示例#1
0
文件: HouseMenu.cs 项目: PenpenLi/Nav
 void onClose(GameObject go)
 {
     m_HouseMenu.SetActive(false);
     m_CameraMap.GetComponent <CameraDragMove>().enabled = true;
     m_CameraMap.GetComponent <ScalingMap>().enabled     = true;
     GlobalVar.GetInstance().BuildObjname = null;
 }
示例#2
0
 public bool AddTargetShip(ShipBase ship)
 {
     if (m_targetShipList.Count > GlobalVar.GetInstance().GetMaxShips())
     {
         return(false);
     }
     m_targetShipList.Add(ship);
     return(true);
 }
示例#3
0
    void MyTimer()
    {
        long DTdiff = DateTime.Now.Ticks - Dt.Ticks;              //Debug.Log("DTdiff " + DTdiff);
        long DTnow  = Stime - Convert.ToInt32(DTdiff / 10000000); //Debug.Log("DTnow " + DTnow);

        TimeCount(DTnow);
        m_ProgressBar.GetComponent <UISprite>().fillAmount = (1f / Stime) * (Stime - DTnow);

        if (DTnow < Stime / 3 * 2)
        {
            m_AnimationList[0].SetActive(false);
            m_AnimationList[1].SetActive(true);
        }
        if (DTnow < Stime / 3)
        {
            m_AnimationList[1].SetActive(false);
            m_AnimationList[2].SetActive(true);
        }
        if (DTnow <= 0)
        {
            GlobalVar.GetInstance().ceshi = m_MyItem[m_MyBB[ID].ItemID].Atlas;

            //建造结束初始化数据记录
            m_ProgressBar.GetComponent <UISprite>().fillAmount = 0; //进度条归零
            GlobalVar.GetInstance().BuildQueues  = 0;               //清空升级列表
            GlobalVar.GetInstance().BuildObjname = null;            //当前建造建筑对象归零

            //为建造完成的建筑加载建筑数据
            UIAtlas Ua = Resources.Load("Atlas/House/" + m_MyBB[ID].Atlas, typeof(UIAtlas)) as UIAtlas;
            m_BuildingUpgraed.transform.parent.GetComponent <Building>().m_House.GetComponent <UISprite>().atlas       = Ua;                                    //图集
            m_BuildingUpgraed.transform.parent.GetComponent <Building>().m_House.GetComponent <UISprite>().spriteName  = m_MyBB[ID].Icon;                       //图标
            m_BuildingUpgraed.transform.parent.GetComponent <Building>().m_BId.GetComponent <UILabel>().text           = ID.ToString();                         //建筑ID
            m_BuildingUpgraed.transform.parent.FindChild("BUManager").FindChild("HName").GetComponent <UILabel>().text = m_MyBB[ID].Name;                       //建筑名称
            m_BuildingUpgraed.transform.parent.FindChild("BUManager").GetComponent <Upgrade>().m_HLev.GetComponent <UILabel>().text = m_MyBB[ID].Lv.ToString(); //建筑等级

            //为建造完成的建筑加载产出数据
            UIAtlas Uia = Resources.Load("Atlas/Lobby/" + m_MyItem[m_MyBB[ID].ItemID].Atlas, typeof(UIAtlas)) as UIAtlas;
            m_BuildingUpgraed.transform.parent.FindChild("Items").FindChild("2").GetComponent <UISprite>().atlas      = Uia;
            m_BuildingUpgraed.transform.parent.FindChild("Items").FindChild("2").GetComponent <UISprite>().spriteName = m_MyItem[m_MyBB[ID].ItemID].Icon;
            m_BuildingUpgraed.transform.parent.FindChild("Items").FindChild("ItemID").GetComponent <UILabel>().text   = m_MyBB[ID].ItemID.ToString();//产物ID

            m_BuildingUpgraed.transform.parent.GetComponent <Building>().m_House.SetActive(true);

            //启动产物生产脚本
            m_BuildingUpgraed.transform.parent.GetComponent <ItemTimer>().enabled = true;

            //关闭建造脚本
            m_BuildingUpgraed.GetComponent <BuildTimer>().enabled = false;

            //弹出建造成功提示框
            string  WarningStr = "恭喜岛主" + m_MyBB[ID].Name + " 已经顺利建成!!";
            warning Warning    = new warning(WarningStr);

            //销毁建造perfab
            Destroy(m_BuildingUpgraed);
        }
    }
示例#4
0
 void onClose(GameObject go)
 {
     if (GlobalVar.GetInstance().Sw == false)
     {
         //Debug.Log("现在由Warning自己打开拖动与缩放!");
         m_warning.GetComponent <warning>().m_CameraMap.GetComponent <CameraDragMove>().enabled = true;
         m_warning.GetComponent <warning>().m_CameraMap.GetComponent <ScalingMap>().enabled     = true;
         GlobalVar.GetInstance().Sw = true;
     }
     Destroy(m_warning);
 }
示例#5
0
    void onUpgrade(GameObject go)
    {
        int Ind = Convert.ToInt32(m_BId.GetComponent <UILabel>().text);

        if (GlobalVar.GetInstance().UpgradeQueues == 0)
        {
            if (m_MyBB[Ind].Lv < m_MyBB[Ind].MxaLv)
            {
                //现有资源数量
                int Item0 = Convert.ToInt32(m_ResList[0].GetComponentInChildren <UILabel>().text);
                int Item1 = Convert.ToInt32(m_ResList[m_MyBB[Ind].NeedID1].text);
                int Item2 = Convert.ToInt32(m_ResList[m_MyBB[Ind].NeedID2].text);
                int Item3 = Convert.ToInt32(m_ResList[m_MyBB[Ind].NeedID3].text);

                if (m_MyBB[Ind].Cost < Item0 && m_MyBB[Ind].Count1 < Item1 && m_MyBB[Ind].Count2 < Item2 && m_MyBB[Ind].Count3 < Item3)
                {
                    m_ResList[0].GetComponentInChildren <UILabel>().text = (Item0 - m_MyBB[Ind].Cost).ToString();
                    m_ResList[m_MyBB[Ind].NeedID1].text = (Item1 - m_MyBB[Ind].Count1).ToString();
                    m_ResList[m_MyBB[Ind].NeedID2].text = (Item2 - m_MyBB[Ind].Count2).ToString();
                    m_ResList[m_MyBB[Ind].NeedID3].text = (Item3 - m_MyBB[Ind].Count3).ToString();

                    //保值
                    GlobalVar.GetInstance().UpgradeStartTime = DateTime.Now;
                    GlobalVar.GetInstance().UpgradeID        = Convert.ToInt32(m_BId.GetComponent <UILabel>().text);
                    GlobalVar.GetInstance().UpgradeQueues    = 1;
                    GlobalVar.GetInstance().UpgradeTime      = m_MyBB[Ind].UpgradeTime;

                    m_UpgradeManager.SetActive(false);
                    m_House.SetActive(false);
                    m_House.GetComponent <TweenColor>().enabled = false;
                    m_House.GetComponent <TweenColor>().ResetToBeginning();

                    UpgradeTimer Ui = new UpgradeTimer(m_BObj.name); //派遣装修队
                }
                else
                {
                    string  str     = "岛主,金币不足目前无法对目标建筑进行升级!!";
                    warning warning = new warning(str);
                }
            }
            else
            {
                string  str     = "岛主,当前建筑已升级到最高等级了!!";
                warning warning = new warning(str);
            }
        }
        else
        {
            string  Str     = "岛主,当前没有闲置的装修队,所以无法进行装修!";
            warning Warning = new warning(Str);
        }
    }
示例#6
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    void onCABUB(GameObject go)
    {
        Debug.Log("你在点击地图!");
        int ListCount = m_CloseBM.transform.GetComponent <BuildingManager>().m_BuildingList.Count;

        for (int i = 0; i < ListCount; i++)
        {
            m_CloseBM.transform.GetComponent <BuildingManager>().m_BuildingList[i].GetComponent <Building>().m_BUManager.SetActive(false);
            m_CloseBM.transform.GetComponent <BuildingManager>().m_BuildingList[i].GetComponent <Building>().m_House.GetComponent <TweenColor>().ResetToBeginning();
            m_CloseBM.transform.GetComponent <BuildingManager>().m_BuildingList[i].GetComponent <Building>().m_House.GetComponent <TweenColor>().enabled = false;
            m_CloseBM.transform.GetComponent <BuildingManager>().m_BuildingList[i].GetComponent <Building>().m_Items.transform.localPosition             = new Vector3(18f, 93f, 0);
            GlobalVar.GetInstance().UpObjname = null;
        }
    }
示例#7
0
 // Update is called once per frame
 void Update()
 {
     LL[0].text = "升级地标索引:" + GlobalVar.GetInstance().UpObjname;
     LL[1].text = "升级队列:" + GlobalVar.GetInstance().UpgradeQueues;
     LL[2].text = "升级的ID:" + GlobalVar.GetInstance().UpgradeID;
     LL[3].text = "升级耗时:" + GlobalVar.GetInstance().UpgradeTime;
     //LL[4].text =
     //LL[5].text =
     //LL[6].text =
     LL[7].text  = "建造地标索引:" + GlobalVar.GetInstance().BuildObjname;
     LL[8].text  = "建造队列:" + GlobalVar.GetInstance().BuildQueues;
     LL[9].text  = "建造的ID:" + GlobalVar.GetInstance().BuildID;
     LL[10].text = "建造耗时:" + GlobalVar.GetInstance().BuildTime;
     //LL[11].text =
     //LL[12].text =
     LL[13].text = GlobalVar.GetInstance().ceshi;
 }
示例#8
0
    void onSale(GameObject go)
    {
        if (GlobalVar.GetInstance().UpObjname != null)
        {
            Transform Tf = m_BObj.transform.parent.Find(GlobalVar.GetInstance().UpObjname);
            Debug.Log("Tf名字 = " + Tf.name);
            Tf.GetComponent <Building>().m_BUManager.SetActive(false);
            Tf.GetComponent <Building>().m_Items.transform.localPosition             = new Vector3(18f, 93f, 0);
            Tf.GetComponent <Building>().m_House.GetComponent <TweenColor>().enabled = false;
            Tf.GetComponent <Building>().m_House.GetComponent <TweenColor>().ResetToBeginning();
            GlobalVar.GetInstance().UpObjname = null;
        }

        m_HouseMenu.SetActive(true);
        m_CameraMap.GetComponent <CameraDragMove>().enabled = false;
        m_CameraMap.GetComponent <ScalingMap>().enabled     = false;
        GlobalVar.GetInstance().BuildObjname = m_BObj.name;
    }
示例#9
0
    void onBuyBut(GameObject go)
    {
        GlobalVar.GetInstance().BuildTime = m_MyBB[Ind].UpgradeTime;
        if (GlobalVar.GetInstance().BuildQueues == 0)
        {
            //现有资源数量
            int Item0 = Convert.ToInt32(m_ResList[0].GetComponentInChildren<UILabel>().text);
            int Item1 = Convert.ToInt32(m_ResList[m_MyBB[Ind].NeedID1].GetComponentInChildren<UILabel>().text);
            int Item2 = Convert.ToInt32(m_ResList[m_MyBB[Ind].NeedID2].GetComponentInChildren<UILabel>().text);
            int Item3 = Convert.ToInt32(m_ResList[m_MyBB[Ind].NeedID3].GetComponentInChildren<UILabel>().text);

            if (m_MyBB[Ind].Cost < Item0 && m_MyBB[Ind].Count1 < Item1 && m_MyBB[Ind].Count2 < Item2 && m_MyBB[Ind].Count3 < Item3)
            {
                m_ResList[0].GetComponentInChildren<UILabel>().text = (Item0 - m_MyBB[Ind].Cost).ToString();
                m_ResList[m_MyBB[Ind].NeedID1].GetComponentInChildren<UILabel>().text = (Item1 - m_MyBB[Ind].Count1).ToString();
                m_ResList[m_MyBB[Ind].NeedID2].GetComponentInChildren<UILabel>().text = (Item2 - m_MyBB[Ind].Count2).ToString();
                m_ResList[m_MyBB[Ind].NeedID3].GetComponentInChildren<UILabel>().text = (Item3 - m_MyBB[Ind].Count3).ToString();

                //保值
                GlobalVar.GetInstance().BuildStartTime = DateTime.Now;
                GlobalVar.GetInstance().BuildID = Convert.ToInt32(m_BId.GetComponent<UILabel>().text);

                GlobalVar.GetInstance().BuildQueues = 1;           

                m_HouseMenu.SetActive(false);
                m_CameraMap.GetComponent<CameraDragMove>().enabled = true;
                m_CameraMap.GetComponent<ScalingMap>().enabled = true;
                

                BuildTimer UI = new BuildTimer(GlobalVar.GetInstance().BuildObjname); //派遣建造队
            }
            else
            {
                string str = "岛主,金币不足目前无法对目标建筑进行升级!!";
                warning warning = new warning(str);
            }
        }
        else
        {
            string Str = "岛主,当前没有闲置的建造队,所以无法进行装修!";
            warning Warning = new warning(Str);
        }

    }
示例#10
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    public warning(string WarningString)
    {
        GameObject Obj = Instantiate(Resources.Load("Prefab/Warning/Warning350")) as GameObject;//get perfab;

        Obj.transform.parent     = GameObject.Find("UI").transform;
        Obj.transform.localScale = Vector3.one;

        Transform Tf = Obj.transform.parent.FindChild("Warning350(Clone)");

        Tf.GetComponent <warning>().m_CameraMap = Obj.transform.parent.GetComponent <UIList>().m_CameraMap;
        Tf.FindChild("WarningString").GetComponent <UILabel>().text = WarningString;

        if (Tf.GetComponent <warning>().m_CameraMap.GetComponent <CameraDragMove>().enabled)
        {
            Debug.Log("拖动与缩放还没有关闭,现在由Warning自己关闭!");
            Tf.GetComponent <warning>().m_CameraMap.GetComponent <CameraDragMove>().enabled = false;
            Tf.GetComponent <warning>().m_CameraMap.GetComponent <ScalingMap>().enabled     = false;
            GlobalVar.GetInstance().Sw = false;
        }
    }
示例#11
0
    void onHouse(GameObject go)
    {
        if (GlobalVar.GetInstance().UpObjname == null)
        {
            //Debug.Log("第一次点击建筑,打开自己!");
            m_BUManager.SetActive(true);
            m_House.GetComponent <TweenColor>().enabled  = true;
            m_BUManager.GetComponent <Upgrade>().enabled = true;
            m_Items.transform.localPosition = new Vector3(78f, 93f, 0);
            GlobalVar.GetInstance().UpObjname = m_BObj.name;
        }
        else
        {
            if (GlobalVar.GetInstance().UpObjname == m_BObj.name)
            {
                //Debug.Log("关闭自己!");
                m_BUManager.SetActive(false);
                m_House.GetComponent <TweenColor>().enabled = false;
                m_House.GetComponent <TweenColor>().ResetToBeginning();
                m_BUManager.GetComponent <Upgrade>().enabled = false;
                m_Items.transform.localPosition = new Vector3(18f, 93f, 0);
                GlobalVar.GetInstance().UpObjname = null;
            }
            else
            {
                m_BUManager.SetActive(true);
                m_House.GetComponent <TweenColor>().enabled  = true;
                m_BUManager.GetComponent <Upgrade>().enabled = true;
                m_Items.transform.localPosition = new Vector3(78f, 93f, 0);

                Transform Tf = m_BObj.transform.parent.FindChild(GlobalVar.GetInstance().UpObjname);
                Tf.GetComponent <Building>().m_BUManager.SetActive(false);
                Tf.GetComponent <Building>().m_House.GetComponent <TweenColor>().enabled = false;
                Tf.GetComponent <Building>().m_House.GetComponent <TweenColor>().ResetToBeginning();
                Tf.GetComponent <Building>().m_BUManager.GetComponent <Upgrade>().enabled = true;
                Tf.GetComponent <Building>().m_Items.transform.localPosition = new Vector3(18f, 93f, 0);
                GlobalVar.GetInstance().UpObjname = m_BObj.name;
            }
        }
    }
示例#12
0
    // Use this for initialization
    void Start()
    {
        Debug.Log("开始升级!!!!!!");
        m_BuildingUpgraed.transform.parent.GetComponent <Building>().m_Sale.SetActive(false);
        m_MyBB = MyApp.GetInstance().GetDataManager().BB();

        ID    = GlobalVar.GetInstance().UpgradeID;
        Dt    = GlobalVar.GetInstance().UpgradeStartTime;
        Stime = m_MyBB[ID].UpgradeTime;

        GlobalVar.GetInstance().ceshi = ID.ToString();

        TimeCount(Stime);
        if (Stime > 0)
        {
            m_AnimationList[0].SetActive(true);
        }
        //点击动画显示建筑当前简略信息
        for (int i = 0; i < m_AnimationList.Count; i++)
        {
            UIEventListener.Get(m_AnimationList[i]).onClick = onAnimation;
        }
    }
示例#13
0
    void MyTimer()
    {
        long DTdiff = DateTime.Now.Ticks - Dt.Ticks; //GlobalVar.GetInstance().BuildStartTime.Ticks;
        long DTnow  = Stime - Convert.ToInt32(DTdiff / 10000000);

        TimeCount(DTnow);
        m_ProgressBar.GetComponent <UISprite>().fillAmount = (1f / Stime) * (Stime - DTnow);

        if (DTnow < Stime / 3 * 2)
        {
            m_AnimationList[0].SetActive(false);
            m_AnimationList[1].SetActive(true);
        }
        if (DTnow < Stime / 3)
        {
            m_AnimationList[1].SetActive(false);
            m_AnimationList[2].SetActive(true);
        }
        if (DTnow <= 0)
        {
            m_ProgressBar.GetComponent <UISprite>().fillAmount = 0;

            GlobalVar.GetInstance().UpgradeQueues = 0; //清空升级列表

            m_BuildingUpgraed.transform.parent.GetComponent <Building>().m_House.GetComponent <UISprite>().spriteName = m_MyBB[ID + 1].Icon;
            m_BuildingUpgraed.transform.parent.GetComponent <Building>().m_BId.GetComponent <UILabel>().text          = (ID + 1).ToString();
            m_BuildingUpgraed.transform.parent.FindChild("BUManager").GetComponent <Upgrade>().m_HLev.GetComponent <UILabel>().text = m_MyBB[ID + 1].Lv.ToString();

            string  WarningStr = "恭喜岛主" + m_MyBB[ID + 1].Name + " 已经顺利升级到 " + m_MyBB[ID + 1].Lv + " 等级!";
            warning Warning    = new warning(WarningStr);

            m_BuildingUpgraed.transform.parent.GetComponent <Building>().m_House.SetActive(true);
            m_BuildingUpgraed.GetComponent <UpgradeTimer>().enabled = false;
            Destroy(m_BuildingUpgraed);
        }
    }