObject("roleList") as IXUIList; this.m_Model_RoleModel = base.GetUIObject("roleModel") as IXUIGroup; }
public override void Init() { base.Init(); this.m_Button_Enter = (base.GetUIObject("bt_entergame") as IXUIButton); if (null == this.m_Button_Enter) { Debug.Log("Button_Enter is null!"); this.m_Button_Enter = WidgetFactory.CreateWidget <IXUIButton>(); } this.m_Label_Ver = (base.GetUIObject("lb_version") as IXUILabel); if (null == this.m_Label_Ver) { Debug.Log("Anchor/Label_Ver is null!"); this.m_Label_Ver = WidgetFactory.CreateWidget <IXUILabel>(); } /*this.m_Group_Input = (base.GetUIObject("Scale/Group_Input") as IXUIGroup); * if (null == this.m_Group_Input) * { * Debug.Log("Group_Input is null!"); * this.m_Group_Input = WidgetFactory.CreateWidget<IXUIGroup>(); * } */ this.m_Checkbox_Remember = (base.GetUIObject("sp_input_bg/cb_remenber") as IXUICheckBox); if (null == this.m_Checkbox_Remember) { Debug.Log("Checkbox_Remember is null!"); this.m_Checkbox_Remember = WidgetFactory.CreateWidget <IXUICheckBox>(); } this.m_Label_Register = (base.GetUIObject("sp_input_bg/bt_regist") as IXUIButton); if (null == this.m_Label_Register) { Debug.Log("Group_Input/Account/Label_Register is null!"); this.m_Label_Register = WidgetFactory.CreateWidget <IXUIButton>(); } this.m_Label_Forget = (base.GetUIObject("sp_input_bg/bt_forget") as IXUIButton); if (null == this.m_Label_Forget) { Debug.Log("Group_Input/Account/Label_Forget is null!"); this.m_Label_Forget = WidgetFactory.CreateWidget <IXUIButton>(); } this.m_Input_ID = (base.GetUIObject("sp_input_bg/ip_username") as IXUIInput); if (null == this.m_Input_ID) { Debug.Log("Group_Input/Input_ID is null!"); this.m_Input_ID = WidgetFactory.CreateWidget <IXUIInput>(); } this.m_Input_PW = (base.GetUIObject("sp_input_bg/ip_password") as IXUIInput); if (null == this.m_Input_PW) { Debug.Log("Group_Input/Input_PW is null!"); this.m_Input_PW = WidgetFactory.CreateWidget <IXUIInput>(); } }
public override void Init() { base.Init(); this.m_Button_Cancel = base.GetUIObject("Cancel") as IXUIButton; this.m_Label_TimeYuJi = base.GetUIObject("YujiTime/YujiTimeLabel") as IXUILabel; if (this.m_Label_TimeYuJi == null) { Debug.Log("this.m_Label_TimeYuJi == null"); } this.m_Label_TimeInfact = base.GetUIObject("InfactTime/InfactLabel") as IXUILabel; }
/// <summary> /// 开始游戏按钮 /// </summary> /// <param name="playButton"></param> /// <returns></returns> private bool OnClickPlayGame(IXUIButton playButton) { //将房间的战斗模式设置为匹配 Singleton <RoomManager> .singleton.MathMode = EnumMathMode.EnumMathMode_FightMode; //进入匹配状态 Singleton <ClientMain> .singleton.ChangeGameState(EnumGameState.eState_Match); //当按下Play按钮的时候就设置不激活 this.uiBehaviour.m_Button_Play.SetEnable(false); return(true); }
/// <summary> /// 点击MOve按钮 /// </summary> /// <param name="button"></param> /// <returns></returns> private bool OnClickMoveButton(IXUIButton button) { if (Singleton <BeastRole> .singleton.Beast.Id == Singleton <RoomManager> .singleton.BeastIdInRound) { NetworkManager.singleton.SendBeastEnterStage((int)EClientRoleStage.ROLE_STAGE_MOVE); } else { return(false); } return(true); }
/// <summary> /// 点击进入游戏按钮(确认选择按钮) /// </summary> /// <param name="button"></param> /// <returns></returns> private bool OnClickEnterGameButton(IXUIButton button) { //取得选择角色的id,然后发送给服务器 if (this.SelectRoleId != -65535) { NetworkManager.singleton.SendSelectRole(this.SelectRoleId); } else { m_log.Error("选择角色为空,请重新选择角色"); } return(true); }
public override void Init() { base.Init(); #region 开始战斗按钮 this.m_Button_Play = base.GetUIObject("Play/PlayButton") as IXUIButton; if (this.m_Button_Play == null) { Debug.Log("Play/PlayButton == null"); } #endregion #region 角色名字 this.m_Label_Name = base.GetUIObject("RoleStatus/Name/NameLabel") as IXUILabel; if (this.m_Label_Name == null) { Debug.Log("RoleStatus/Name/Label == null"); } #endregion #region 角色头像 this.m_Sprite_Avatar = base.GetUIObject("RoleStatus/Avatar/Icon") as IXUISprite; if (this.m_Sprite_Avatar == null) { Debug.Log("RoleStatus/Avatar/Icon == null"); } #endregion #region 角色等级 this.m_Label_Level = base.GetUIObject("RoleStatus/Avatar/Level") as IXUILabel; if (this.m_Label_Level == null) { Debug.Log("RoleStatus/Avatar/Level == null"); } #endregion #region 角色金币 this.m_Label_Money = base.GetUIObject("RoleStatus/Gold/GoldLabel") as IXUILabel; if (this.m_Label_Money == null) { Debug.Log("RoleStatus/Gold/Label == null"); } #endregion #region 角色点券 this.m_Label_Ticket = base.GetUIObject("RoleStatus/Ticket/TicketLabel") as IXUILabel; if (this.m_Label_Ticket == null) { Debug.Log("RoleStatus/Ticket/TicketLabel"); } #endregion }
/// <summary> /// 进入游戏 /// </summary> /// <param name="button"></param> /// <returns></returns> private bool OnClickButtonEnterGame(IXUIButton button) { string name = base.uiBehaviour.m_Input_RoleName.GetText();//取得input里面的name bool result; if (string.IsNullOrEmpty(name)) { //提示角色名为空 result = false; } else { if (!name.Equals(name)) { //提示包含空格 result = false; } else if (!Singleton <WordFilter> .singleton.FilterString(ref name))//如果名字有非法字符 { //提示含有非法字符 result = false; base.uiBehaviour.m_Input_RoleName.SetText(""); } else { if (!DlgCreateRole.regex.IsMatch(name))//如果正则不能匹配到 { //提示不符合要求 Debug.Log("提示不能匹配正则"); result = false; } else { if (!this.IsClickCreateRole) { //发送创建角色的请求给服务器 NetworkManager.singleton.SendCreateRole(name, strRole, m_btGender, m_iRoleIndex); this.IsClickCreateRole = true; } result = true; } } } return(result); }
private void LoadFinishClean() { this.JY = null; this.Black = null; this.JYPlayTween = null; this.BlackPlayTween = null; this.StatusText = null; this.VersionText = null; this.ClickBox = null; this.mDialogCallBack = null; this.mDialogCancelCallBack = null; this.mDialogCancelBtn = null; this.mDialogSureBtn = null; this.mDialogCapacityLabel = null; this.mDialogTransform = null; this.mDownLoadNewBtn = null; this.mDownLoadTransform = null; }
public override bool Init() { PlayerPrefs.SetString("Language", "Language"); GameObject.Find("UIRoot/StartLoadingDlg/Bg/Ailin"); GameObject gameObject = GameObject.Find("UIRoot/StartLoadingDlg/Bg/JY"); GameObject gameObject2 = GameObject.Find("UIRoot/StartLoadingDlg/Bg").transform.FindChild("Black").gameObject; this.StatusText = (GameObject.Find("UIRoot/StartLoadingDlg/Bg/LabelStatus").GetComponent("XUILabel") as IXUILabel); this.VersionText = (GameObject.Find("UIRoot/StartLoadingDlg/Bg/LabelVersion").GetComponent("XUILabel") as IXUILabel); this.JY = (gameObject.GetComponent("XUISprite") as IXUISprite); this.Black = (gameObject2.GetComponent("XUISprite") as IXUISprite); this.JYPlayTween = (gameObject.GetComponent("XUIPlayTween") as IXUITweenTool); this.BlackPlayTween = (gameObject2.GetComponent("XUIPlayTween") as IXUITweenTool); this.JYPlayTween.SetTargetGameObject(gameObject); this.JYPlayTween.RegisterOnFinishEventHandler(new OnTweenFinishEventHandler(this.OnJYPlayTweenFinish)); this.Black.SetVisible(true); this.BlackPlayTween.SetTargetGameObject(gameObject2); this.BlackPlayTween.RegisterOnFinishEventHandler(new OnTweenFinishEventHandler(this.OnBlackPlayTweenFinish)); this.StatusText.SetVisible(false); this.VersionText.SetVisible(false); this.Black.SetVisible(false); this.JY.SetVisible(true); this.JYPlayTween.PlayTween(true, -1f); this.ClickBox = (GameObject.Find("UIRoot/StartLoadingDlg/Bg").GetComponent("XUISprite") as IXUISprite); this.ClickBox.RegisterSpriteClickEventHandler(new SpriteClickEventHandler(this.OnBoxClick)); this.mTextureTransform = GameObject.Find("UIRoot/StartLoadingDlg/Bg/Texture").transform; this.mDialogTransform = GameObject.Find("UIRoot/StartLoadingDlg/Bg/Dialog").transform; this.mDialogSureBtn = (this.mDialogTransform.FindChild("OK").GetComponent("XUIButton") as IXUIButton); this.mDialogCancelBtn = (this.mDialogTransform.FindChild("Cancel").GetComponent("XUIButton") as IXUIButton); this.mDialogCapacityLabel = (this.mDialogTransform.FindChild("CapacityValue").GetComponent("XUILabel") as IXUILabel); this.mDialogSureBtn.RegisterClickEventHandler(new ButtonClickEventHandler(this.OnDialogSureClick)); this.mDialogCancelBtn.RegisterClickEventHandler(new ButtonClickEventHandler(this.OnDialogCancelClick)); this.mTextureTransform.gameObject.SetActive(false); this.mDialogTransform.gameObject.SetActive(false); this.mDownLoadTransform = GameObject.Find("UIRoot/StartLoadingDlg/Bg/DownNew").transform; this.mDownLoadNewBtn = (this.mDownLoadTransform.FindChild("OK").GetComponent("XUIButton") as IXUIButton); this.mDownLoadTransform.gameObject.SetActive(false); this.mDownLoadNewBtn.RegisterClickEventHandler(new ButtonClickEventHandler(this.OnDownLoadCallback)); return(true); }
private bool OnButtonEnterClick(IXUIButton uiButton) { Singleton <CWindowHandle> .singleton.Correct(); bool result; if (!this.m_bEnableButtonLogin) { result = false; } else { if (Singleton <PlatformConfig> .singleton.EPlatformType == EnumPlatformType.ePlatformType_KZ) { string account = base.uiBehaviour.m_Input_ID.GetText(); //用户名 string password = CEncrypt.Encrypt(account, base.uiBehaviour.m_Input_PW.GetText()); //密码加密 if (string.IsNullOrEmpty(account) || string.IsNullOrEmpty(password)) //如果密码或者用户名为空,就消息提示为空 { //DlgBase<DlgMessageBox, DlgMessageBoxBehaviour>.singleton.Show(StringConfigMgr.GetString("DlgSet.OnButtonEnterClickContent"), StringConfigMgr.GetString("DlgLogin.OnButtonEnterClickTitle"), null); result = false; return(result); } XLog.Log.Debug("strUserId: " + account); //开始登陆 Singleton <Login> .singleton.StartLogin(account, password); this.m_fLastTimeSendMsg = Time.time; } else { this.m_bNeedOpenPluginLogin = false; Singleton <PluginToolWrapper> .singleton.Login(); } result = true; } return(result); }
/// <summary> /// 点击结束按钮 /// </summary> /// <param name="button"></param> /// <returns></returns> private bool OnButtonFinishClick(IXUIButton button) { Singleton <OpStateManager> .singleton.OnButtonFinishClick(); return(true); }
/// <summary> /// 点击创建角色按钮 /// </summary> /// <param name="button"></param> /// <returns></returns> private bool OnClickCreateRoleButton(IXUIButton button) { Singleton <ClientMain> .singleton.ChangeGameState(EnumGameState.eState_CreatPlayer); return(true); }
/// <summary> /// 返回登陆界面 /// </summary> /// <param name="button"></param> /// <returns></returns> private bool OnClickButtonBackLogin(IXUIButton button) { Debug.Log("返回按钮"); return(true); }