void Init() { posParent = transform.Find("Postion"); TypeMap = MAPTYPE.MIDDLEMAP; RoomTran = posParent.Find("Mapselect"); //获取三张图。监听 for (int i = 0; i < RoomTran.childCount; i++) { SpriteEasyOrHigh[i] = RoomTran.Find(Coord[i]).GetComponent <ButtonOnPress>(); } //获取菜单按钮。监听 BtnCreateMenu = posParent.Find("ModeSelect/Create").GetComponent <UIToggle>(); BtnAddRoomMenu = posParent.Find("ModeSelect/Join").GetComponent <UIToggle>(); //获取创建和返回按钮。监听 BtnCreateRoom = posParent.Find("CreateButton").GetComponent <ButtonSelectPic>(); BtnBack = posParent.Find("BackButton").GetComponent <ButtonSelectPic>(); //获取房间号和房间密码 RoomNumberLabel = posParent.Find("RoomID/Label").GetComponent <UILabel>(); InputRoomNum = RoomNumberLabel.transform.parent.GetComponent <UIInput>(); InputPassWord = posParent.Find("Password").GetComponent <UIInput>(); RoomPassWordLabel = InputPassWord.transform.Find("Label").GetComponent <UILabel>(); }
//窗口控件初始化 protected override void InitWidget() { //技能按钮初始化 Transform Adjust = mRoot.Find("Adjust"); mBtnArray = new ButtonOnPress[Adjust.childCount]; for (int i = 0; i < mBtnArray.Length; i++) { ButtonOnPress btn = mRoot.Find("Adjust/Button_" + i).GetComponent <ButtonOnPress>(); mBtnArray[i] = btn; //事件注册 switch ((ShortCutBarBtn)i) { case ShortCutBarBtn.BTN_SKILL_1: btn.AddListener(i, OnSkillBtnFunc); btn.AddListener(i, OnSkillPress, ButtonOnPress.EventType.PressType); UIGuideCtrl.Instance.AddUiGuideEventBtn(btn.gameObject); break; case ShortCutBarBtn.BTN_SKILL_2: case ShortCutBarBtn.BTN_SKILL_3: case ShortCutBarBtn.BTN_SKILL_4: case ShortCutBarBtn.BTN_SKILL_5: case ShortCutBarBtn.BTN_SKILL_6: btn.AddListener(i, OnSkillBtnFunc); btn.AddListener(i, OnSkillPress, ButtonOnPress.EventType.PressType); break; case ShortCutBarBtn.BTN_AUTOFIGHT: case ShortCutBarBtn.BTN_CHANGELOCK: btn.AddListener(i, OnCutBarBtnFunc, ButtonOnPress.EventType.ClickType); UIGuideCtrl.Instance.AddUiGuideEventBtn(btn.gameObject); break; } //状态控制组件初始化 if (i < SkillCount) { GameObject obj = btn.transform.Find("Light").gameObject; mCanPressEffect.Add((ShortCutBarBtn)i, obj); UISprite sprite = mRoot.Find("Adjust/Button_" + i + "/CutBar_" + i).GetComponent <UISprite>(); mBtnSprite.Add((ShortCutBarBtn)i, sprite); ButtonSelectPic selectPic = btn.GetComponent <ButtonSelectPic>(); selectPic.state = ButtonSelectPic.SelectState.DisableState; mBtnSelectPic.Add((ShortCutBarBtn)i, selectPic); } } //暴气技能初始化 ResourceUnit effectUnit = ResourcesManager.Instance.loadImmediate(GameDefine.GameConstDefine.FurySkillBtnEffect, ResourceType.PREFAB); //技能1暴气 mEffect3 = GameObject.Instantiate(effectUnit.Asset) as GameObject; mEffect3.transform.parent = mBtnArray[(int)ShortCutBarBtn.BTN_SKILL_3].transform; mEffect3.transform.localPosition = new Vector3(0f, 0f, -10f); //技能2暴气 mEffect4 = GameObject.Instantiate(effectUnit.Asset) as GameObject; mEffect4.transform.parent = mBtnArray[(int)ShortCutBarBtn.BTN_SKILL_4].transform; mEffect4.transform.localPosition = new Vector3(0f, 0f, -10f); ChangeFuryState(EFuryState.eFuryNullState); //初始化技能按钮 ShowValideUseSkillBtn(ShortCutBarBtn.BTN_SKILL_1, true); ShowValideUseSkillBtn(ShortCutBarBtn.BTN_SKILL_2, true); ShowValideUseSkillBtn(ShortCutBarBtn.BTN_SKILL_3, true); ShowValideUseSkillBtn(ShortCutBarBtn.BTN_SKILL_4, true); if (SceneGuideTaskManager.Instance().IsNewsGuide() == SceneGuideTaskManager.SceneGuideType.NoGuide) { mBtnSelectPic[ShortCutBarBtn.BTN_SKILL_5].gameObject.SetActive(false); mBtnSelectPic[ShortCutBarBtn.BTN_SKILL_6].gameObject.SetActive(false); ShowValideUseSkillBtn(ShortCutBarBtn.BTN_SKILL_5, false); ShowValideUseSkillBtn(ShortCutBarBtn.BTN_SKILL_6, false); } //CD初始化 for (int i = 0; i < SkillCount; i++) { CdCountDown cd = mBtnArray[i].GetComponent <CdCountDown>(); mCdDownDic.Add((ShortCutBarBtn)i, cd); } ResetSkill(); mIsShowDes = false; mTimePressStart = 0f; mCurSkillPress = -1; }