示例#1
0
    //新功能
    void NewFunction(string btn, int id)
    {
        LevelLock info = LevelLockProvider.Instance.GetDataById(id);

        functionName = btn;
        string labelStr = info.m_Note;
        string picName  = "";

        label.text = StrTools(752, info.m_Note);
        switch (btn)
        {
        case "Entrance-Pve":
            picName = "fb";
            break;

        case "Entrance-Mail":
            picName = "youjian";
            break;

        case "Entrance-Trial":
            picName = "huodong";
            break;

        case "Entrance-Match":
            picName = "tz";
            break;

        case "Entrance-Friend":
            picName = "friends";
            break;

        case "Entrance-Equipment":
            picName = "zhuangbei";
            break;

        case "Entrance-Skill":
            picName = "jneng";
            break;

        case "Entrance-Partner":
            picName = "chuzhan";
            break;

        case "Entrance-XHun":
            picName = "Xhun";
            break;

        case "Entrance-GodEquip":
            picName = "shenqi";
            break;
        }
        SetIcon(picName, fuctionIcon);
        fuctionLabel.text = labelStr;
    }
示例#2
0
 //按钮排序
 int ButtonSort(LevelLock button1, LevelLock button2)
 {
     if (button1.m_Order < button2.m_Order)
     {
         return(-1);
     }
     else if (button1.m_Order > button2.m_Order)
     {
         return(1);
     }
     return(-1);
 }
示例#3
0
    public void SetEquipment(ChangeNewEquip cne)
    {
        LevelLock info = LevelLockProvider.Instance.GetDataById(16);
        RoleInfo  role = LobbyClient.Instance.CurrentRole;

        if (info.m_Level > role.Level)
        {
            return;
        }
        if (cne != null)
        {
            id         = cne.id;
            propertyid = cne.propertyid;
            ItemConfig ic = ItemConfigProvider.Instance.GetDataById(id);
            if (ic != null)
            {
                UnityEngine.Transform tf = transform.Find("bc/goods/Texture");
                if (tf != null)
                {
                    UITexture ut = tf.gameObject.GetComponent <UITexture>();
                    if (ut != null)
                    {
                        UnityEngine.Texture tt = GamePokeyManager.GetTextureByPicName(ic.m_ItemTrueName);
                        if (tt != null)
                        {
                            ut.mainTexture = tt;
                        }
                    }
                }
                tf = transform.Find("bc/goods");
                if (tf != null)
                {
                    UISprite us = tf.gameObject.GetComponent <UISprite>();
                    if (us != null)
                    {
                        us.spriteName = "EquipFrame" + ic.m_PropertyRank;
                    }
                }
            }
            UIManager.Instance.ShowWindowByName("DynamicEquipment");
        }
    }
示例#4
0
文件: Form1.cs 项目: d3x0r/xperdex
        public Form1()
        {
            InitializeComponent();
            brain = new Brain();

            NeuronProperties np = new NeuronProperties(brain.GetNeuron());

            np.ShowDialog();

            brain.DefaultNeuron.Logic     = new NeuronLogic(NeuronLogic.Algorithm.analog);
            brain.DefaultNeuron.min       = -256;
            brain.DefaultNeuron.max       = 256;
            brain.DefaultNeuron.threshold = 0;

            Neuron n1 = brain.GetNeuron("n1");

            n1.Logic     = new Oscillator(1000);
            n1.threshold = 0;

#if asdfasdf
            Neuron  n2 = brain.GetNeuron("n2");
            Synapse s1 = brain.GetSynapse("s1");
            Neuron  n3 = brain.GetNeuron("n3");
            Neuron  n4 = brain.GetNeuron("n4");
            Synapse s2 = brain.GetSynapse("s2");

            // try and use just the + operator alone...
            // fails ( ie, expression with no meaning )
//			n2 + s2 + n1 + s1 + n2;

            // manually link with external synapse...
            //n2 += s1 += n1 += s2 += n2;

            // automatically pull a synapse to link these
            n2 += n1 += n2;

            LevelLock l1 = new LevelLock(brain);
            FlipFlop  f1 = new FlipFlop(brain);

            f1 += n3;
            n4 += f1;

            //n3.threshold = -50;

            n3.Log();
            n4.Log();

            n3.Logic = new NeuronLogic(NeuronLogic.Algorithm.digital);
#endif

            while (true)
            {
                brain.cycle++;
                n1.Log();

#if asdfasdf
                n3.Log();
                n4.Log();
                f1.Log();

                //n3.threshold = -50;
                if (n3.threshold < 0)
                {
                    n3.threshold = 50;
                }
                else
                {
                    n3.threshold = -50;
                }
#endif
            }
#if asdfasdf
            Console.WriteLine("N3 = " + (int)n3);
            Console.WriteLine("N4 = " + (int)n4);
            brain.cycle++;
            Console.WriteLine("N3 = " + (int)n3);
            Console.WriteLine("N4 = " + (int)n4);
            brain.cycle++;
            Console.WriteLine("N3 = " + (int)n3);
            Console.WriteLine("N4 = " + (int)n4);
            brain.cycle++;
            Console.WriteLine("N3 = " + (int)n3);
            Console.WriteLine("N4 = " + (int)n4);
            brain.cycle++;
            Console.WriteLine("N3 = " + (int)n3);
            Console.WriteLine("N4 = " + (int)n4);
            brain.cycle++;
            Console.WriteLine("N3 = " + (int)n3);
            Console.WriteLine("N4 = " + (int)n4);

            n3.threshold = 50;
            brain.cycle++;
            Console.WriteLine("N3 = " + (int)n3);
            Console.WriteLine("N4 = " + (int)n4);
            brain.cycle++;
            Console.WriteLine("N3 = " + (int)n3);
            Console.WriteLine("N4 = " + (int)n4);
            brain.cycle++;
            Console.WriteLine("N3 = " + (int)n3);
            Console.WriteLine("N4 = " + (int)n4);
            brain.cycle++;
            Console.WriteLine("N3 = " + (int)n3);
            Console.WriteLine("N4 = " + (int)n4);
            brain.cycle++;
            Console.WriteLine("N3 = " + (int)n3);
            Console.WriteLine("N4 = " + (int)n4);
            brain.cycle++;
            Console.WriteLine("N3 = " + (int)n3);
            Console.WriteLine("N4 = " + (int)n4);
            n3.threshold = -50;
            brain.cycle++;
            Console.WriteLine("N3 = " + (int)n3);
            Console.WriteLine("N4 = " + (int)n4);
            brain.cycle++;
            Console.WriteLine("N3 = " + (int)n3);
            Console.WriteLine("N4 = " + (int)n4);
            brain.cycle++;
            Console.WriteLine("N3 = " + (int)n3);
            Console.WriteLine("N4 = " + (int)n4);
            brain.cycle++;
            Console.WriteLine("N3 = " + (int)n3);
            Console.WriteLine("N4 = " + (int)n4);
            brain.cycle++;
            Console.WriteLine("N3 = " + (int)n3);
            Console.WriteLine("N4 = " + (int)n4);
            brain.cycle++;
            Console.WriteLine("N3 = " + (int)n3);
            Console.WriteLine("N4 = " + (int)n4);


            for (int xx = 0; xx < 100; xx++)
            {
                brain.cycle = xx;
                Console.WriteLine("output n1 = " + (int)n1);
                Console.WriteLine("output n2 = " + (int)n2);
            }


            Console.WriteLine("output n1 = " + (int)n1);
            Console.WriteLine("output n2 = " + (int)n2);
#endif

            //Point[] atest = new Point[256];
            //atest[500] = new Point( 10, 10 );
        }
示例#5
0
    //------------------------------------------------------------------------------------------------
    // Singleton
    //------------------------------------------------------------------------------------------------

    // Make this game object and all its transform children
    // survive when loading a new scene.
    private void Awake()
    {
        //set the screen orientation.  We do this in ZombiePasser since it exists in
        //every screen. This is untested and needs to be tried in an apk. -Andrew
        //Screen.orientation = ScreenOrientation.Portrait; //never mind we can do this in player settings
        if (Application.platform == RuntimePlatform.WindowsPlayer)
        {
            Screen.SetResolution(640, 1136, false);
        }

        // extract level JSON file here:
        levelData  = Camera.main.GetComponent <LevelReader>();
        levelsList = levelData.getLevels();

        // Generate Level Icons:
        GameObject levelSelection = GameObject.FindGameObjectWithTag("LevelSelection");
        GameObject IconRef        = GameObject.FindGameObjectWithTag("LevelIcon");

        iconRefs.Add(IconRef);
        MainMenuManager mainMenu  = GameObject.FindGameObjectWithTag("mainCanvas").GetComponent <MainMenuManager> ();
        float           scalarX   = GameObject.FindGameObjectWithTag("mainCanvas").GetComponent <RectTransform> ().localScale.x;
        float           scalarY   = GameObject.FindGameObjectWithTag("mainCanvas").GetComponent <RectTransform> ().localScale.y;
        float           iconWidth = IconRef.GetComponent <RectTransform> ().rect.width;
        //Debug.Log (iconWidth);
        float xDiff                  = scalarX * (iconWidth * 1.05f);
        float yDiff                  = scalarY * (iconWidth * 1.4f);
        float yOffset                = 0.0f;
        float chapterFlag            = 0.0f;
        float chapterSeperationSpace = scalarY * (iconWidth * 3.4f);
        int   counter                = 1;

        for (int i = 0; i < 10; i++)
        {
            float xOffset = 0.0f;
            for (int j = 0; j < 5; j++)
            {
                if (!(i == 0 && j == 0))
                {
                    // create individual level icon with new positions, onclick functions, names.
                    Vector3    newPosition = new Vector3(IconRef.transform.position.x + xOffset, IconRef.transform.position.y + yOffset, IconRef.transform.position.z);
                    GameObject newIconRef  = Instantiate(IconRef, newPosition, Quaternion.identity, levelSelection.transform);
                    newIconRef.name = counter.ToString();
                    LevelLock levelLock      = newIconRef.GetComponent <LevelLock> ();
                    int       levelParameter = counter;
                    newIconRef.GetComponent <Button> ().onClick.RemoveAllListeners();
                    newIconRef.GetComponent <Button>().onClick.AddListener(() => {
                        levelLock.loadLevel();
                        //mainMenu.updateLevelNum (levelParameter);
                        //mainMenu.loadScene("main");
                    });
                    iconRefs.Add(newIconRef);
                }
                xOffset += xDiff;
                counter++;
            }
            // control the y offset spacing for levels by chapter
            chapterFlag++;
            if (chapterFlag == 2)
            {
                chapterFlag = 0.0f;
                yOffset    -= chapterSeperationSpace;
            }
            else
            {
                yOffset -= yDiff;
            }
            xOffset = xDiff;
        }

        Load();

        // keep zombie awake:
        DontDestroyOnLoad(this);
        if (FindObjectsOfType(GetType()).Length > 1)
        {
            Destroy(gameObject);
        }
    }
示例#6
0
    void Awake()
    {
        try
        {
            object eo;
            eo = ArkCrossEngine.LogicSystem.EventChannelForGfx.Subscribe("ge_ui_unsubscribe", "ui", UnSubscribe);
            if (eo != null)
            {
                eventlist.Add(eo);
            }
            eo = ArkCrossEngine.LogicSystem.EventChannelForGfx.Subscribe <int>("ge_user_levelup", "property", UserLevelUP);
            if (eo != null)
            {
                eventlist.Add(eo);
            }

            //buttons.Clear();
            //buttons.Add(btnMars.gameObject);
            //buttons.Add(btnArena.gameObject);

            LevelLock levelLockCfg = LevelLockProvider.Instance.GetDataById(c_MarsUnlockLevelId);
            if (levelLockCfg != null)
            {
                m_MarsUnlockLevel = levelLockCfg.m_Level;
            }
            levelLockCfg = LevelLockProvider.Instance.GetDataById(c_ArenaUnlockLevelId);
            if (levelLockCfg != null)
            {
                m_ArenaUnlockLevel = 60;
                // m_ArenaUnlockLevel = levelLockCfg.m_Level;
            }

            List <GowTimeConfig> timeCfgs = GowConfigProvider.Instance.GowTimeConfigMgr.GetData();
            string marsOpenTime           = "00:00-24:00";
            if (timeCfgs.Count >= (int)GowTimeConfig.TimeTypeEnum.MatchTime)
            {
                //设置战神赛开赛时间
                GowTimeConfig openTimeCfg = timeCfgs[(int)GowTimeConfig.TimeTypeEnum.MatchTime - 1];
                if (openTimeCfg != null /* && lblMarsOpenTime!=null*/)
                {
                    int startHour = openTimeCfg.m_StartHour;
                    marsOpenTime = string.Format("{0}:{1:d2}-{2}:{3:d2}",
                                                 openTimeCfg.m_StartHour,
                                                 openTimeCfg.m_StartMinute,
                                                 openTimeCfg.m_EndHour,
                                                 openTimeCfg.m_EndMinute
                                                 );
                    //lblMarsOpenTime.text = openTime;
                }
            }
            if (btnMars != null)
            {
                TrialUnit unit = btnMars.GetComponent <TrialUnit>();
                if (unit != null)
                {
                    unit.SetLblLock(m_MarsUnlockLevel);
                    unit.SetLblTime(marsOpenTime);
                }
            }
            if (btnArena != null)
            {
                TrialUnit unit = btnArena.GetComponent <TrialUnit>();
                if (unit != null)
                {
                    unit.SetLblLock(m_ArenaUnlockLevel);
                }
            }
            //buttons.Sort(SortByLv);
            CheckHasTip();
        }
        catch (System.Exception ex)
        {
            ArkCrossEngine.LogicSystem.LogFromGfx("[Error]:Exception:{0}\n{1}", ex.Message, ex.StackTrace);
        }
    }
示例#7
0
        private int GetUnlockLevelById(int id)
        {
            LevelLock data = LevelLockProvider.Instance.GetDataById(id);

            return(null != data ? data.m_Level : 1);
        }