Пример #1
0
 void Awake()
 {
     gameObject.GetComponent <M4uContextRoot>().Context = this;
     unitNamePanel    = InGameSkillWindowQuest2.setupPrefab <UnitNamePanel>("Prefab/UnitNamePanel/UnitNamePanel", windowPanelRoot);
     unitAilmentPanel = InGameSkillWindowQuest2.setupPrefab <UnitAilmentPanel>("Prefab/InGame/InGameUI/Menu/UnitAilmentPanel", windowPanelRoot);
     CloseText        = GameTextUtil.GetText("common_button6");
 }
Пример #2
0
    /*==========================================================================*/
    /*		func																*/
    /*==========================================================================*/
    //----------------------------------------------------------------------------

    /*!
     *          @brief	Unity固有処理:初期化処理	※初回のUpdateを呼び出す直前に呼出し
     */
    //----------------------------------------------------------------------------
    protected override void Start()
    {
        base.Start();

        //----------------------------------------
        // ユニットモデル
        m_ReferObject[OBJECT_CHARA_MESH] = UnityUtil.GetChildNode(gameObject, "CharaMesh");
        // ウィンドウルート
        m_ReferObject[OBJECT_WINDOW_ROOT] = UnityUtil.GetChildNode(gameObject, "WindowBaseRoot");
        //カットインルート
        m_ReferObject[OBJECT_CUTIN_PARENT] = UnityUtil.GetChildNode(gameObject, "CutinParent");
        // エフェクト表示位置の高さ
        m_EffectPosY = 0.0f;

        //-------------------------
        // 階層をレイアウト切り替え管理クラスに登録
        // 最初のレイアウトは非表示にしておく
        //-------------------------
        m_LayoutWindow = gameObject.AddComponent <LayoutSwitchManager>();
        m_LayoutWindow.SetLayoutMax(LAYER_WINDOW_MAX);
        m_LayoutWindow.SetLayoutSwitch(LAYER_WINDOW_EMPTY, UnityUtil.GetChildNode(gameObject, "LayerWindowEmpty"), false, null, typeof(MainMenuDialogSeqWait));
        m_LayoutWindow.SetLayoutSwitch(LAYER_WINDOW_BLACK, UnityUtil.GetChildNode(gameObject, "LayerWindowBlack"), false, null, typeof(MainMenuDialogSeqWait));
        m_LayoutWindow.AddSwitchRequest(LAYER_WINDOW_EMPTY, true);

        //-------------------------
        // 階層をレイアウト切り替え管理クラスに登録
        // 最初のレイアウトは非表示にしておく
        //-------------------------
        m_LayoutCategory = gameObject.AddComponent <LayoutSwitchManager>();
        m_LayoutCategory.SetLayoutMax(LAYER_CATEGORY_MAX);
        m_LayoutCategory.SetLayoutSwitch(LAYER_CATEGORY_EMPTY, UnityUtil.GetChildNode(gameObject, "LayerCateEmpty"), false, null, typeof(MainMenuDialogSeqWait));
        m_LayoutCategory.SetLayoutSwitch(LAYER_CATEGORY_LINK, UnityUtil.GetChildNode(gameObject, "LayerCateLink"), false, null, typeof(MainMenuDialogSeqWait));
        m_LayoutCategory.SetLayoutSwitch(LAYER_CATEGORY_MATERIAL, UnityUtil.GetChildNode(gameObject, "LayerCateMaterial"), false, null, typeof(MainMenuDialogSeqWait));
        m_LayoutCategory.AddSwitchRequest(LAYER_CATEGORY_EMPTY, true);


        GameObject cObjectLinkOn = UnityUtil.GetChildNode(gameObject, "LayerLogoLinkOn");

        m_AnimationShotLogo[LAYER_LOGO_LINKON] = cObjectLinkOn.GetComponent <AnimationClipShot>();

        Vector3    vLogoRootPos = new Vector3(0.0f, m_EffectPosY, 0.0f);
        GameObject cObjLogoRoot = UnityUtil.GetChildNode(gameObject, "LayerLogoRoot");

        cObjLogoRoot.transform.position = vLogoRootPos;

        m_UnitNamePanel                     = m_CanvasObj.GetComponentInChildren <UnitNamePanel>();
        m_UnitResultButton                  = m_CanvasObj.GetComponentInChildren <UnitResultButton>();
        m_UnitResultButton.Button1Text      = "別のユニットをリンク";
        m_UnitResultButton.IsActiveButton1  = false;
        m_UnitResultButton.DidSelectButton1 = SwitchUnitSelect;
        m_UnitResultButton.IsActiveButton2  = false;

        //----------------------------------------
        // パッチ処理を行わないようにする
        //----------------------------------------
        MainMenuManager.Instance.m_ResumePatchUpdateRequest = false;
    }
Пример #3
0
 public void CloseUnitInfo()
 {
     if (!(currentHudState == HUDState.unitSelected))
     {
         return;
     }
     unitPanelSelected.DeSelect();
     unitPanelSelected = null;
     currentHudState   = HUDState.nothingSelected;
     StartCoroutine("CloseAnim_unitInfo");
     StopCoroutine("OpenAnim_unitInfo");
 }
Пример #4
0
 public void OpenUnitInfo(UnitNamePanel UNP)
 {
     if (interactable)
     {
         if (!(currentHudState == HUDState.nothingSelected || currentHudState == HUDState.unitSelected))
         {
             return;
         }
         if (unitPanelSelected != null)
         {
             unitPanelSelected.DeSelect();
         }
         unitPanelSelected = UNP;
         UpdateUnitDisplayedInfo();
         StartCoroutine("OpenAnim_unitInfo");
         StopCoroutine("CloseAnim_unitInfo");
     }
 }
Пример #5
0
    void Awake()
    {
        gameObject.GetComponent <M4uContextRoot>().Context = this;
        unitNamePanel  = setupPrefab <UnitNamePanel>("Prefab/UnitNamePanel/UnitNamePanel", windowPanelRoot);
        unitParamPanel = setupPrefab <UnitParamPanel>("Prefab/UnitParamPanel/UnitParamPanel", windowPanelRoot);
        Destroy(unitParamPanel.gameObject.GetComponent <ContentSizeFitter>());
        Destroy(unitParamPanel.gameObject.GetComponent <LayoutElement>());
        unitAilmentPanel = setupPrefab <UnitAilmentPanel>("Prefab/InGame/InGameUI/Menu/UnitAilmentPanel", windowPanelRoot);
        unitSkillPanel   = setupPrefabAddLayoutElement <UnitSkillPanel>("Prefab/UnitSkillPanel/UnitSkillPanel", windowPanelRoot, 600, 520, 0, 0);
        unitLinkPanel    = setupPrefabAddLayoutElement <UnitLinkPanel>("Prefab/UnitLinkPanel/UnitLinkPanel", windowPanelRoot, 600, 520, 0, 0);
        heroDetailPanel  = setupPrefab <HeroDetailPanel>("Prefab/InGame/InGameUI/Menu/HeroDetailPanel", windowPanelRoot);
        skillWindowTag   = setupPrefab <InGameSkillWindowTag>("Prefab/InGame/InGameUI/Menu/InGameSkillWindowTag", windowPanelRoot);
        skillWindowParty = setupPrefab <InGameSkillWindowParty>("Prefab/InGame/InGameUI/Menu/InGameSkillWindowParty", windowPanelRoot);
        CloseText        = GameTextUtil.GetText("common_button6");
        skillWindowTag.m_StatusClickAction = OnStatus;
        skillWindowTag.m_LinkClickAction   = OnLink;
        skillWindowTag.m_SkillClickAction  = OnSkill;

        skillWindowTag.Tab_active = true;
    }
Пример #6
0
    //public ButtonView SkillButton = null;

    private void Start()
    {
        if (CharaDetail != null)
        {
            CharaDetail.SetCharaTexture(Context.charaMaster, Context.charaTexture, true);
        }

        if (Context.IsViewNamePanel &&
            NameRoot != null)
        {
            UnitNamePanel panel = setupPrefab <UnitNamePanel>("Prefab/UnitNamePanel/UnitNamePanel", NameRoot);
            if (panel != null)
            {
                panel.setup(Context.charaMaster);
                panel.IconSelect = MainMenuUtil.GetElementCircleSprite(Context.charaMaster.element);
            }
        }

        if (TouchArea != null)
        {
            TouchArea.DidPointerEnter = OnMaterialPointerEnter;
            TouchArea.DidPointerExit  = OnMaterialPointerExit;
        }
    }
    /*==========================================================================*/
    /*		func																*/
    /*==========================================================================*/
    //----------------------------------------------------------------------------

    /*!
     *          @brief	Unity固有処理:初期化処理	※初回のUpdateを呼び出す直前に呼出し
     */
    //----------------------------------------------------------------------------
    protected override void Start()
    {
        base.Start();

        //----------------------------------------
        // ユニットモデル
        m_ReferObject[OBJECT_CHARA_MESH_ROOT]   = UnityUtil.GetChildNode(gameObject, "CharaMeshRoot", "CharaMesh");
        m_ReferObject[OBJECT_CHARA_MESH_BEFORE] = UnityUtil.GetChildNode(m_ReferObject[OBJECT_CHARA_MESH_ROOT], "CharaMeshBefore");
        m_ReferObject[OBJECT_CHARA_MESH_AFTER]  = UnityUtil.GetChildNode(m_ReferObject[OBJECT_CHARA_MESH_ROOT], "CharaMeshAfter");
        // ウィンドウルート
        m_ReferObject[OBJECT_WINDOW_ROOT] = UnityUtil.GetChildNode(gameObject, "WindowBaseRoot");
        // カットインルートオブジェクト
        m_ReferObject[OBJECT_CUTIN_PARENT] = UnityUtil.GetChildNode(gameObject, "CutinParent");
        // エフェクト表示位置の高さ
        //m_EffectPosY = UnityUtil.GetChildNode( gameObject, "CharaBackGround" ).transform.position.y;
        m_EffectPosY = 0.0f;

        //-------------------------
        // 階層をレイアウト切り替え管理クラスに登録
        // 最初のレイアウトは非表示にしておく
        //-------------------------
        m_LayoutWindow = gameObject.AddComponent <LayoutSwitchManager>();
        m_LayoutWindow.SetLayoutMax(LAYER_WINDOW_MAX);
        m_LayoutWindow.SetLayoutSwitch(LAYER_WINDOW_EMPTY, UnityUtil.GetChildNode(gameObject, "LayerWindowEmpty"), false, null, typeof(MainMenuDialogSeqWait));
        m_LayoutWindow.SetLayoutSwitch(LAYER_WINDOW_BLACK, UnityUtil.GetChildNode(gameObject, "LayerWindowBlack"), false, null, typeof(MainMenuDialogSeqWait));
        m_LayoutWindow.AddSwitchRequest(LAYER_WINDOW_EMPTY, true);

        //-------------------------
        // 階層をレイアウト切り替え管理クラスに登録
        // 最初のレイアウトは非表示にしておく
        //-------------------------
        m_LayoutCategory = gameObject.AddComponent <LayoutSwitchManager>();
        m_LayoutCategory.SetLayoutMax(LAYER_CATEGORY_MAX);
        m_LayoutCategory.SetLayoutSwitch(LAYER_CATEGORY_EMPTY, UnityUtil.GetChildNode(gameObject, "LayerCateEmpty"), false, null, typeof(MainMenuDialogSeqWait));
        m_LayoutCategory.SetLayoutSwitch(LAYER_CATEGORY_FRIEND, UnityUtil.GetChildNode(gameObject, "LayerCateFriend"), false, null, typeof(MainMenuDialogSeqWait));
        m_LayoutCategory.SetLayoutSwitch(LAYER_CATEGORY_MATERIAL, UnityUtil.GetChildNode(gameObject, "LayerCateMaterial"), false, null, typeof(MainMenuDialogSeqWait));
        m_LayoutCategory.AddSwitchRequest(LAYER_CATEGORY_EMPTY, true);

        //-------------------------
        // 階層をレイアウト切り替え管理クラスに登録
        // 最初のレイアウトは非表示にしておく
        //-------------------------
        m_LayoutEvolve = gameObject.AddComponent <LayoutSwitchManager>();
        m_LayoutEvolve.SetLayoutMax(LAYER_EVOLVE_MAX);
        m_LayoutEvolve.SetLayoutSwitch(LAYER_EVOLVE_EMPTY, UnityUtil.GetChildNode(gameObject, "LayerEvolveEmpty"), false, null, typeof(MainMenuDialogSeqWait));
        m_LayoutEvolve.SetLayoutSwitch(LAYER_EVOLVE_ACTIVE, UnityUtil.GetChildNode(gameObject, "LayerEvolve"), false, null, typeof(MainMenuDialogSeqWait));
        m_LayoutEvolve.AddSwitchRequest(LAYER_EVOLVE_EMPTY, true);


        //-------------------------
        // ユニットアニメーションのコンポーネント取得
        //-------------------------
        if (m_ReferObject[OBJECT_CHARA_MESH_ROOT] != null)
        {
            m_CharaMeshAnim = m_ReferObject[OBJECT_CHARA_MESH_ROOT].GetComponent <AnimationClipResultEvol>();
        }

        Vector3    vLogoRootPos = new Vector3(0.0f, m_EffectPosY, 0.0f);
        GameObject cObjLogoRoot = UnityUtil.GetChildNode(gameObject, "LayerLogoRoot");

        cObjLogoRoot.transform.position = vLogoRootPos;

        m_UnitNamePanel = m_CanvasObj.GetComponentInChildren <UnitNamePanel>();

        m_UnitResultButton                  = m_CanvasObj.GetComponentInChildren <UnitResultButton>();
        m_UnitResultButton.Button1Text      = "このユニットを強化する";
        m_UnitResultButton.IsActiveButton1  = false;
        m_UnitResultButton.DidSelectButton1 = SwitchBuildup;
        m_UnitResultButton.Button2Text      = "別のユニットを進化";
        m_UnitResultButton.IsActiveButton2  = false;
        m_UnitResultButton.DidSelectButton2 = SwitchUnitSelect;

        //----------------------------------------
        // パッチ処理を行わないようにする.
        //----------------------------------------
        MainMenuManager.Instance.m_ResumePatchUpdateRequest = false;
    }
Пример #8
0
    private void Awake()
    {
        AndroidBackKeyManager.Instance.DisableBackKey();

        GetComponent <M4uContextRoot>().Context = this;

        GameObject rootObject = WindowRoot.gameObject;

        if (SceneObjReferMainMenu.HasInstance)
        {
            m_UnitNamePanel   = UnityUtil.SetupPrefab <UnitNamePanel>(SceneObjReferMainMenu.Instance.m_UnitNamePanel, MainCanvas);
            m_UnitParamPanel  = UnityUtil.SetupPrefab <UnitParamPanel>(SceneObjReferMainMenu.Instance.m_UnitParamPanel, rootObject);
            m_UnitStoryPanel  = UnityUtil.SetupPrefab <UnitStoryPanel>(SceneObjReferMainMenu.Instance.m_UnitStoryPanel, m_UnitParamPanel.gameObject);
            m_UnitSkillPanel  = UnityUtil.SetupPrefab <UnitSkillPanel>(SceneObjReferMainMenu.Instance.m_UnitSkillPanel, rootObject);
            m_UnitLinkPanel   = UnityUtil.SetupPrefab <UnitLinkPanel>(SceneObjReferMainMenu.Instance.m_UnitLinkPanel, rootObject);
            m_UnitEvolvePanel = UnityUtil.SetupPrefab <UnitEvolveList>(SceneObjReferMainMenu.Instance.m_UnitEvolveListPanel, rootObject);
            m_UnitDetailPanel = UnityUtil.SetupPrefab <UnitDetailPanel>(SceneObjReferMainMenu.Instance.m_UnitDetailPanel, rootObject);
        }
        else
        {
            m_UnitNamePanel   = UnityUtil.SetupPrefab <UnitNamePanel>("Prefab/UnitNamePanel/UnitNamePanel", MainCanvas);
            m_UnitParamPanel  = UnityUtil.SetupPrefab <UnitParamPanel>("Prefab/UnitParamPanel/UnitParamPanel", rootObject);
            m_UnitStoryPanel  = UnityUtil.SetupPrefab <UnitStoryPanel>("Prefab/UnitStoryPanel/UnitStoryPanel", m_UnitParamPanel.gameObject);
            m_UnitSkillPanel  = UnityUtil.SetupPrefab <UnitSkillPanel>("Prefab/UnitSkillPanel/UnitSkillPanel", rootObject);
            m_UnitLinkPanel   = UnityUtil.SetupPrefab <UnitLinkPanel>("Prefab/UnitLinkPanel/UnitLinkPanel", rootObject);
            m_UnitEvolvePanel = UnityUtil.SetupPrefab <UnitEvolveList>("Prefab/UnitEvolveList/UnitEvolveList", rootObject);
            m_UnitDetailPanel = UnityUtil.SetupPrefab <UnitDetailPanel>("Prefab/UnitDetailPanel/UnitDetailPanel", rootObject);
        }

        //
        LayoutElement element = m_UnitStoryPanel.gameObject.AddComponent <LayoutElement>();

        element.ignoreLayout = true;

        m_MainCanvas = MainCanvas.GetComponent <Canvas>();

        IsViewInfo = true;
        ToggleList = new List <UnitDetailToggleContext>();
        ToggleList.Add(new UnitDetailToggleContext(ToggleType.Status, new Vector2(-128, -8), "status", OnSelectToggle, 1));
        ToggleList.Add(new UnitDetailToggleContext(ToggleType.Skill, new Vector2(0, -17), "skill", OnSelectToggle, 10));
        ToggleList.Add(new UnitDetailToggleContext(ToggleType.Link, new Vector2(128, -8), "link", OnSelectToggle, 1));
        ToggleList.Add(new UnitDetailToggleContext(ToggleType.Evolve, new Vector2(256, 13), "evol", OnSelectToggle, -20));
        m_UnitDetailPanel.selectTogglr   = OnSelectToggle;
        m_UnitDetailPanel.selectSkill    = OnSelectMainUnitSkillButton;
        m_UnitDetailPanel.selectLoupe    = OnSelectCharaScreen;
        m_UnitDetailPanel.selectLink     = OnSelectLinkButton;
        m_UnitDetailPanel.selectFavorite = OnSelectFavorite;

        m_UnitDetailPanel.IsViewFavorite = false;
        FavoriteLabel   = "お気に入り";
        IllustratorName = "";

        ReturnImage = ResourceManager.Instance.Load("back2");

        if (SafeAreaControl.HasInstance)
        {
            Transform canvasTransform = gameObject.transform.Find("Canvas");
            Transform transform       = canvasTransform.Find("ReturnButton");
            SafeAreaControl.Instance.addLocalYPos(transform);
        }

        m_MainCanvas.enabled = false;
        //UnityUtil.SetObjectLayer( gameObject, LayerMask.NameToLayer("DRAW_CLIP"));

        AndroidBackKeyManager.Instance.StackPush(gameObject, OnSelectReturn);
    }