public void SetData(SkillOperateData data)
        {
            uiCamera = Coo.uiCamera;

            this.data = data;
            data.receiveList.Clear();
            skillButton.SetData(data);
            skillInfoNode.SetData(data);
            if (useEffect != null)
            {
                useEffect.SetData(data);
            }



            if (data.skillConfig.skillType == SkillType.Build_Replace)
            {
                BuildConfig buildConfig = War.model.GetBuildConfig(data.skillConfig.buildId);
                Debug.Log("data.skillId=" + data.skillId + "  data.skillConfig.buildId=" + data.skillConfig.buildId);
                string file = buildConfig.GetLevelConfig(1).avatarConfig.Model;
                Debug.Log(file);
                GameObject prefab = WarRes.GetPrefab(file);
                obj = GameObject.Instantiate(prefab);
                obj.SetActive(false);
                obj.GetComponent <SpriteRenderer>().color = new Color(0.8f, 0.8f, 0.8f, 0.8f);
                objDestory = true;
            }
            else
            {
                switch (data.skillConfig.operate)
                {
                case SkillOperateType.SelectCircle:
                    obj = GameObject.Instantiate(War.skillUse.selectCircleView.gameObject);
                    obj.SetActive(false);
                    SkillOperateSelectCircleView skillOperateSelectCircleView = obj.GetComponent <SkillOperateSelectCircleView> ();
                    skillOperateSelectCircleView.Radius   = data.skillConfig.radius;
                    skillOperateSelectCircleView.Relation = data.skillConfig.relation;
                    objDestory = true;
                    break;
                }
            }

            selectUnitMaterialType = data.skillConfig.relation.REnemy() ? WarMaterialsType.operateSelect_Enemy : WarMaterialsType.operateSelect_Own;

            if (this.data != null)
            {
                rectTransform.anchoredPosition = new Vector2(-180, 56);
                MoveToGroove();

                this.data.sSetUse += SetUse;
            }
        }
Пример #2
0
        public void AddBuildLevelConfig(BuildLevelConfig buildLevelConfig)
        {
            BuildConfig buildConfig;

            if (!buildConfigs.TryGetValue(buildLevelConfig.id, out buildConfig))
            {
                buildConfig           = new BuildConfig();
                buildConfig.id        = buildLevelConfig.id;
                buildConfig.buildType = buildLevelConfig.buildType;
                buildConfigs.Add(buildConfig.id, buildConfig);
            }

            buildConfig.AddLevelConfig(buildLevelConfig);
        }
Пример #3
0
        public void BuildChangeBuildConfig(int buildId)
        {
            RemoveBuildModule(buildLevelConfig.basepropConfig);
            RemoveBuildModule(buildLevelConfig.produceConfig);
            RemoveBuildModule(buildLevelConfig.turretConfig);
            RemoveBuildModule(buildLevelConfig.spotConfig);

            buildConfig = War.model.GetBuildConfig(buildId);
            levelData.CheckLevel();

            AddBuildModule(buildLevelConfig.basepropConfig);
            AddBuildModule(buildLevelConfig.produceConfig);
            AddBuildModule(buildLevelConfig.turretConfig);
            AddBuildModule(buildLevelConfig.spotConfig);

            this.Props.Calculate();
            avatarConfig = buildLevelConfig.avatarConfig;
        }
Пример #4
0
        /** 生成预加载资源 */
        public static void GenerationPreloadList()
        {
            preloadList.Clear();
            List <string> list = preloadList;

//			for(int colorId = 0; colorId < 3; colorId ++)
//			{
//	            for (int leveId = 0; leveId < 3; leveId++)
//	            {
//					list.Add("unit_prefab/turret/t_01_jianta_"+ colorId + "_" + leveId);
//				}
//				list.Add("unit_prefab/spot/spot_01_zhangpeng_"+ colorId );
//            }


            int stageId = War.sceneData.id;

            if (!War.model.stagePaths.ContainsKey(stageId))
            {
                list.Add(StagePathData.GetFilePath(stageId));
            }


            list.Add(WarRes.e_legionexp_l);
            list.Add(WarRes.e_legionexp_m);
            list.Add(WarRes.e_legionexp_s);

            list.Add(WarRes.e_spot_change);
            list.Add(WarRes.e_target_build_own);

            list.Add(WarRes.e_buffstate_atk_up);
            list.Add(WarRes.e_buffstate_movespeed_up);
            list.Add(WarRes.e_buffstate_producespeed_up);

            list.Add(WarRes.Turret_Fx_Projectile);
            list.Add(WarRes.Turret_Fx_Explosion);

            list.Add(WarRes.SendArmy);

            list.Add(WarRes.Unit_Hun);
            list.Add(WarRes.Unit_AtkRadius);
            list.Add(WarRes.Unit_Shadow);
            list.Add(WarRes.Unit_Prefab_UnitPathGroup);
            list.Add(WarRes.Unit_Prefab_Solider);
            list.Add(WarRes.Unit_Build_Casern);
            list.Add(WarRes.Unit_Build_Turret);
            list.Add(WarRes.Unit_Build_Spot);
            list.Add(WarRes.Unit_Player);
            list.Add(WarRes.Unit_Hero);
            list.Add(WarRes.Unit_Wall);
            list.Add(WarRes.WarViews_UnitHP);
            list.Add(WarRes.WarViews_UnitClock);
            list.Add(WarRes.WarViews_UnitSOS);
            list.Add(WarRes.WarViews_HeroHead);
            list.Add(WarRes.WarViews_SkillHeadButton);
            list.Add(WarRes.War_View_SkillOperate_SelectUnit);
            list.Add(WarRes.effect_solider_walk);
            list.Add(WarRes.effect_soldiers_die);
//            list.Add(WarRes.effect_soldier_one_die);
            list.Add(WarRes.Effect_Beattack);
            list.Add(WarRes.build_legion_chenge);

            if (list.IndexOf(WarRes.Effect_Uplevel) == -1)
            {
                list.Add(WarRes.Effect_Uplevel);
            }



            list.Add(War.sceneData.mapConfig.terrain);
            list.Add(War.sceneData.mapConfig.buildGround);



            foreach (KeyValuePair <int, UnitData> buildKVP in War.sceneData.buildDict)
            {
                BuildConfig buildConfig = buildKVP.Value.buildConfig;
                buildConfig.GetResList(list, War.sceneData.colorIds);
            }



            foreach (KeyValuePair <int, UnitData> wallKVP in War.sceneData.wallDict)
            {
                string file = wallKVP.Value.prefabFile;
                if (list.IndexOf(file) == -1)
                {
                    list.Add(file);
                }
            }

            foreach (KeyValuePair <int, LegionData> legionKVP in War.sceneData.legionDict)
            {
                string file = legionKVP.Value.soliderData.prefabFile;
                if (list.IndexOf(file) == -1)
                {
                    list.Add(file);
                }

                foreach (KeyValuePair <int, SkillOperateData> skillKVP in legionKVP.Value.skillDatas)
                {
                    skillKVP.Value.skillConfig.GetRes(list);
                }
            }
        }
Пример #5
0
        /** 获取资源列表 */
        public List <string> GetRes(List <string> list)
        {
            if (list == null)
            {
                list = new List <string>();
            }


            string file;

            foreach (SkillWarConf skillWarConfig in skillWarConfigList)
            {
                foreach (CSkillEffectDataItem effectDic in skillWarConfig.effectDataList)
                {
                    if (skillWarConfig != null)
                    {
                        file = effectDic.animPathEnd;
                        if (file != "temp" && !string.IsNullOrEmpty(file))
                        {
                            if (list.IndexOf(file) == -1)
                            {
                                list.Add(file);
                            }
                        }
                        // Debug.Log(string.Format("res add====:{0}:{1}:{2}", effectDic.Value.animPathEnd,
                        //                                                effectDic.Value.animPathStart, effectDic.Value.buffAnimPath));

                        file = effectDic.animPathStart;
                        if (file != "temp" && !string.IsNullOrEmpty(file))
                        {
                            if (list.IndexOf(file) == -1)
                            {
                                list.Add(file);
                            }
                        }


                        file = effectDic.buffAnimPath;
                        if (file != "temp" && !string.IsNullOrEmpty(file))
                        {
                            if (list.IndexOf(file) == -1)
                            {
                                list.Add(file);
                            }
                        }
                    }
                }
            }

            if (skillType != SkillType.Normal)
            {
                if (buildId > 0)
                {
                    //	Debug.Log("skillId=" + skillId + " buildId=" + buildId);
                    BuildConfig buildConfig = War.model.GetBuildConfig(buildId);
                    buildConfig.GetResList(list, War.sceneData.colorIds);
                }

                if (buildModuleConfig != null && buildModuleConfig.avatarConfig != null)
                {
                    buildModuleConfig.avatarConfig.GetResList(list, War.sceneData.colorIds);
                }
            }



            return(list);
        }