示例#1
0
    private void OnCreateNewBall(ConveyorBall conveyorBall)
    {
        conveyorBall.onReachExit += OnBallReachExit;
        UBasketball ball = CreateBall();

        conveyorBall.GetComponent <UISprite>().spriteName = ball.m_special ? conveyorBall.specialBallSprite : conveyorBall.normalBallSprite;
        ballQ.Enqueue(ball);
    }
示例#2
0
 private void OnBallReachExit(ConveyorBall conveyorBall)
 {
     if (conveyorBall.index == 0)
     {
         ConveyorBall.fastForward = false;
     }
     ConveyorBall.Pause();
 }
示例#3
0
    private void CreateConveyor()
    {
        ConveyorBall.Clear();
        GameObject prefab = ResourceLoadManager.Instance.LoadPrefab("Prefab/GUI/BallConveyor") as GameObject;

        ballConveyor = CommonFunction.InstantiateObject(prefab, GameSystem.Instance.mClient.mUIManager.m_uiRootBasePanel.transform);
        ConveyorBall firstBall = ballConveyor.GetComponentInChildren <ConveyorBall>();

        OnCreateNewBall(firstBall);
        ConveyorBall.onCreateNewBall = OnCreateNewBall;
        ConveyorBall.fastForward     = true;
    }
    private void FetchBall(Player player)
    {
        UBasketball ball = ballQ.Dequeue();

        ball.gameObject.SetActive(true);
        player.GrabBall(ball);
        currBall = ball;
        if (ball.m_special)
        {
            ShowOpportunity();
        }
        ConveyorBall.DestroyFront();
        ConveyorBall.Resume();
    }
示例#5
0
    static public void DestroyFront()
    {
        ConveyorBall ball = ballQ.Dequeue();

        NGUITools.Destroy(ball.gameObject);
    }