示例#1
0
    /// <summary>
    /// 产生选择游戏场景UI.
    /// </summary>
    void SpawnLevelSelectUI()
    {
        if (mUICamera == null)
        {
            SSDebug.LogWarning("SpawnLevelSelectUI -> mUICamera was null");
            return;
        }

        if (mLevelSelectUI == null)
        {
            GameObject objPrefab = (GameObject)Resources.Load("Prefab/Gui/LevelSelect/LevelSelect");
            if (objPrefab != null)
            {
                SSDebug.Log("SpawnLevelSelectUI...");
                GameObject obj = (GameObject)Instantiate(objPrefab, mUICamera.transform);
                mLevelSelectUI = obj.GetComponent <LevelSelectUI>();
                mLevelSelectUI.Init(this);

                if (m_pTishiTexture != null)
                {
                    m_pTishiTexture.gameObject.SetActive(false);
                }
            }
            else
            {
                SSDebug.LogWarning("SpawnLevelSelectUI -> objPrefab was null");
            }
        }
    }
示例#2
0
文件: Credit.cs 项目: dev06/Tether
 void Start()
 {
     Init();
     Hide();
     tints     = FindObjectOfType <LevelSelectUI>();
     animation = GetComponent <Animation>();
 }
示例#3
0
 void RemoveLevelSelectUI()
 {
     if (mLevelSelectUI != null)
     {
         mLevelSelectUI.RemoveSelf();
         mLevelSelectUI = null;
         Resources.UnloadUnusedAssets();
     }
 }
 /// <summary>
 /// 产生选择游戏场景UI.
 /// </summary>
 public void SpawnLevelSelectUI()
 {
     if (mLevelSelectUI == null)
     {
         Debug.Log("SpawnLevelSelectUI...");
         GameObject obj = (GameObject)Instantiate(LevelSelectUIPrefab, mUICamera.transform);
         mLevelSelectUI = obj.GetComponent <LevelSelectUI>();
         mLevelSelectUI.Init(this);
     }
 }
示例#5
0
        public override void onSwitchTo(Room previous_room, Dictionary <string, object> args)
        {
            Engine.SpawnInstance <TitleLogo>();
            Engine.SpawnInstance <WallDecoration>();
            var level_select_ui = new LevelSelectUI();

            Engine.SpawnInstance(level_select_ui);
            var level_requirements_logo = new LevelRequirementsLogo(level_select_ui);

            Engine.SpawnInstance(level_requirements_logo);
        }
示例#6
0
文件: Menu.cs 项目: dev06/Tether
    void Start()
    {
        Init();
        currentTrackText.text = AudioController.Instance.CurrentTrack();
        tints = FindObjectOfType <LevelSelectUI>();
        rt    = GetComponent <RectTransform>();
        sizeX = rt.rect.width;
        sizeY = rt.rect.height;


        if (EventManager.OnDisplayChange != null)
        {
            EventManager.OnDisplayChange(sizeX, sizeY);
        }
    }
示例#7
0
文件: Credit.cs 项目: dev06/Tether
    void OnStateChange(State s)
    {
        if (tints == null)
        {
            tints = FindObjectOfType <LevelSelectUI>();
        }

        //tints.transform.gameObject.SetActive(false);

        if (s == State.GAME)
        {
            gameObject.SetActive(false);
        }

        if (s != State.CREDIT)
        {
            Hide();
            return;
        }

        animation.Play();
        Show();
    }
 public void Initialize(LevelSelectUI ui, int levelIndex)
 {
     this.ui         = ui;
     this.levelIndex = levelIndex;
     GetComponentInChildren <Text> ().text = "Level " + levelIndex;
 }
示例#9
0
 private void Start()
 {
     SelectUI = FindObjectOfType <LevelSelectUI>();
     Client   = FindObjectOfType <MultiClient>();
 }