//进行一次收费
    public void PayMoney(PayMoneyData paydata, GuiUiSceneBase callui)
    {
        //检测钱够不够
        if (playerdata.playerMoney < paydata.money)
        {
            //激活收费框
            GuiExtendButtonGroup buttonGroup = callui.GetComponent <GuiExtendButtonGroup>();
            if (buttonGroup != null)
            {
                buttonGroup.IsWorkDo = false;
            }
#if _GameType_BaoYue
            UiSceneNotEnoughMoney em = callui.LoadResource_UIPrefabs("notenougmoney.prefab").GetComponent <UiSceneNotEnoughMoney>();
            em.Initialization(paydata, callui);
#else
            UiSceneRechargeAsk recharge = callui.LoadResource_UIPrefabs("rechargeask.prefab").GetComponent <UiSceneRechargeAsk>();
            recharge.Initialization(paydata, callui);
#endif // _GameType_BaoYue
            return;
        }
        //扣除钱
        playerdata.playerMoney -= paydata.money;
        //回调扣钱成功的函数
        paydata.callbackFun(paydata, true);
    }
 //一个子UI删除
 public override void OnChildUIRelease(GuiUiSceneBase ui)
 {
     if (ui is UiSceneCharacterLevelSale)
     {
         IntoGame();
     }
 }
示例#3
0
    //这里的场景初始化只是做场景的构造,对场景的配置不应该放在这里
    public override void Initialization()
    {
        base.Initialization();

        //开始音乐播放
        MusicPlayer.Stop(true);
        MusicPlayer.workMode = MusicPlayer.MusicPlayerWorkMode.Mode_Normal;
        //MusicPlayer.Play("game.mp3", true);

        //设置环境参数
        IGamerProfile.Instance.gameEviroment.fireCount = 0;
        IGamerProfile.Instance.gameEviroment.killCount = 0;
        IGamerProfile.Instance.gameEviroment.useTime   = (float)IGamerProfile.gameLevel.mapData[IGamerProfile.Instance.gameEviroment.mapIndex].
                                                         levelData[IGamerProfile.Instance.gameEviroment.mapLevelIndex].time;

        //加载游戏主UI
        //UiSceneUICamera.Instance.CreateAloneScene(UiSceneUICamera.UISceneId.Id_UIGameMain);
        //载入完成了去掉加载界面
        GuiUiSceneBase loading = UiSceneUICamera.Instance.FindPoolingScene((int)UiSceneUICamera.UISceneId.Id_UIGameLoading);

        if (loading != null)
        {
            UiSceneUICamera.Instance.RemovePoolingScene((int)UiSceneUICamera.UISceneId.Id_UIGameLoading);
            ((IUniGameBootFace1)loading.gameObject.GetComponent <IUniGameBootFace1>()).CloseGameBootFace();
        }
        //首先在延迟时间后调整枪的角度
        Invoke("AujstGunZoom", 2.0f);
    }
    protected override void Start()
    {
        base.Start();
        if (selectObject == null)
        {
            GuiUiSceneBase uiscene = GetComponent <GuiUiSceneBase>();
            if (uiscene != null)
            {
                selectObject = uiscene.AllocSelectFlag();
                if (selectObject != null)
                {
                    selectObject.transform.parent = transform;
                }
            }
        }
        if (isAutoWork)
        {
            IsWorkDo = true;
        }
        else
        {
            CurrentSelectButtonIndex = CurrentSelectButtonIndex;
        }
#if PLATFORM_CYBER
        IsUseButtonOkUp = true;
#endif
    }
 //一个子UI删除
 public override void OnChildUIRelease(GuiUiSceneBase ui)
 {
     if (ui is UiSceneGameBack)
     {
         //重新开始工作
         IsStartWork = true;
     }
 }
示例#6
0
 //一个子UI删除
 public override void OnChildUIRelease(GuiUiSceneBase ui)
 {
     if (ui is UiSceneRechargeAsk)
     {
         //重新设置会光标
         buttonGroup.IsWorkDo = true;
     }
 }
示例#7
0
 public void Initialization(IGamerProfile.PayMoneyData paydata, GuiUiSceneBase callui)
 {
     currentPayMoneyData = paydata;
     currentCallui       = callui;
     //获取使用的充值ID
     rechargeId       = IGamerProfile.Instance.CheckDefBuyItemId(currentPayMoneyData);
     rmbNumber.Text   = IGamerProfile.gameBaseDefine.jewelData.buyJewelList[rechargeId].rmb.ToString();
     moneyNumber.Text = IGamerProfile.gameBaseDefine.jewelData.buyJewelList[rechargeId].jewel.ToString();
 }
示例#8
0
    public void ReleasePoolingScene(int id)
    {
        GuiUiSceneBase p = FindPoolingScene(id);

        if (p != null)
        {
            PoolingSceneList.Remove(id);
            UnityEngine.Object.DestroyObject(p.gameObject);
        }
    }
示例#9
0
    public GuiUiSceneBase FindPoolingScene(int id)
    {
        GuiUiSceneBase ret = null;

        if (!PoolingSceneList.TryGetValue(id, out ret))
        {
            return(null);
        }
        return(ret);
    }
    //构造一个选择对象
    public virtual GuiSelectFlag AllocSelectFlag()
    {
        GuiUiSceneBase ptr = UICamreaPtr;

        if (ptr == null)
        {
            return(null);
        }
        return(ptr.AllocSelectFlag());
    }
 protected override void OnDestroy()
 {
     base.OnDestroy();
     if (transform.parent != null)
     {
         GuiUiSceneBase parent = transform.parent.GetComponent <GuiUiSceneBase>();
         if (parent != null)
         {
             parent.OnChildUIRelease(this);
         }
     }
 }
示例#12
0
 //一个子UI删除
 public override void OnChildUIRelease(GuiUiSceneBase ui)
 {
     if (ui is UiSceneGameHelp)
     {
         //重新设置会光标
         buttonGroup.IsWorkDo = true;
     }
     else if (ui is UiSceneGameClose)
     {
         //重新设置会光标
         buttonGroup.IsWorkDo = true;
     }
     else if (ui is UiSceneLoginAward)
     {
         IntoGame();
     }
 }
示例#13
0
 public GuiUiSceneBase ActiveAloneUiScene(string prefabsName, params object[] args)
 {
     if (AloneScene != null)
     {
         UnityEngine.Object.DestroyObject(AloneScene.gameObject);
         AloneScene = null;
     }
     if (prefabsName != "")
     {
         AloneScene = LoadResource_UIPrefabs(prefabsName).GetComponent <GuiUiSceneBase>();
         if (AloneScene != null)
         {
             AloneScene.SetTransferParameter(args);
         }
     }
     return(AloneScene);
 }
示例#14
0
    public GuiUiSceneBase ActivePoolingScene(string prefabsName, params object[] args)
    {
        if (prefabsName == "")
        {
            return(null);
        }
        GuiUiSceneBase s = LoadResource_UIPrefabs(prefabsName).GetComponent <GuiUiSceneBase>();

        if (s == null)
        {
            return(null);
        }
        if (PoolingSceneList.ContainsKey(s.uiSceneId))
        {
            UnityEngine.Object.DestroyObject(s.gameObject);
            return(null);
        }
        PoolingSceneList.Add(s.uiSceneId, s);
        s.SetTransferParameter(args);
        return(s);
    }
示例#15
0
 public void Initialization(IGamerProfile.PayMoneyData paydata, GuiUiSceneBase callui)
 {
     currentPayMoneyData = paydata;
     currentCallui       = callui;
 }
 //一个子UI删除
 public virtual void OnChildUIRelease(GuiUiSceneBase ui)
 {
 }