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>();
    }
示例#2
0
        //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;
        }