Пример #1
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 public void show()
 {
     if (m_selfGo != null)
     {
         UtilApi.SetActive(m_selfGo, true);
     }
 }
Пример #2
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 public void hide()
 {
     if (m_selfGo != null)
     {
         UtilApi.SetActive(m_selfGo, false);
     }
 }
Пример #3
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 public void show()
 {
     if (Ctx.m_instance.m_maze.mazeData.bInFisrstScene())
     {
         UtilApi.SetActive(m_bigStartPnl, true);
         UtilApi.SetActive(m_smallStarPnl_0, true);
         UtilApi.SetActive(m_smallStarPnl_1, true);
         UtilApi.SetActive(m_smallStarPnl_2, true);
     }
 }
Пример #4
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 public void hide()
 {
     if (Ctx.m_instance.m_maze.mazeData.bInFisrstScene())
     {
         UtilApi.SetActive(m_bigStartPnl, false);
         UtilApi.SetActive(m_smallStarPnl_0, false);
         UtilApi.SetActive(m_smallStarPnl_1, false);
         UtilApi.SetActive(m_smallStarPnl_2, false);
     }
 }
Пример #5
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        // 隐藏一个 UI
        private void hideFormInternal(UIFormID ID)
        {
            Form win = getForm(ID);

            if (win != null)
            {
                if (win.IsVisible())
                {
                    UtilApi.SetActive(win.m_GUIWin.m_uiRoot, false);
                    win.onHide();
                }
            }
        }
Пример #6
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        public void showFormInternal(UIFormID ID)
        {
            Form win = getForm(ID);

            if (win != null)
            {
                if (!win.bReady)
                {
                    win.onReady();
                }
                if (!win.IsVisible())
                {
                    UtilApi.SetActive(win.m_GUIWin.m_uiRoot, true);
                    win.onShow();
                }
            }
        }
Пример #7
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        // 窗口控件资源加载完成处理
        public void onWidgetloadedByRes(UIPrefabRes res)
        {
            string   path = res.GetPath();
            UIFormID ID   = m_UIAttrs.GetFormIDByPath(path, ResPathType.ePathComUI); // 获取 FormID

            m_ID2WidgetLoadingItemDic.Remove(ID);

            UIAttrItem attrItem = m_UIAttrs.m_id2AttrDic[ID];

            m_id2FormDic[ID].bLoadWidgetRes    = true;
            m_id2FormDic[ID].m_GUIWin.m_uiRoot = res.InstantiateObject(attrItem.m_widgetPath);
            if (attrItem.m_bNeedLua)
            {
                m_id2FormDic[ID].luaCSBridgeForm.gameObject = m_id2FormDic[ID].m_GUIWin.m_uiRoot;
                m_id2FormDic[ID].luaCSBridgeForm.init();
            }

            // 设置位置
            UtilApi.SetParent(m_id2FormDic[ID].m_GUIWin.m_uiRoot.transform, m_canvasList[(int)attrItem.m_canvasID].layerList[(int)attrItem.m_LayerID].layerTrans, false);

            // 先设置再设置缩放,否则无效
            m_id2FormDic[ID].m_GUIWin.m_uiRoot.transform.SetAsLastSibling();   // 放在最后
            UtilApi.SetActive(m_id2FormDic[ID].m_GUIWin.m_uiRoot, false);      // 出发 onShow 事件
            //if (m_dicForm[ID].hideOnCreate)
            //{
            //    UtilApi.SetActive(m_dicForm[ID].m_GUIWin.m_uiRoot, false);
            //}
            if (!m_id2FormDic[ID].hideOnCreate)
            {
                showFormInternal(ID);   // 如果 onShow 中调用 exit 函数,就会清掉 m_dicForm 中的内容。如果设置了 exitMode = false,就不会清掉 m_dicForm ,就不会有问题
            }

            if (null != Ctx.m_instance.m_cbUIEvent)
            {
                if (m_id2FormDic.ContainsKey(ID))                                // 如果 onShow 中调用 exit 函数,并且没有设置 exitMode = false ,就会清除 m_dicForm, 这个时候再调用这个函数,就会有问题,是不是添加延迟卸载
                {
                    Ctx.m_instance.m_cbUIEvent.onWidgetLoaded(m_id2FormDic[ID]); // 资源加载完成
                }
            }

            // 卸载资源
            Ctx.m_instance.m_uiPrefabMgr.unload(path, onWidgetLoadEventHandle);
        }
Пример #8
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        override protected void updateLeftAttr(TableCardItemBody tableBody)
        {
            // 根据表中的数据更新,如果服务器有数据,还会根据服务器的数据更新一次,因为图鉴的数据是根据表中更新的,场景中的牌是根据服务器的数据更新的
            UtilLogic.updateCardDataNoChangeByTable(tableBody, m_model.selfGo);
            UtilLogic.updateCardDataChangeByTable(tableBody, m_model.selfGo);

            AuxLabel raceText = new AuxLabel(m_model.selfGo, "UIRoot/RaceText");

            // 更新种族
            if (tableBody.m_race > 0)
            {
                TableRaceItemBody raceTableItem = Ctx.m_instance.m_tableSys.getItem(TableID.TABLE_RACE, (uint)tableBody.m_race).m_itemBody as TableRaceItemBody;
                raceText.text = raceTableItem.m_raceName;
            }
            else
            {
                GameObject raceGO = UtilApi.TransFindChildByPObjAndPath(m_model.selfGo, m_cardModelItem.m_raceSubModel);
                UtilApi.SetActive(raceGO, false);
                raceText.text = "";
            }

            if (tableBody.m_type == (int)CardType.CARDTYPE_MAGIC)//法术牌
            {
                GameObject raceGO = UtilApi.TransFindChildByPObjAndPath(m_model.selfGo, "gongji_kapai");
                UtilApi.SetActive(raceGO, false);
                AuxLabel attText = new AuxLabel(m_model.selfGo, "UIRoot/AttText");
                attText.text = "";

                GameObject raceGO2 = UtilApi.TransFindChildByPObjAndPath(m_model.selfGo, "xue_kapai");
                UtilApi.SetActive(raceGO2, false);
                AuxLabel hpText = new AuxLabel(m_model.selfGo, "UIRoot/HpText");
                hpText.text = "";
            }
            else if (tableBody.m_type == (int)CardType.CARDTYPE_EQUIP)//武器牌
            {
                GameObject raceGO2 = UtilApi.TransFindChildByPObjAndPath(m_model.selfGo, "xue_kapai");
                UtilApi.SetActive(raceGO2, false);
                AuxLabel hpText = new AuxLabel(m_model.selfGo, "UIRoot/HpText");
                hpText.text = "";
            }
        }
Пример #9
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        // 修改卡牌纹理
        override protected void modifyTex(GameObject go_, TableCardItemBody tableBody)
        {
            // 头像是每一个卡牌一个配置
            string path = string.Format("{0}{1}", Ctx.m_instance.m_cfg.m_pathLst[(int)ResPathType.ePathCardImage], tableBody.m_cardHeader);

            m_subTex[(int)CardSubPartType.eHeader].tex.selfGo  = UtilApi.TransFindChildByPObjAndPath(go_, m_cardModelItem.m_headerSubModel);
            m_subTex[(int)CardSubPartType.eHeader].tex.texPath = path;
            m_subTex[(int)CardSubPartType.eHeader].tex.syncUpdateTex();

            TableJobItemBody jobTable;

            // 边框
            jobTable = Ctx.m_instance.m_tableSys.getItem(TableID.TABLE_JOB, (uint)(tableBody.m_career)).m_itemBody as TableJobItemBody;
            path     = string.Format("{0}{1}", Ctx.m_instance.m_cfg.m_pathLst[(int)ResPathType.ePathCardImage], jobTable.m_frameImage);
            m_subTex[(int)CardSubPartType.eFrame].tex.selfGo  = UtilApi.TransFindChildByPObjAndPath(go_, m_cardModelItem.m_frameSubModel);
            m_subTex[(int)CardSubPartType.eFrame].tex.texPath = path;
            m_subTex[(int)CardSubPartType.eFrame].tex.syncUpdateTex();

            // 腰带
            path = string.Format("{0}{1}", Ctx.m_instance.m_cfg.m_pathLst[(int)ResPathType.ePathCardImage], jobTable.m_yaoDaiImage);
            m_subTex[(int)CardSubPartType.eBelt].tex.selfGo  = UtilApi.TransFindChildByPObjAndPath(go_, m_cardModelItem.m_yaoDaiSubModel);
            m_subTex[(int)CardSubPartType.eBelt].tex.texPath = path;
            m_subTex[(int)CardSubPartType.eBelt].tex.syncUpdateTex();

            // 品质
            m_subTex[(int)CardSubPartType.EQuality].tex.selfGo = UtilApi.TransFindChildByPObjAndPath(go_, m_cardModelItem.m_pinZhiSubModel);
            if (tableBody.m_quality == 0)        // 品质 0 ,不显示
            {
                UtilApi.SetActive(m_subTex[(int)CardSubPartType.EQuality].tex.selfGo, false);
            }
            else
            {
                path = string.Format("{0}{1}", Ctx.m_instance.m_cfg.m_pathLst[(int)ResPathType.ePathCardImage], UtilLogic.getImageByPinZhi(tableBody.m_quality));
                m_subTex[(int)CardSubPartType.EQuality].tex.texPath = path;
                m_subTex[(int)CardSubPartType.EQuality].tex.syncUpdateTex();
            }
        }
Пример #10
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 public void showLightWin()
 {
     UtilApi.SetActive(m_darkWin, false);
     UtilApi.SetActive(m_lightWin, true);
 }
Пример #11
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 override public void hide()
 {
     UtilApi.SetActive(m_model.selfGo, false);
 }
Пример #12
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 override public void show()
 {
     UtilApi.SetActive(m_model.selfGo, true);
 }
Пример #13
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 public void onSmallStar2fTimerEndHandle(TimerItemBase timer)
 {
     UtilApi.SetActive(m_smallStarPnl_2, true);
 }
Пример #14
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 public void onBigStartTimerEndHandle(TimerItemBase timer)
 {
     UtilApi.SetActive(m_bigStartPnl, true);
 }
Пример #15
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 public void showLayout()
 {
     UtilApi.SetActive(pntGo, true);
 }
Пример #16
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 public void hideLayout()
 {
     UtilApi.SetActive(pntGo, false);
 }