Пример #1
0
 void KeyFunc_LoadUI()
 {
     if (UISaveLoad.Instance.isShow)
     {
         UISaveLoad.Instance.Hide();
     }
     else if (!UISystemMenu.IsSystemOping())
     {
         GameUI.Instance.mSystemMenu.OnLoadBtn();
     }
 }
Пример #2
0
 void Awake()
 {
     mInstance = this;
 }
Пример #3
0
    // Update is called once per frame
    void Update()
    {
        //		MousePicker.IPickable player = null;
        //		if (Pathea.MainPlayer.Instance != null && Pathea.MainPlayer.Instance.entity != null)
        //			player =  Pathea.MainPlayer.Instance.entity.GetComponent<MousePickablePeEntity>()as MousePicker.IPickable;
        //
        //		if (CursorState.self.Handler == null  && MousePicker.Instance.curPickObj != null && player != MousePicker.Instance.curPickObj)
        //		{
        //			CursorState.self.SetHandler(m_CursorHandler);
        //		}
        //		else
        //		{
        //			if (MousePicker.Instance.curPickObj == null)
        //				CursorState.self.ClearHandler(m_CursorHandler);
        //		}

        if (GameUI.Instance == null)
        {
            return;
        }

        if (null != GameUI.Instance.mMainPlayer && !GameConfig.IsInVCE && !UICamera.inputHasFocus)
        {
            if (PeInput.Get(PeInput.LogicFunction.OptionsUI))
            {
                KeyFunc_OptionUI();
            }
            else if (PeInput.Get(PeInput.LogicFunction.SaveMenuUI))
            {
                if (!GameConfig.IsMultiMode)
                {
                    KeyFunc_SaveUI();
                }
            }
            else if (PeInput.Get(PeInput.LogicFunction.LoadMenuUI))
            {
                if (!GameConfig.IsMultiMode)
                {
                    KeyFunc_LoadUI();
                }
            }
        }

        if (GameConfig.IsInVCE)
        {
            //lz-2016.10.12 改为逻辑按键
            if (PeInput.Get(PeInput.LogicFunction.CreationSystem) && !UICamera.inputHasFocus)
            {
                // VCEditor.Quit();
                if (VCEditor.Instance != null && VCEditor.Instance.m_UI != null)
                {
                    VCEditor.Instance.m_UI.OnQuitClick();
                }
            }
        }
        if (null != GameUI.Instance.mMainPlayer && !GameConfig.IsInVCE && !UISystemMenu.IsSystemOping() && !UICamera.inputHasFocus)
        {
            if (PeInput.Get(PeInput.LogicFunction.PackageUI))
            {
                KeyFunc_ItemPackge();
            }

            if (PeInput.Get(PeInput.LogicFunction.WorldMapUI))
            {
                GlobalEvent.NoticeMouseUnlock();
                KeyFunc_WorldMap();
            }

            if (PeInput.Get(PeInput.LogicFunction.CharacterUI))
            {
                KeyFunc_Character();
            }

            if (PeInput.Get(PeInput.LogicFunction.MissionUI))
            {
                KeyFunc_MissionUI();
            }

            if (PeInput.Get(PeInput.LogicFunction.ColonyUI))
            {
                KeyFunc_ColonyUI();
            }

            if (PeInput.Get(PeInput.LogicFunction.ReplicationUI))
            {
                KeyFunc_ReplicationUI();
            }

            if (PeInput.Get(PeInput.LogicFunction.FollowersUI))
            {
                KeyFunc_FollowerUI();
            }

            if (PeInput.Get(PeInput.LogicFunction.SkillUI))
            {
                KeyFunc_SkillUI();
            }

            if (PeInput.Get(PeInput.LogicFunction.HandheldPcUI))
            {
                KeyFunc_PhoneUI();
            }

            if (PeInput.Get(PeInput.LogicFunction.CreationSystem))
            {
                //lz-2016.10.12 射击模式不允许打开创建系统
                if (!VCEditor.s_Active && UISightingTelescope.Instance.CurType == UISightingTelescope.SightingType.Null)
                {
                    VCEditor.Open();
                }
            }

            if (PeInput.Get(PeInput.LogicFunction.TalkMenuUI))
            {
                KeyFunc_TalkMenuUI();
            }

            //lz-2016.06.28 快捷键打开游戏菜单
            if (PeInput.Get(PeInput.LogicFunction.GameMenuUI))
            {
                KeyFunc_GameMenuUI();
            }

            #region QuickBar
            if (enableQuickKey)
            {
                if (PeInput.Get(PeInput.LogicFunction.QuickBar1) || Input.GetKeyDown(KeyCode.Alpha1) && Input.GetKey(KeyCode.LeftShift))
                {
                    KeyFunc_QuickBar(0);
                }

                if (PeInput.Get(PeInput.LogicFunction.QuickBar2) || Input.GetKeyDown(KeyCode.Alpha2) && Input.GetKey(KeyCode.LeftShift))
                {
                    KeyFunc_QuickBar(1);
                }


                if (PeInput.Get(PeInput.LogicFunction.QuickBar3) || Input.GetKeyDown(KeyCode.Alpha3) && Input.GetKey(KeyCode.LeftShift))
                {
                    KeyFunc_QuickBar(2);
                }

                if (PeInput.Get(PeInput.LogicFunction.QuickBar4) || Input.GetKeyDown(KeyCode.Alpha4) && Input.GetKey(KeyCode.LeftShift))
                {
                    KeyFunc_QuickBar(3);
                }

                if (PeInput.Get(PeInput.LogicFunction.QuickBar5) || Input.GetKeyDown(KeyCode.Alpha5) && Input.GetKey(KeyCode.LeftShift))
                {
                    KeyFunc_QuickBar(4);
                }

                if (PeInput.Get(PeInput.LogicFunction.QuickBar6) || Input.GetKeyDown(KeyCode.Alpha6) && Input.GetKey(KeyCode.LeftShift))
                {
                    KeyFunc_QuickBar(5);
                }

                if (PeInput.Get(PeInput.LogicFunction.QuickBar7) || Input.GetKeyDown(KeyCode.Alpha7) && Input.GetKey(KeyCode.LeftShift))
                {
                    KeyFunc_QuickBar(6);
                }

                if (PeInput.Get(PeInput.LogicFunction.QuickBar8) || Input.GetKeyDown(KeyCode.Alpha8) && Input.GetKey(KeyCode.LeftShift))
                {
                    KeyFunc_QuickBar(7);
                }

                if (PeInput.Get(PeInput.LogicFunction.QuickBar9) || Input.GetKeyDown(KeyCode.Alpha9) && Input.GetKey(KeyCode.LeftShift))
                {
                    KeyFunc_QuickBar(8);
                }

                if (PeInput.Get(PeInput.LogicFunction.QuickBar10) || Input.GetKeyDown(KeyCode.Alpha0) && Input.GetKey(KeyCode.LeftShift))
                {
                    KeyFunc_QuickBar(9);
                }

                //lz-2016.08.08 增加翻页按键调用
                if (PeInput.Get(PeInput.LogicFunction.PrevQuickBar))
                {
                    KeyFunc_PrevQuickBar();
                }

                if (PeInput.Get(PeInput.LogicFunction.NextQuickBar))
                {
                    KeyFunc_NextQuickBar();
                }
            }

            #endregion
        }
    }
Пример #4
0
    // add game ui
    void InstantiateGameUI()
    {
        // gameMain
        GameObject gameUI = AddUIPrefab(GameMainPrefab, gameObject.transform);

        mUIGameMenuCtrl = gameUI.GetComponentsInChildren <UIGameMenuCtrl>(true)[0];
        mUIGameMenuCtrl.Show();
        mUIMainMidCtrl = gameUI.GetComponentsInChildren <UIMainMidCtrl>(true)[0];
        mUIMainMidCtrl.Show();
        mUIMinMapCtrl = gameUI.GetComponentsInChildren <UIMinMapCtrl>(true)[0];
        mUIMinMapCtrl.Show();
        mNPCTalk = gameUI.GetComponentsInChildren <UINPCTalk>(true)[0];
        mNPCTalk.Hide();
        mNPCSpeech   = gameUI.GetComponentInChildren <UINpcSpeech>();
        mServantTalk = gameUI.GetComponentsInChildren <UIServantTalk>(true)[0];
        mServantTalk.Hide();
        gameUI.SetActive(true);

        //UI System
        gameUI                = AddUIPrefab(SytemPrefab, gameObject.transform);
        mSystemMenu           = gameUI.GetComponentInChildren <UISystemMenu>();
        mSystemMenu.e_OnShow += OnSystemWndShow;
        mSystemMenu.e_OnHide += OnSystemWndHide;
        mOption               = gameUI.GetComponentInChildren <UIOption>();
        mOption.e_OnShow     += OnSystemWndShow;
        mOption.e_OnHide     += OnSystemWndHide;
        mSaveLoad             = gameUI.GetComponentInChildren <UISaveLoad>();
        mSaveLoad.e_OnShow   += OnSystemWndShow;
        mSaveLoad.e_OnHide   += OnSystemWndHide;
        gameUI.SetActive(true);

        //Map
        gameUI      = AddUIPrefab(worldMapPrefab, gameObject.transform);
        mUIWorldMap = gameUI.GetComponent <UIWorldMapCtrl>();
        gameUI.SetActive(false);

        // UI Build
        gameUI      = AddUIPrefab(buildPrefab, gameObject.transform);
        mBuildBlock = gameUI.GetComponent <UIBuildBlock>();
        gameUI.SetActive(false);

        // Tip end
        gameUI    = AddUIPrefab(tipsWmdPrefab, gameObject.transform);
        mTipsCtrl = gameUI.GetComponent <UITips>();
        gameUI.SetActive(true);

        // TipRecords
        gameUI         = AddUIPrefab(tipRecordsMgrPrefab, gameObject.transform);
        mTipRecordsMgr = gameUI.GetComponent <UITipRecordsMgr>();
        gameUI.SetActive(false);

        //wnd
        // player info
        gameUI            = AddUIPrefab(playerInfoPrefab, tsCenter);
        mUIPlayerInfoCtrl = gameUI.GetComponent <UIPlayerInfoCtrl>();
        gameUI.transform.localPosition = UIDefaultPostion.Instance.pos_PlayerInfo;
        gameUI.SetActive(false);
        mUIPlayerInfoCtrl.transform.localPosition = UIDefaultPostion.Instance.pos_PlayerInfo;
        // Item Package
        gameUI           = AddUIPrefab(ItemPackagePrefab, tsCenter);
        mItemPackageCtrl = gameUI.GetComponent <UIItemPackageCtrl>();
        gameUI.SetActive(false);
        mItemPackageCtrl.transform.localPosition = UIDefaultPostion.Instance.pos_ItemPackge;
        // Npc Strage
        gameUI         = AddUIPrefab(npcStoragePrefab, tsCenter);
        mNpcStrageCtrl = gameUI.GetComponent <UINpcStorageCtrl>();
        gameUI.SetActive(false);
        mNpcStrageCtrl.transform.localPosition = UIDefaultPostion.Instance.pos_NpcStorage;
        // Compound Wnd
        gameUI           = AddUIPrefab(compoundWndPrefab, tsCenter);
        mCompoundWndCtrl = gameUI.GetComponent <UICompoundWndControl>();
        gameUI.SetActive(false);
        mCompoundWndCtrl.transform.localPosition = UIDefaultPostion.Instance.pos_Compound;
        // Servant Wnd
        gameUI          = AddUIPrefab(servantWndPrefab, tsCenter);
        mServantWndCtrl = gameUI.GetComponent <UIServantWnd>();
        gameUI.SetActive(false);
        mServantWndCtrl.transform.localPosition = UIDefaultPostion.Instance.pos_Servant;
        // Npc
        gameUI  = AddUIPrefab(npcGuiPrefab, tsCenter);
        mNpcWnd = gameUI.GetComponent <UINpcWnd>();
        gameUI.SetActive(false);
        mNpcWnd.transform.localPosition = UIDefaultPostion.Instance.pos_Npc;
        // Mission Wnd
        gameUI            = AddUIPrefab(missionWndPrefab, tsCenter);
        mUIMissionWndCtrl = gameUI.GetComponent <UIMissionWndCtrl>();
        gameUI.SetActive(false);
        // MissionTrack Wnd
        gameUI           = AddUIPrefab(missionTrackWndPrefab, tsCenterOther);
        mMissionTrackWnd = gameUI.GetComponent <UIMissionTrackCtrl>();
        mMissionTrackWnd.transform.localPosition = UIDefaultPostion.Instance.pos_MissionTruck;
        //		mMissionTrackWnd.transform.localPosition = new Vector3 (856,162,0);
        mMissionTrackWnd.transform.localPosition = new Vector3(Screen.width / 2 - 145, 35, 0);
        gameUI.SetActive(false);

        // Get Item Wnd
        gameUI   = AddUIPrefab(itemGetWndPrefab, tsCenter);
        mItemGet = gameUI.GetComponent <UIItemGet>();
        gameUI.SetActive(false);
        // Item Option Wnd
        gameUI  = AddUIPrefab(itemOpGuiPrefab, tsCenter);
        mItemOp = gameUI.GetComponent <UIItemOp>();
        gameUI.SetActive(false);
        // Shop Wnd
        gameUI   = AddUIPrefab(shopGuiPrefab, tsCenter);
        mShopWnd = gameUI.GetComponent <UIShopWnd>();
        gameUI.SetActive(false);
        mShopWnd.transform.localPosition = UIDefaultPostion.Instance.pos_Shop;
        // Item Box
        gameUI   = AddUIPrefab(itemBoxGuiPrefab, tsCenter);
        mItemBox = gameUI.GetComponent <UIItemBox>();
        gameUI.SetActive(false);
        // Repair Wnd
        gameUI  = AddUIPrefab(repairWndGuiPrefab, tsCenter);
        mRepair = gameUI.GetComponent <UIRepairWnd>();
        gameUI.SetActive(false);
        mRepair.transform.localPosition = UIDefaultPostion.Instance.pos_Repair;
        // Power Plant Solar Wnd
        gameUI           = AddUIPrefab(powerPlantSolarPrefab, tsCenter);
        mPowerPlantSolar = gameUI.GetComponent <UIPowerPlantSolar>();
        gameUI.SetActive(false);
        mPowerPlantSolar.transform.localPosition = UIDefaultPostion.Instance.pos_PowerPlant;
        // Revive Gui Wnd
        gameUI  = AddUIPrefab(reviveGuiPrefab, tsCenter);
        mRevive = gameUI.GetComponent <UIRevive>();
        gameUI.SetActive(false);
        // Ware House Wnd
        gameUI     = AddUIPrefab(wareHouseGuiPrefab, tsCenter);
        mWarehouse = gameUI.GetComponent <UIWarehouse>();
        gameUI.SetActive(false);
        mWarehouse.transform.localPosition = UIDefaultPostion.Instance.pos_WareHouse;
        //colony Wnd
        gameUI            = AddUIPrefab(colonyWndPrefab, tsCenter);
        mCSUI_MainWndCtrl = gameUI.GetComponent <CSUI_MainWndCtrl>();
        gameUI.SetActive(false);
        //phone Wnd
        gameUI    = AddUIPrefab(phoneWndPrefab, tsCenter);
        mPhoneWnd = gameUI.GetComponent <UIPhoneWnd>();
        gameUI.SetActive(false);
        // skill wnd
        gameUI        = AddUIPrefab(skillWndPrefab, tsCenter);
        mSkillWndCtrl = gameUI.GetComponent <UISkillWndCtrl>();
        gameUI.SetActive(false);
        // workshop wnd
        gameUI        = AddUIPrefab(workshopPrefb, tsCenter);
        mWorkShopCtrl = gameUI.GetComponent <UIWorkShopCtrl>();
        gameUI.SetActive(false);
        //information wnd
        gameUI       = AddUIPrefab(informationPrefab, tsCenter);
        mTeamInfoMgr = gameUI.GetComponent <CSUI_TeamInfoMgr>();
        gameUI.SetActive(false);
        // railwayPoint
        gameUI        = AddUIPrefab(railwayPonitPrefab, tsCenter);
        mRailwayPoint = gameUI.GetComponent <RailwayPointGui_N>();
        gameUI.SetActive(false);

        // mallWndPrefab
        if (Pathea.PeGameMgr.IsMulti)
        {
            gameUI   = AddUIPrefab(mallWndPrefab, tsCenter);
            mMallWnd = gameUI.GetComponent <UIMallWnd>();
            gameUI.SetActive(false);
        }

        //UI Adminstrator
        //AdminUI
        gameUI           = AddUIPrefab(AdministratorPrefab, tsCenter);
        mAdminstratorWnd = gameUI.GetComponent <UIAdminstratorWnd>();
        gameUI.SetActive(false);

        // Driving UI
        gameUI       = AddUIPrefab(drivingPrefab, tsCenterOther);
        mDrivingCtrl = gameUI.GetComponent <UIDrivingCtrl>();
        gameUI.SetActive(false);

        // Custom stopwatch UI
        gameUI         = AddUIPrefab(stopwatchPrefab, transform);
        mStopwatchList = gameUI.GetComponent <UIStopwatchList>();
        gameUI.SetActive(false);

        // Custom npc talk UI
        gameUI     = AddUIPrefab(npcWndCustomPrefab, tsCenter);
        mNpcDialog = gameUI.GetComponent <UINpcDialog>();

        // Custom npc mission ui
        gameUI       = AddUIPrefab(missionWndCustomPrefab, tsCenter);
        mMissionGoal = gameUI.GetComponent <UIMissionGoal>();

        // Custom MissionTrack ui
        gameUI = AddUIPrefab(missionTrackCustomPrefab, tsCenterOther);
        mCustomMissionTrack = gameUI.GetComponent <UIMissionTrack>();
        mCustomMissionTrack.transform.localPosition = UIDefaultPostion.Instance.pos_MissionTruck;
        //		mMissionTrackWnd.transform.localPosition = new Vector3 (856,162,0);
        mCustomMissionTrack.transform.localPosition = new Vector3(Screen.width / 2 - 145, 35, 0);

        //lz-2016.10.22 KickstarterCtrl
        gameUI           = AddUIPrefab(mKickstarterCtrlPrefab, tsCenter);
        mKickstarterCtrl = gameUI.GetComponent <KickstarterCtrl>();
        gameUI.SetActive(false);

        //lz-2016.11.07 NpcTalkHistoryWnd
        gameUI             = AddUIPrefab(mNpcTalkHistoryPrefab, tsCenter);
        mNpcTalkHistoryWnd = gameUI.GetComponent <NpcTalkHistoryWnd>();
        gameUI.SetActive(false);

        // itemsTrack Wnd
        gameUI         = AddUIPrefab(itemsTrackWndPrefab, tsCenterOther);
        mItemsTrackWnd = gameUI.GetComponent <UIItemsTrackCtrl>();
        mItemsTrackWnd.transform.localPosition = mMissionTrackWnd.transform.localPosition + new Vector3(0, 170f, 0);
        gameUI.SetActive(false);
    }