Пример #1
0
 public void Hide()
 {
     BETween.anchoredPosition(rtDialog.gameObject, 0.3f, new Vector3(0, -500)).method = BETweenMethod.easeOut;
     BETween.alpha(gameObject, 0.3f, 0.5f, 0.0f).method = BETweenMethod.easeOut;
     BETween.enable(gameObject, 0.01f, false).delay     = 0.4f;
     //gameObject.SetActive(false);
     SceneTown.isModalShow = false;
 }
Пример #2
0
 public void _Hide()
 {
     Time.timeScale = 1;
     BETween.scale(Dialog.gameObject, 0.2f, new Vector3(1, 1, 1), new Vector3(1.3f, 1.3f, 1.3f)).method = BETweenMethod.easeOut;
     BETween.alpha(Dialog.gameObject, 0.2f, 1.0f, 0.0f).method = BETweenMethod.easeOut;
     BETween.alpha(gameObject, 0.2f, 0.5f, 0.0f).method        = BETweenMethod.easeOut;
     BETween.enable(gameObject, 0.01f, false).delay            = 0.3f;
     //gameObject.SetActive(false);
     if (SetModal)
     {
         SceneTown.isModalShow = false;
     }
 }
Пример #3
0
        // collect resources
        public void Collect()
        {
            string textColor = "";

            // increase resource count
            if (def.eProductionType == PayType.Elixir)
            {
                SceneTown.Elixir.ChangeDelta((double)Production);
                SceneTown.instance.CapacityCheck();
                textColor = "<color=purple>";
            }
            else if (def.eProductionType == PayType.Gold)
            {
                SceneTown.Gold.ChangeDelta((double)Production);
                SceneTown.instance.CapacityCheck();
                textColor = "<color=orange>";
            }
            else
            {
            }

            // show collect ui to show how many resources was collected
            UICollect script = UIInGame.instance.AddInGameUI(prefUICollect, transform, new Vector3(0, 1.5f, 0)).GetComponent <UICollect>();

            script.Name.text = textColor + ((int)Production).ToString() + "</color>";
            script.Init(transform, new Vector3(0, 1.0f, 0));

            // reset values related to production
            Collectable = false;
            Production  = 0;
            // hide collect dialog
            BETween.alpha(uiInfo.groupCollect.gameObject, 0.3f, 1.0f, 0.0f);
            BETween.enable(uiInfo.groupCollect.gameObject, 0.3f, true, false);
            // save game - save game when action is occured. not program quit moment
            SceneTown.instance.Save();
        }
Пример #4
0
        public void Land(bool landed, bool animate)
        {
            if (Landed == landed)
            {
                return;
            }

            if (landed && !Landable)
            {
                if (((int)tilePosOld.x == -1) && ((int)tilePosOld.y == -1))
                {
                    return;
                }

                tilePos = tilePosOld;
                //Debug.Log ("Land RecoverOldPos: "+TilePosOldX.ToString()+","+TilePosOldY.ToString());
                ground.Move(gameObject, tilePos, tileSize);
                CheckLandable();

                if (!Landable)
                {
                    return;
                }
            }

            Landed = landed;
            ground.OccupySet(this);

            if (!Landed)
            {
                tilePosOld = tilePos;
                //Debug.Log ("Land Save OldPos: "+TilePosOldX.ToString()+","+TilePosOldY.ToString());
            }
            else
            {
                if (!OnceLanded)
                {
                    OnceLanded = true;
                }
            }

            CheckLandable();
            goGrid.SetActive(Landed ? false : true);
            if (goArrowRoot != null)
            {
                goArrowRoot.SetActive(Landed ? false : true);
            }

            if (uiInfo != null)
            {
                //uiInfo.groupProgress.alpha = 0;

                if (animate)
                {
                    if (Landed)
                    {
                        BETween.alpha(uiInfo.groupInfo.gameObject, 0.1f, 1.0f, 0.0f);
                        BETween.enable(uiInfo.groupInfo.gameObject, 0.1f, true, false);
                    }
                    else
                    {
                        BETween.alpha(uiInfo.groupInfo.gameObject, 0.1f, 0.0f, 1.0f);
                        uiInfo.groupInfo.gameObject.SetActive(true);
                    }
                }
                else
                {
                    uiInfo.groupInfo.alpha = Landed ? 0 : 1;
                    uiInfo.groupInfo.gameObject.SetActive(Landed ? false : true);
                }
            }

            // if building is wall, check neighbor
            if (Type == 2)
            {
                CheckNeighbor();
            }

            if (Landed && (goCenter != null))
            {
                SceneTown.instance.Save();
                BEUtil.SetObjectColor(goCenter, Color.white);
                BEUtil.SetObjectColor(goXInc, Color.white);
                BEUtil.SetObjectColor(goZInc, Color.white);
            }

            UpjustYByState();
            if (!SceneTown.instance.InLoading && (BEWorkerManager.instance != null))
            {
                BEWorkerManager.instance.OnTileInfoChanged();
            }
        }