Пример #1
0
    public void CreateScrollItems(LotterySubModeCfg ltySubCf, NumClickDelegate OnNumClick)
    {
        Clear();

        List <RowModecfg> rmcs = ltySubCf.rowModecfgs;


        if (rmcs == null || rmcs.Count == 0)
        {
            Debug.LogError("Scrollview_V: rmc == null || rmc.Count == 0");
            return;
        }


        int quantity = rmcs[0].numTo - rmcs[0].numFrom + 1; //有多少个数字圈要显示,用来确定每行高度
        int height   = 80 * ((quantity / 6) + 1) + 40;

        GameObject asset   = (GameObject)AssetManager.Instance.LoadPrefab("NumbersItem");
        GameObject ItemObj = Instantiate(asset) as GameObject;

        ItemObj.transform.parent     = Grid_v.transform;
        ItemObj.transform.localScale = Vector3.one;

        Vector3 newsize = ItemObj.GetComponent <BoxCollider>().size;

        newsize.y = height;
        ItemObj.GetComponent <BoxCollider>().size = newsize;


        ItemObj.name = "0";
        items.Add(ItemObj);
        for (int i = 1; i < rmcs.Count; ++i)
        {
            GameObject go = Instantiate(ItemObj);
            go.transform.parent     = ItemObj.transform.parent;
            go.transform.localScale = Vector3.one;

            go.name = i.ToString();

            items.Add(go);
        }

        for (int i = 0; i < items.Count; ++i)
        {
            NumbersItem temp = items[i].GetComponent <NumbersItem>();
            temp.CreateRow(ltySubCf, rmcs[i], i, OnNumClick, DantuoClick);
            NumsItems.Add(temp);
        }


        Grid_v.cellHeight    = height;
        Grid_v.repositionNow = true;



        StartCoroutine(process());
    }
Пример #2
0
    //<!-- 类型text|select|longhu|hezhi|reXuan|reXuanHeZhi|danShuang|daXiao|dS|dingDanShuang|caiZhongWei|reXuanDanTuo -->
    public void CreateRow(LotterySubModeCfg lsc, RowModecfg rmc, int lInx, NumClickDelegate onNumClk, DantuoDelegate DantuoClick)
    {
        if (rmc.option)
        {
            fcbtnRoot.SetActive(true);
        }
        else
        {
            fcbtnRoot.SetActive(false);
        }

        ltySubCfg  = lsc;
        rowCfg     = rmc;
        OnNumClick = onNumClk;
        danTuoClk  = DantuoClick;


        title.text = rmc.name;

        Clear();

        if (lsc.type == "select" || lsc.type == "hezhi" || lsc.type == "reXuanHeZhi" || lsc.type == "reXuanDanTuo" || lsc.type == "caiZhongWei")
        {
            CreateNumbers(rmc.numFrom, rmc.numTo, lInx, lsc.isShowTwo);
        }
        else if (lsc.type == "danShuang")
        {
            Daxiaodanshuang(1);
        }
        else if (lsc.type == "daXiao")
        {
            Daxiaodanshuang(2);
        }
        else if (lsc.type == "dS")
        {
            Daxiaodanshuang(3);
        }
        else if (lsc.type == "longhu")
        {
            Longhu();
        }
        else if (lsc.type == "dingDanShuang")
        {
            Dingdanshuang();
        }
    }
Пример #3
0
    void test1()
    {
        LotteryConfigLoader xl = new LotteryConfigLoader();

        xl.lotteryConfigs = new List <LotteryConfig>();

        for (int i = 0; i < 2; ++i)
        {
            LotteryConfig scfg = new LotteryConfig();
            scfg.lotteryId = 100;
            scfg.name      = "时时彩";


            scfg.modecfgs = new List <LotteryModeCfg>();
            for (int j = 0; j < 2; ++j)
            {
                LotteryModeCfg sub = new LotteryModeCfg();
                sub.modeId      = 56;
                sub.name        = "五星";
                sub.subModecfgs = new List <LotterySubModeCfg>();
                for (int k = 0; k < 2; ++k)
                {
                    LotterySubModeCfg submode = new LotterySubModeCfg();
                    submode.subModeId = 666;
                    submode.name      = "五星直选";

                    submode.isShowTwo = false;

                    sub.subModecfgs.Add(submode);
                }

                scfg.modecfgs.Add(sub);
            }
            xl.lotteryConfigs.Add(scfg);
        }

        XmlHelper.XmlSerializeToFile(xl, "G:/UnityProject/LotterySvn/trunk/Assets/test.xml", System.Text.Encoding.UTF8);
    }