Пример #1
0
        public override void InitUIData()
        {
            inst      = this;
            numberObj = UIResourceMgr.LoadPrefab("UI/Prefabs/UI_Fight/UI_FightNumber");

            //StartCoroutine(delay());
        }
Пример #2
0
        private SkillTargetStruct mSkillTargetStruct = new SkillTargetStruct();   // 当前选中的技能的信息
        // ======================= 初始化操作 =========================
        // 1: 初始化数据
        public override void InitUIData()
        {
            iconPre = UIResourceMgr.LoadPrefab("UI/Prefabs/SkillIcon");

            GameEventDispatcher.Inst.addEventListener(GameEventID.SE_ResetSkillCD, onSkillReleaseEnd);
            GameEventDispatcher.Inst.addEventListener(GameEventID.F_HeroOnDie, onHeroDie);
        }
Пример #3
0
 // 自动选择页入场
 private void onAutoPanelInto()
 {
     if (m_AutoPanelTrans == null)
     {
         Object     obj   = UIResourceMgr.LoadPrefab("UI/Prefabs/UI_Fight/UI_AutoFightPanel");
         GameObject trans = Instantiate(obj, Vector3.zero, Quaternion.identity) as GameObject;
         trans.transform.SetParent(selfTransform, false);
         m_AutoPanelTrans = trans.gameObject.GetComponent <RectTransform>();
         m_AutoPanel      = trans.gameObject.GetComponent <UI_AutoPanel>();
     }
     mSkillPanel.gameObject.SetActive(false);
     m_AutoPanelTrans.gameObject.SetActive(true);
     m_AutoPanel.onReset();
     //m_AutoPanel.localPosition = new Vector3(0, -m_AutoPanel.GetComponent<RectTransform>().sizeDelta.y, 0);
     m_AutoPanelTrans.anchoredPosition3D = new Vector3(0, -315, 0);
     m_AutoPanelTrans.DOAnchorPos3D(new Vector3(0, 0, 0), 0.8f).SetEase(Ease.OutCubic).SetUpdate(true);
 }