Пример #1
0
    private void ClickCustom(GameObject game, BaseEventData baseEvent)
    {
        switch (game.name)
        {
        case "customsPass":
            SceneStateController.Instance.SetState(SceneType.CombatScene, typeof(CombatScene));
            break;

        case "cardUpgrade":
            UnityTool.M_Debug("卡牌升级界面");
            break;

        case "role":
            UnityTool.M_Debug("人物属性界面");
            break;

        case "stop":
            UnityTool.M_Debug("商城");
            break;

        case "cardBag":
            UnityTool.M_Debug("卡包");
            break;
        }
    }
Пример #2
0
            private void Update()
            {
                // 1、 RayHit 方法将返回指定方向上打到的物体;

                GameObject hit_Object = gameObject.RayHit(Vector3.down);

                if (hit_Object)
                {
                    UnityTool.Log(hit_Object.name);
                }

                // 2、 RayHit 的一个重载方法,判断物体是否击中了一个物体,返回 bool值;

                /*bool is_Hit = gameObject.RayHit(RayCastedObject,Vector3.down);
                 *
                 * if(is_Hit) UnityTool.Log(string.Format("{0}物体发出的射线击中了{1}",gameObject.name,RayCastedObject.name));*/

                // 3、返回从一个物体发出的射线所击中的点;注意:若没有击中任何物体,返回(0,0,0);

                /*Vector3 hit_Point = gameObject.RayHitPoint(Vector3.down);
                 *
                 * UnityTool.Log(hit_Point);*/

                // 4、 判断该物体是否被射线击中;

                /* bool is_Hited = gameObject.RayHit(RayCastedObject, Vector3.down);
                 *
                 * if (is_Hited) UnityTool.Log(RayCastedObject.name + "被击中了。");*/
            }
Пример #3
0
    private void InitCamp(EnemyType enemyType)
    {
        string gameObjectName = null;
        string name           = "";

        string icon      = "";
        float  trainTime = 0f;

        switch (enemyType)
        {
        case EnemyType.Elf:
            gameObjectName = "CaptiveCamp_Elf";
            name           = "伏兵营";
            icon           = "CaptiveCamp";
            trainTime      = 3f;
            break;

        default:
            Debug.LogError("无法根据战士类型" + enemyType + "初始化兵营");
            break;
        }
        GameObject  gameObject  = gameObject = GameObject.Find(gameObjectName);
        Vector3     position    = UnityTool.FindChild(gameObject, "TrainPoint").transform.position;
        CaptiveCamp camp        = new CaptiveCamp(gameObject, name, icon, enemyType, position, trainTime);
        CampOnClick campOnClick = gameObject.AddComponent <CampOnClick>();

        campOnClick.camp = camp;
        mCamptiveCamp.Add(enemyType, camp);
    }
Пример #4
0
        private void Update()
        {
            // 按键 S 表示 Record (记录) 步骤操作;

            if (Input.GetKeyDown(KeyCode.S))
            {
                UndoRedoService.Record();


                UnityTool.Log("Record");
            }

            // 按键 U 表示 Undo (撤销) 操作;

            if (Input.GetKeyDown(KeyCode.U))
            {
                UndoRedoService.Undo();

                UnityTool.Log("Undo");
            }

            // 按键 R 表示 Redo (重做) 操作;

            if (Input.GetKeyDown(KeyCode.R))
            {
                UndoRedoService.Redo();

                UnityTool.Log("Redo");
            }
        }
Пример #5
0
    /// <summary>
    /// 初始化
    /// </summary>
    public override void Initialize(string s)
    {
        m_RootUI = UnityTool.FindGameObject(s);

        bagBtn = UITool.GetUIComponent <Button>(m_RootUI, "UIBagBtn");

        Hp = UITool.GetUIComponent <Slider>(m_RootUI, "HP");

        Mp = UITool.GetUIComponent <Slider>(m_RootUI, "MP");

        HPText = UITool.GetUIComponent <Text>(m_RootUI, "HPText");

        MPText = UITool.GetUIComponent <Text>(m_RootUI, "MPText");

        SkillContent = UITool.GetUIComponent <Transform>(m_RootUI, "SkillContent");

        bagBtn.onClick.AddListener(_ctrl.OnBagBtnClick);


        for (int i = 0; i < SkillContent.childCount; i++)
        {
            int       k   = i;
            Transform obj = SkillContent.GetChild(i);
            obj.GetComponent <Button>().onClick.RemoveAllListeners();
            obj.GetComponent <Button>().onClick.AddListener(() =>
            {
                _ctrl.UseSkill(k, obj);
            });
        }
    }
    //----------------------------------------------------------------------------------------


    //ToEqip状态的事件
    //拔剑,持盾
    public void RHandTakeWeapon()
    {
        //剑父对象的替换
        UnityTool.SetParent(_player.RWeapontrans, _player.Sword.transform);
        UnityTool.SetParent(_player.LWeapontrans, _player.Shield.transform);
        _player.GetWeaponAttr();
    }
Пример #7
0
        // 该函数将被自动调用;
        public override void SceneAwake()
        {
            UnityTool.Log("Scene1 Awake.......");

            // 执行下一步操作;注意: 该操作从当前位置开始,一直执行到 ## 分隔符才结束;

            //RequestExecuteService.ExecuteNextStep();

            // 若要精确按步骤来执行,可以这样:

            // 注意: 在执行的过程中若遇到分隔符 ## ,则自动跳过该分隔符,分隔符 ## 不算做步骤;

            //RequestExecuteService.ExecuteNextStep(10); // 向后执行 10 步;

            // 若要执行指定的步骤,可以这样:

            // 注意: 该步骤的位置是从当前位置开始的,该步骤的位置 等于 要执行步骤的 前一个;

            //RequestExecuteService.ExecuteNextPosition(3); // 通知组件执行从当前步骤开始的第 3 个步骤;

            // 你可以定位到任意操作步骤,如:

            // 下面两句话,现将指针向后移动 5 个步骤,再执行移动步骤后的 前面第 2 个 步骤;

            //RequestExecuteService.MoveToStepPosition(5);

            //RequestExecuteService.ExecuteNextPosition(-2);
        }
Пример #8
0
        private void FunctionTest()
        {
            UnityTool.Log("FunctionTest Execute ......");


            RequestExecuteService.ExecuteNextStep();
        }
Пример #9
0
 //用户输入处理
 private void inputProcess()
 {
     if (Input.GetKeyDown(KeyCode.Alpha1)) //区别GetButtonDown
     {
         addCommand(ENUM_CommandType.ProduceCharacter, new ProduceEnemyCommand());
     }
     else if (Input.GetKeyDown(KeyCode.Alpha2))
     {
         addCommand(ENUM_CommandType.ProduceCharacter, new ProduceSoldierCommand());
     }
     else if (Input.GetKeyDown(KeyCode.Alpha3))
     {
         if (m_characterSystem.getPlayer() == null)
         {
             GameObject mainCamera = UnityTool.findGameObject("Main Camera");
             mainCamera.SetActive(false);
             Cursor.lockState = CursorLockMode.Locked;
             //mainCamera.GetComponent<Camera>().enabled = false;
             addCommand(ENUM_CommandType.ProduceCharacter, new ProducePlayerCommand());
         }
     }
     else if (Input.GetKeyDown(KeyCode.Alpha4))
     {
         getPlayer().addMoveSpeed(2);
     }
     else if (Input.GetKeyDown(KeyCode.Alpha5))
     {
         getPlayer().reduceMoveSpeed(2);
     }
 }
Пример #10
0
    void Start()
    {
        UnityTool.M_Debug("游戏初始挂载");

        //加载到一号场景
        m_SceneStateController.SetState(SceneType.RoleSelectScene, typeof(RoleSelectScene));
    }
Пример #11
0
 public void SetDoor()
 {
     if (m_Soldier != null)
     {
         m_Soldier.SetDoor(UnityTool.FindChildGameObject(UnityTool.FindGameObject("Door"), "Point").transform);
     }
 }
    public void OnInit(AbsCharacter _charater)
    {
        owner = _charater;
        GameObject parent = UnityTool.FindChild(_charater.CharacterGameObject, "weapon-point");

        UnityTool.AttachGameObject(parent, gameObject);
    }
Пример #13
0
        private void Awake()
        {
            TriggerReceptObject = GameObject.Find("TriggerReceptObject");

            // 1、测试触发器事件,首先要是物体可以移动,这里,给物体添加了一个鼠标拖拽事件,让该物体可以移动;

            gameObject.OnMouseDrag(EventParames.DontDestory | EventParames.DontSetTrue);

            // 2、为该物体添加触发事件,当两物体接触时,将触发事件,并执行客户端定义的函数,下例中将执行客户端自定义的 MyTriggerFunction;

            // 注意该函数的参数表示: 碰撞物体.OnTrigger(被碰撞物体,触发函数,[控制参数设置]); 一般事件中后两个参数都是一样的;

            //gameObject.OnTrigger(TriggerReceptObject,MyTriggerFunction,EventParames.DontDestory);

            // 3、关闭该事件;

            //gameObject.OffTrigger();

            // 4、OnIntersect 判断两物体是否交叉;

            // 将它放在 Update 事件中,可以监听两物体是否交叉,用以模拟触发器效果;

            gameObject.OnUpdate(() =>
            {
                bool is_Trigger = gameObject.OnIntersect(TriggerReceptObject);

                if (is_Trigger)
                {
                    UnityTool.Log(string.Format("{0}物体和{1}物体接触了!", gameObject.name, TriggerReceptObject.name));
                }
            }, EventParames.DontDestory | EventParames.NoOrder);
        }
Пример #14
0
    public override void Init()
    {
        base.Init();
        GameObject canvas = GameObject.Find("Canvas");

        mRootUI = UnityTool.FindChild(canvas, "GameStateUI");

        GameObject heart1 = UnityTool.FindChild(mRootUI, "Heart1");
        GameObject heart2 = UnityTool.FindChild(mRootUI, "Heart2");
        GameObject heart3 = UnityTool.FindChild(mRootUI, "Heart3");

        mHearts = new List <GameObject>();
        mHearts.Add(heart1);
        mHearts.Add(heart2);
        mHearts.Add(heart3);
        mSoldierCount = UITool.FindChild <Text>(mRootUI, "SoldierCount");

        mEnemyCount   = UITool.FindChild <Text>(mRootUI, "EnemyCount");
        mCurrentStage = UITool.FindChild <Text>(mRootUI, "StageCount");
        mPauseBtn     = UITool.FindChild <Button>(mRootUI, "PauseBtn");
        mGameOverUI   = UnityTool.FindChild(mRootUI, "GameOver");
        mBackMenuBtn  = UITool.FindChild <Button>(mRootUI, "BackMenuBtn");
        mMessage      = UITool.FindChild <Text>(mRootUI, "Message");
        mEnergySlider = UITool.FindChild <Slider>(mRootUI, "EnergySlider");
        mEnergyText   = UITool.FindChild <Text>(mRootUI, "EnergyText");

        mMessage.text = "";
        mGameOverUI.SetActive(false);
    }
Пример #15
0
    private void InitCamp(EnemyType enemyType)
    {

        GameObject gameObject = null;
        string gameObjectName = null;
        string name = "";
        string icon = "";
        Vector3 position = Vector3.zero;
        float trainTime = 0;
        switch (enemyType)
        {
            case EnemyType.Elf:
                gameObjectName = "CaptiveCamp_Elf";
                name = "俘兵营";
                icon = "CaptiveCamp";
                trainTime = 3;
                break;            
            default:
                Debug.LogError("无法根据敌人类型:" + enemyType + "初始化兵营");
                break;
        }
        gameObject = GameObject.Find(gameObjectName);
        GameObject gameObjectPos = UnityTool.FindChild(gameObject, "TrainPoint");
        if (gameObjectPos != null)
        {
            position = gameObjectPos.transform.position;
            gameObjectPos.SetActive(false);
        }

        CaptiveCamp camp = new CaptiveCamp(gameObject, name, icon, enemyType, position, trainTime);
        camp.IsCaptiveCamp = true;
        gameObject.AddComponent<CampOnClick>().Camp = camp;//添加点击组件       

        mCaptiveCamps.Add(enemyType, camp);
    }
Пример #16
0
    private void Awake()
    {
        _instance = this;
        gameTrans = UnityTool.FindChild(gameObject, "Game").transform;
        lvInfoMgr = LevelInfoMgr.Instance;
        mapMaker  = GetComponent <MapMaker>();

        enemyBuilder   = new EnemyBuilder();
        towerBuilder   = new TowerBuilder();
        bullectBuilder = new BullectBuilder();
        currentLevel   = GameRoot.Instance.pickLevel;
        info           = lvInfoMgr.levelInfoList[currentLevel];
        //初始化地图
        mapMaker.InitAllGrid();
        mapMaker.LoadLevelMap(currentLevel);
        //获得关卡数据和回合数据
        SetLevelData(info);

        level = new Level(info);
        level.HandleRound();
        beginPos = level.roundInfoList[0].pathList[0];
        EventCenter.Broadcast(EventType.SetStartPos, beginPos);
        isPause = true;
        EventCenter.AddListener <int>(EventType.UseItemInGame, UseItem);
    }
Пример #17
0
    //初始化俘兵营
    private void InitCamp(EnemyType enemyType)
    {
        GameObject gameObject     = null;
        string     gameObjectName = null;
        string     name           = null;
        string     iconSprite     = null;
        Vector3    position       = Vector3.zero;
        float      trainTime      = 0;

        switch (enemyType)
        {
        case EnemyType.Elf:
            gameObjectName = "CaptiveCamp_Elf";
            name           = "俘兵营";
            iconSprite     = "CaptiveCamp";
            trainTime      = 3;
            break;

        default:
            Debug.LogError("无法根据俘兵类型" + enemyType + "初始化兵营");
            break;
        }
        gameObject = GameObject.Find(gameObjectName);
        position   = UnityTool.FindChild(gameObject, "TrainPoint").transform.position;
        CaptiveCamp camp = new CaptiveCamp(gameObject, name, iconSprite, enemyType, position, trainTime);
        //添加监听点击脚本
        CampOnClick campOnClick = gameObject.AddComponent <CampOnClick>();

        campOnClick.Camp = camp;
        mCaptiveCamps.Add(enemyType, camp);
    }
Пример #18
0
        /// <summary>
        ///  配置文件根据界定符,目前是 ## ; 来将步骤分为粗细两种粒度; Step 是粗粒度的步骤,即以 ## 分割的步骤;
        ///
        ///  Position 是细粒度的步骤,即安配置文件中的头描述定义分割的; 一般情况下是一行;
        /// </summary>
        public override void SceneAwake()
        {
            UnityTool.Log("Scene1 Awake.......");

            // 执行下一步操作;注意: 该操作从当前位置开始,一直执行到 ## 分隔符才结束;

            //RequestExecuteService.ExecuteNextStep();

            // 下面两句话先执行 第 3 个步骤,再执行 第 -2 个(相对位置)步骤;

            // 配置文件中的步骤将先向后执行,在以执行到的位置为起点,向前执行;

            RequestExecuteService.ExecuteNextStep(3);


            RequestExecuteService.ExecuteNextStep(-2);


            // 跳转场景;默认跳到下一个场景;

            // 注意: 当前场景值为0,正值往后跳,负值往前跳;

            // 当前场景不能跳转当前场景,避免发生循环调用;

            RequestExecuteService.GotoScene(4);
        }
    private void InitCamp(EnemyType enemyType)
    {
        GameObject gameObject     = null;
        string     gameObjectName = null;
        string     name           = null;
        string     icon           = null;
        Vector3    position       = Vector3.zero;
        float      trainTime      = 0;

        switch (enemyType)
        {
        case EnemyType.Elf:
            gameObjectName = "CaptiveCamp_Elf";
            name           = "俘兵营";
            icon           = "CaptiveCamp";
            trainTime      = 3;
            break;

        default:
            Debug.Log("CampSystem InitCamp() " + enemyType + "can't solve");
            break;
        }
        gameObjectName = "Camp/" + gameObjectName;
        gameObject     = GameObject.Find(gameObjectName);
        position       = UnityTool.FindChild(gameObject, "TrainPoint").transform.position;
        CaptiveCamp camp = new CaptiveCamp(gameObject, name, icon, enemyType, position, trainTime);

        gameObject.AddComponent <CampMono>().OnInit(camp);
        captiveCamps.Add(enemyType, camp);
    }
Пример #20
0
    public override void Init()
    {
        base.Init();
        GameObject canvas = GameObject.Find("Canvas");

        mRootUI = UnityTool.FindChild(canvas, "GamePauseUI");

        mCurretStageLevel = UITools.FindChild <Text>(mRootUI, "CurretStageLevel");
        mContinueBtn      = UITools.FindChild <Button>(mRootUI, "ContinueButton");
        mBackMenuBtn      = UITools.FindChild <Button>(mRootUI, "BackMenuButton");

        mContinueBtn.onClick.AddListener(() =>
        {
            mRootUI.SetActive(false);
            Time.timeScale = 1;
        });

        mBackMenuBtn.onClick.AddListener(() =>
        {
            if (mFacade.IsGameOver == false)
            {
                mFacade.IsGameOver = true;
            }
            Time.timeScale = 1;
        });

        Hide();
    }
Пример #21
0
    /// <summary>
    /// 添加坦克标识
    /// </summary>
    public void AddFlag()
    {
        int        number;
        GameObject go = UnityTool.FindOneOfActiveChild(mTank.Turret.AnyTuret, "Turret");

        if (mTurretType == TurretType.ShellTurret)
        {
            number = 0;
        }
        else
        {
            number = 1;
        }
        Material[] materialarry = go.GetComponent <Renderer>().materials;
        Material   material     = FactoryManager.assetFactory.LoadMaterial("Blue");

        for (int i = 0; i < materialarry.Length; i++)
        {
            if (i == number)
            {
                materialarry[i] = material;
            }
        }
        go.GetComponent <Renderer>().sharedMaterials = materialarry;
    }
Пример #22
0
    public override void Init()
    {
        base.Init();
        GameObject canvas = GameObject.Find("Canvas");

        mRootUI = UnityTool.FindChild(canvas, "CampInfoUI");

        mCampIcon    = UITool.FindChild <Image>(mRootUI, "CampIcon");
        mCampName    = UITool.FindChild <Text>(mRootUI, "CampName");
        mCampLevel   = UITool.FindChild <Text>(mRootUI, "CampLv");
        mWeaponLevel = UITool.FindChild <Text>(mRootUI, "WeaponLv");

        mCampUpgradeBtn   = UITool.FindChild <Button>(mRootUI, "CampUpgradeBtn");
        mWeaponUpgradeBtn = UITool.FindChild <Button>(mRootUI, "WeaponUpgradeBtn");
        mTrainBtn         = UITool.FindChild <Button>(mRootUI, "TrainBtn");
        mTrainBtnText     = UITool.FindChild <Text>(mRootUI, "TrainCostText");
        mCancelTrainBtn   = UITool.FindChild <Button>(mRootUI, "CancelTrainBtn");

        mAliveCount = UITool.FindChild <Text>(mRootUI, "AliveCount");
        mTrainCount = UITool.FindChild <Text>(mRootUI, "TrainCount");
        mTrainTime  = UITool.FindChild <Text>(mRootUI, "TrainTime");

        mTrainBtn.onClick.AddListener(OnTrainClick);
        mCancelTrainBtn.onClick.AddListener(OnCancelTrainClick);
        mCampUpgradeBtn.onClick.AddListener(OnCampUpgradeClick);
        mWeaponUpgradeBtn.onClick.AddListener(OnWeaponUpgradeClick);

        Hide();
    }
Пример #23
0
    void HitFrameTrigger(string str)
    {
        string[] ts = str.Split('_');
        //for(int i = 0; i < ts.Length; i++)
        //{
        //    print(ts[i]);
        //}
        Transform tar  = null;
        string    str2 = ts[1] + "_" + ts[2];

        //print(str2);
        switch (ts[0])
        {
        case "behit":
            tar = hitPos.Find(str2);
            break;

        case "block":
            GameObject go = UnityTool.FindChild(gameObject, str2);
            tar = go.transform;
            break;
        }
        hitEffect.transform.position = tar.position;
        hitEffect.Play();
        print(tar.name);
    }
Пример #24
0
    public Transform bodyObj      = null;   // 玩家身体IK标记物

    void Start()
    {
        //
        animator     = GetComponent <Animator>();
        leftHandObj  = UnityTool.findChildGameObject(gameObject, "LeftHandIK").transform;
        rightHandObj = UnityTool.findChildGameObject(gameObject, "RightHandIK").transform;
    }
Пример #25
0
    public override void Init()
    {
        base.Init();
        GameObject canvas = GameObject.Find("Canvas");

        mRootUI = UnityTool.FindChild(canvas, "GameStateInfoUI");

        GameObject heart1 = UnityTool.FindChild(mRootUI, "heart1");
        GameObject heart2 = UnityTool.FindChild(mRootUI, "heart2");
        GameObject heart3 = UnityTool.FindChild(mRootUI, "heart3");

        mHearts = new List <GameObject>();
        mHearts.Add(heart1);
        mHearts.Add(heart2);
        mHearts.Add(heart3);

        mSoldierNum   = UITool.FindChild <Text>(mRootUI, "SoldierNum");
        mEnemyNum     = UITool.FindChild <Text>(mRootUI, "EnemyNum");
        mStageNum     = UITool.FindChild <Text>(mRootUI, "StageNum");
        mBtnPause     = UITool.FindChild <Button>(mRootUI, "BtnPause");
        mEnergySlider = UITool.FindChild <Slider>(mRootUI, "EnergySlider");
        mEnergyNum    = UITool.FindChild <Text>(mRootUI, "EnergyNum");
        mMessage      = UITool.FindChild <Text>(mRootUI, "Message");
        mGameOver     = UnityTool.FindChild(mRootUI, "GameOver");
        mBtnBackMain  = UITool.FindChild <Button>(mGameOver, "BtnBackMain");
        AddListeners();

        mMessage.text  = "";
        mStageNum.text = mCurrentStageNum.ToString();
        mGameOver.SetActive(false);
    }
Пример #26
0
        /// <summary>
        ///  重定位指针,该函数将根据当前指针位置按 Step 或 Position 重定位指针;
        ///
        ///  格式为 goto:[step|position],count=(int)数值;
        ///
        ///  注意: 正直是向前定位,负值是向后定位;
        /// </summary>
        /// <param name="count"></param>
        /// <param name="number"></param>
        public void GotoStep(int count, int number)
        {
            UnityTool.Log("...............");

            if (count == 0)
            {
                return;
            }

            if (!RefDict.ContainsKey(index))
            {
                RefDict.Add(index, number);
            }

            if (RefDict[index] >= number)
            {
                MoveIndexToPosition(1); // 移向下一步并返回;
            }
            else
            {
                RefDict[index]++; // 引用计数加一;

                MoveIndexToStep(count);
            }
        }
Пример #27
0
    public IEnumerator LoadScene(string nextScene)
    {
        Scene curScene = SceneManager.GetActiveScene();

        if (string.IsNullOrEmpty(nextScene) || m_isLoading || curScene.name.Equals(nextScene))
        {
            yield break;
        }

        m_isLoading = true;

        SceneManager.LoadScene(SceneConst.SceneName, LoadSceneMode.Additive);

        yield return(StartCoroutine(AsyncLoadScene(nextScene)));

        FreshProcessEvent.Invoke(SceneConst.LOADSCENEPROCESS);
        m_unloadAsync = SceneManager.UnloadSceneAsync(curScene);

        /*
         * //使用LoadSceneMode.Additive进行场景切换,无法完全释放资源。即使使用Resources.UnloadUnusedAssets()也不行
         * //可能出现如下情况:
         * //1.资源没有引用了,但是还没有回收
         * //2.被UnityEngine.EventSystems.StandaloneInputModule和UnityEngine.EventSystems引用
         * //当然如果单纯从一个场景切换另外一个场景,直接使用UnityEngine.SceneManagement.SceneManager.LoadScene("xxx")
         * //直接切换场景,这个会进行内存回收
         */
        yield return(m_unloadAsync);

        FreshProcessEvent.Invoke(SceneConst.UNSCENEPROCESS);
        //场景中必须有一个对象挂载SceneBase
        SceneBase sceneLoader = UnityTool.GetTopObject("SceneLoader").GetComponent <SceneBase>();

        if (sceneLoader == null)
        {
            Debug.LogError("lack of gameobject of name 'SceneLoader'");
            yield break;
        }

        yield return(new WaitUntil(sceneLoader.FinishConfigRes));

        FreshProcessEvent.Invoke(SceneConst.INITNETPROCESS);

        yield return(new WaitUntil(sceneLoader.FinishGetData));

        FreshProcessEvent.Invoke(SceneConst.INITCONFIGPROCESS);

        yield return(new WaitUntil(sceneLoader.FinishInit));

        FreshProcessEvent.Invoke(SceneConst.INITSCENEPROCESS);

        yield return(new WaitForSeconds(1f));

        FreshProcessEvent.Invoke(1f);
        m_loadAsync = SceneManager.UnloadSceneAsync(SceneConst.SceneName);

        yield return(m_loadAsync);

        m_isLoading = false;
    }
Пример #28
0
 //关闭
 public void Hide(UIType uIType)
 {
     if (m_DataPool.ContainsKey(uIType))
     {
         m_DataPool[uIType].Hide();
         UnityTool.M_Debug("关闭" + uIType.ToString());
     }
 }
Пример #29
0
    private WeaponAttr _rweaponAttr = null;  //右手武器属性


    //设置武器手持挂载点信息
    public void SetWeapon(Transform theTarget, out Transform lweapontrans, out Transform rweapontrans)
    {
        _lweapontrans = UnityTool.DeepFind(theTarget, "weaponHandleL").transform;
        _rweapontrans = UnityTool.DeepFind(theTarget, "weaponHandleR").transform;

        lweapontrans = _lweapontrans;
        rweapontrans = _rweapontrans;
    }
Пример #30
0
    public override void Initialize(string s)
    {
        m_RootUI = UnityTool.FindGameObject(s);

        closeBtn = UITool.GetUIComponent <Button>(m_RootUI, "CloseBtn");

        closeBtn.onClick.AddListener(_ctrl.OnCloseBtnClick);
    }