Пример #1
0
        protected void OnLoadRes(string name, System.Object obj)
        {
            GameObject go = (GameObject)GameObject.Instantiate(obj as UnityEngine.Object);

            go.name = "WarViews_UnitHP-" + unitData.id;
            go.transform.SetParent(War.scene.rootUnitHP);
            go.transform.localScale = Vector3.one;
            hpView = go.GetComponent <UnitHP>();
            if (unitData.unitType == UnitType.Build)
            {
                hpView.colorId = legionData.colorId;
                hpView.SetBarVisiable(unitData.build_produce);
            }

            UIFllowWorldPosition uiFllow = go.GetComponent <UIFllowWorldPosition>();

            uiFllow.targetWorld = transform;

            unitCtl.OnDamage += hpView.OnDamage;



//			GameObject go = (GameObject)GameObject.Instantiate(obj as UnityEngine.Object);
//			go.name = go.name.Replace("(Clone)", "");
//			go.transform.SetParent(unit.GetAnchor(UnitAnchor.UICanva));
//			go.transform.localPosition = new Vector3(2f, -2f, 0f);
//			go.transform.rotation = Quaternion.Euler(new Vector3(45F, 0F, 0F));
//			go.transform.localScale = Vector3.one;
//			hpView = go.GetComponent<UnitHP>();
        }
Пример #2
0
    public void Push(AbstractTextEffect item)
    {
        UIFllowWorldPosition uiFllow = item.GetComponent <UIFllowWorldPosition>();

        if (uiFllow != null)
        {
            uiFllow.enabled = false;
        }
        pool.Push(item);

        if (textEffectManager != null)
        {
            textEffectManager.OnOver(item);
        }
    }
Пример #3
0
    public AbstractTextEffect Play(TextEffectType type, object val, Color color, Transform transform, Vector3 offset, bool isFllow)
    {
        AbstractTextEffect textEffect = Play(type, val, color, transform.position + offset, transform);

        if (isFllow)
        {
            UIFllowWorldPosition uiFllow = textEffect.GetComponent <UIFllowWorldPosition>();
            if (uiFllow == null)
            {
                uiFllow = textEffect.gameObject.AddComponent <UIFllowWorldPosition>();
            }

            uiFllow.targetWorld = transform;
            uiFllow.offset      = offset;
            uiFllow.enabled     = true;
        }
        return(textEffect);
    }
Пример #4
0
    IEnumerator OnPlay()
    {
        yield return(new WaitForSeconds(time));

        _coroutine = null;
        gameObject.SetActive(false);
        UIFllowWorldPosition uiFllow = gameObject.GetComponent <UIFllowWorldPosition>();

        if (uiFllow != null)
        {
            uiFllow.enabled = false;
        }

        if (pool != null)
        {
            pool.Push(this);
        }
    }
Пример #5
0
    IEnumerator OnPlay()
    {
        yield return(new WaitForEndOfFrame());

        beginPosition = BEGION_POSITION + randomScale * Vector3.left * Random.Range(-10F, 10F);
        inPosition    = IN_POSITION + randomScale * Vector3.left * Random.Range(-20F, 20F);
        outnPosition  = OUT_POSITION + randomScale * Vector3.left * Random.Range(-100F, 100F) + Vector3.up * Random.Range(0F, 50F);


        while (_t < inTime)
        {
            _t        += Time.deltaTime;
            _r         = _t / inTime;
            text.color = text.color.SetAlhpa(Mathf.Lerp(0, 1, _r));
            text.transform.localPosition = Vector3.Lerp(beginPosition, inPosition, _r);
            yield return(new WaitForEndOfFrame());
        }

        _t = 0f;
        while (_t < outTime)
        {
            _t        += Time.deltaTime;
            _r         = _t / outTime;
            text.color = text.color.SetAlhpa(Mathf.Lerp(1, 0, _r));
            text.transform.localPosition = Vector3.Lerp(inPosition, outnPosition, _r);
            yield return(new WaitForEndOfFrame());
        }

        _coroutine = null;
        gameObject.SetActive(false);
        UIFllowWorldPosition uiFllow = gameObject.GetComponent <UIFllowWorldPosition>();

        if (uiFllow != null)
        {
            uiFllow.enabled = false;
        }

        if (pool != null)
        {
            pool.Push(this);
        }
    }