/// <summary>
    /// 判断是否需要打开奖励显示窗口
    /// </summary>
    private void WhetherOpenPopupWindow()
    {
        int _iconNum = 0;

        if (m_PopupData_Num < 0)
        {
            return;
        }

        m_AwardIconData.Clear();
        m_AwardWindow.SetActive(true);
        foreach (Transform child in m_itemParent.transform)
        {
            Destroy(child.gameObject);
        }
        for (int k = 0; k < m_PopupData_Num; k++)
        {
            List <int>           _tempList = m_MergeData[m_TeamId];
            GameactivityTemplate _Data     = (GameactivityTemplate)DataTemplate.GetInstance().m_GameactivityTable.getTableData(_tempList[0]);

            string[] dropArray = _Data.getDropdes().Split('#');
            for (int j = 0; j < _Data.getDropdestype().Length; j++)
            {
                _iconNum++;
                AwardIconData _temp = new AwardIconData();
                _temp.m_index = j;
                _temp.m_GameactivityTemplate = _Data;
                m_AwardIconData.Add(_temp);
            }
        }
        m_AwardIconLayout.cellCount       = _iconNum;
        m_AwardIconLayout.updateCellEvent = UpdateAwardIconItem;
        m_AwardIconLayout.Reload();
        m_PopupData_Num = -1;
    }
示例#2
0
 /// <summary>
 /// 加载Prefab 并传入数据
 /// </summary>
 private void InitLoadUI(List <IllustratehandbookTemplate> handBookList)
 {
     SortItem(handBookList);
     m_TempHeroList               = handBookList;
     m_HeroLayout.cellCount       = handBookList.Count;
     m_HeroLayout.updateCellEvent = UpdateHandBookItem;
     m_HeroLayout.Reload();
 }
    public override void InitUIView()
    {
        base.InitUIView();

        m_HeroLayout.cellCount       = UI_HandBookManager.Inst.m_RaueHandBookList.Count;
        m_HeroLayout.updateCellEvent = LoadPrefabUI;
        m_HeroLayout.Reload();
    }
示例#4
0
    public void RelodRune()
    {
        // 清理显示数据
        _selectRuneList.Clear();
        for (int i = _selectRuneItem.transform.childCount - 1; i >= 0; i--)
        {
            DestroyImmediate(_selectRuneItem.transform.GetChild(i).gameObject);
        }

        _emptyRune.SetActive(false);
        _runeGameObject.SetActive(true);

        UpdateShow(0);

        // 排序
        SortRune();

        if (_curRuneList.Count <= 0)
        {
            _emptyRune.SetActive(true);
            _runeGameObject.SetActive(false);
        }
        else
        {
            _emptyRune.SetActive(false);
            _runeGameObject.SetActive(true);

            // 重新加载数据
            // 重新加载数据
            int count = _curRuneList.Count;
            if (count <= 9)
            {
                _runeListLayout.cellCount      = count;
                _runeListLayout.emptyCellCount = 9 - count;
            }
            else
            {
                if (count % _runeListLayout.columns == 0)
                {
                    _runeListLayout.cellCount      = count;
                    _runeListLayout.emptyCellCount = 0;
                }
                else
                {
                    _runeListLayout.cellCount      = count;
                    _runeListLayout.emptyCellCount = (count / _runeListLayout.columns + 1) * _runeListLayout.columns - count;
                }
            }
            _runeListLayout.updateCellEvent = UpdateRuneItem;
            _runeListLayout.Reload();
        }

        UpdateBagItem();
    }
        public override void InitUIView()
        {
            CurtPageCount = 9;
            CurtRowCount  = 3;

            InitHeroBagCount();
            int getcount   = ObjectSelf.GetInstance().HeroContainerBag.GetHeroList().Count;
            int nogetcount = noGetHeros.Count;

            if (getcount % _gridLayout.columns != 0)
            {
                getcount = (getcount / _gridLayout.columns + 1) * _gridLayout.columns;
            }

            _gridLayout.cellCount        = getcount + nogetcount;
            _gridLayout.SeparatorIndex   = getcount;
            _gridLayout.updateCellEvent += UpdateHeroItem;
            _gridLayout.Reload();
            //GameEventDispatcher.Inst.dispatchEvent(GameEventID.U_HeroChangeTarget, m_SelectCard);
        }
示例#6
0
    /// <summary>
    /// 创建背包中所有的道具
    /// </summary>
    private void GreatItem()
    {
        item.Clear();

        items.Clear();
        item = ObjectSelf.GetInstance().CommonItemContainer.SortCommonItemByType(EM_SORT_COMMON_ITEM.EM_SORT_COMMON_ITEM_ALL);
        for (int i = item.Count - 1; i >= 0; i--)//移除经验小于一的道具
        {
            ItemTemplate _item = item[i].GetItemRowData();
            int          _num  = _item.getImprovexperience();
            if (_num < 1)
            {
                item.Remove(item[i]);
            }
        }
        //找到固定的道具id,获取数据,然后移除
        GameConfig _cofig = (GameConfig)DataTemplate.GetInstance().m_GameConfig;

        for (int i = 0; i < _cofig.getMs_exp().Length; i++)
        {
            for (int j = item.Count - 1; j >= 0; j--)
            {
                if (_cofig.getMs_exp()[i] == item[j].GetItemTableID())
                {
                    ItemTemplate   _itemTemplate   = item[j].GetItemRowData();
                    int            _num            = item[j].GetItemCount();
                    MysticItemData _MysticItemData = new MysticItemData(_itemTemplate, _num);
                    items.Add(_MysticItemData);
                    item.Remove(item[j]);
                }
            }

            ItemTemplate   itemTemplate   = (ItemTemplate)DataTemplate.GetInstance().m_ItemTable.getTableData(_cofig.getMs_exp()[i]);
            MysticItemData MysticItemData = new MysticItemData(itemTemplate, 0);
            items.Add(MysticItemData);
        }

        //对背包中剩余的物品按经验值排序 然后添加到列表中
        item.Sort(Compare);

        for (int i = 0; i < item.Count; i++)
        {
            ItemTemplate   _itemTemplate   = item[i].GetItemRowData();
            int            _num            = item[i].GetItemCount();
            MysticItemData _MysticItemData = new MysticItemData(_itemTemplate, _num);
            items.Add(_MysticItemData);
        }


        m_ItemBannerLayout.cellCount       = items.Count;
        m_ItemBannerLayout.updateCellEvent = UpdateItemList;
        m_ItemBannerLayout.Reload();
    }
示例#7
0
 public void FillData()
 {
     mLoopLayout.cellCount = mGiftList.Count;
     if (mLoopLayout.cellCount <= 18)
     {
         mScrollBar.SetActive(false);
     }
     else
     {
         mScrollBar.SetActive(true);
     }
     mLoopLayout.updateCellEvent = UpdateItem;
     mLoopLayout.Reload();
 }
    /// <summary>
    /// 实例化活动Item
    /// </summary>
    public void InstantiateItem()
    {
        int _bannerNum = 0;

        foreach (KeyValuePair <int, List <int> > kvp in m_MergeData)
        {
            m_TeamKeyList.Add(kvp.Key);
            _bannerNum++;
        }
        m_TeamKeyList.Sort(Compare);

        m_BannerLayout.cellCount       = _bannerNum;
        m_BannerLayout.updateCellEvent = UpdateBannerItem;
        m_BannerLayout.Reload();
    }
示例#9
0
    /// <summary>
    /// 初始化列表
    /// </summary>
    private void InitHeroData()
    {
        List <ItemTemplate> m_SoulList = new List <ItemTemplate>();
        ItemTemplate        m_item1    = (ItemTemplate)DataTemplate.GetInstance().m_ItemTable.getTableData(1402010002);
        ItemTemplate        m_item2    = (ItemTemplate)DataTemplate.GetInstance().m_ItemTable.getTableData(1402010007);
        ItemTemplate        m_item3    = (ItemTemplate)DataTemplate.GetInstance().m_ItemTable.getTableData(1402010008);

        m_SoulList.Add(m_item1);
        m_SoulList.Add(m_item2);
        m_SoulList.Add(m_item3);

        m_ItemList                   = m_SoulList;
        m_LoopLayout.cellCount       = m_ItemList.Count;
        m_LoopLayout.updateCellEvent = UpdateLoadHeroItem;
        m_LoopLayout.Reload();
    }
示例#10
0
    /// <summary>
    ///
    /// </summary>
    /// <param name="type"></param>
    public void ShowHeroData(LinkedList <int> herolist)
    {
        m_CardList.Clear();
        foreach (var item in herolist)
        {
            m_CardList.Add(GetObjectCard(item));
        }

        m_HeroLayout.cellCount       = m_CardList.Count;
        m_HeroLayout.updateCellEvent = UpdateHeroItem;
        m_HeroLayout.Reload();

        string   number   = string.Format(GameUtils.getString("recruit_bubble1"), 10);
        RichText richText = RichText.GetRichText(number);

        InterfaceControler.GetInst().AddMsgBox(richText.transform, selfTransform.transform.parent);
    }
示例#11
0
    /// <summary>
    /// 显示英雄数据 根据不同的打开方式加载不同的数据
    /// </summary>
    /// <param name="type"></param>
    public void ShowHeroData(int type)
    {
        m_HeroTemp.Clear();

        Dictionary <int, IExcelBean> _data = DataTemplate.GetInstance().m_HeroRecruitTable.getData();

        // 单抽
        if (type == 1)
        {
            foreach (var _item in _data)
            {
                HerorecruitTemplate _temp = (HerorecruitTemplate)DataTemplate.GetInstance().m_HeroRecruitTable.getTableData(_item.Key);
                if (_temp.getInitialweight1() != 0)
                {
                    m_HeroTemp.Add(_temp);
                }
            }
        }
        else if (type == 2)           // 十连抽
        {
            foreach (var _item in _data)
            {
                HerorecruitTemplate _temp = (HerorecruitTemplate)DataTemplate.GetInstance().m_HeroRecruitTable.getTableData(_item.Key);
                if (_temp.getInitialweight2() != 0)
                {
                    m_HeroTemp.Add(_temp);
                }
            }
        }
        else if (type == 3)            // 梦想兑换
        {
            foreach (var _item in _data)
            {
                HerorecruitTemplate _temp = (HerorecruitTemplate)DataTemplate.GetInstance().m_HeroRecruitTable.getTableData(_item.Key);
                if (_temp.getInitialweight4() != 0)
                {
                    m_HeroTemp.Add(_temp);
                }
            }
        }

        SortHeroWithQuailty(ref m_HeroTemp);
        m_HeroLayout.cellCount       = m_HeroTemp.Count;
        m_HeroLayout.updateCellEvent = UpdateHeroItem;
        m_HeroLayout.Reload();
    }
示例#12
0
    public override void InitUIView()
    {
        base.InitUIView();
        UI_MainHome.m_CamClone.SetActive(true);
        m_MakAnim.gameObject.SetActive(false);
        SortListData();

        // load
        m_HeroLayout.cellCount       = m_HeroCloneList.Count;
        m_HeroLayout.updateCellEvent = UpdateHeroItem;
        m_HeroLayout.Reload();

        InitHeroCloneConAsset();
        if (m_conCount <= 0)
        {
            isNotCos = true;
        }
    }
示例#13
0
    public override void InitUIView()
    {
        base.InitUIView();
        // 初始化神器数据
        Dictionary <int, Artifact> _map = ObjectSelf.GetInstance().ArtifactContainerBag.GetArtifactMap();

        for (int i = 0; i <= _map.Count; i++)
        {
            if (_map.ContainsKey(i))
            {
                _artifactList.Add(_map[i]);
            }
        }

        _artifactLayout.cellCount       = _artifactList.Count;
        _artifactLayout.updateCellEvent = LoadArtifactItem;
        _artifactLayout.Reload();
    }
示例#14
0
    public override void InitUIData()
    {
        Inst = this;
        base.InitUIData();

        if (ObjectSelf.GetInstance().HeroContainerBag.GetHeroList().Count > 0)
        {
            m_CurCard    = ObjectSelf.GetInstance().HeroContainerBag.GetHeroList() [0];
            m_HeroLayout = selfTransform.Find("HeroList/HeroLayout").GetComponent <LoopLayout> ();

            m_HeroLayout.cellCount       = ObjectSelf.GetInstance().HeroContainerBag.GetHeroList().Count;
            m_HeroLayout.updateCellEvent = UpdateHeroCellItem;
            m_HeroLayout.Reload();
        }

        m_BtnGroups = selfTransform.Find("Mainbutton").gameObject;

        //
        m_AttrPanel = selfTransform.Find("AttrPanel").gameObject;

        //
        m_HeroType   = selfTransform.Find("Left/Img_Race").GetComponent <Image> ();
        m_BrightStar = selfTransform.Find("Left/HeroStar/BrightStar").gameObject;

        // 模型
        m_Point         = GameObject.Find("pos").transform;
        m_ModelRotaeBtn = selfTransform.FindChild("ModelRotaeBtn").gameObject;
        EventTriggerListener.Get(m_ModelRotaeBtn).onDown = OnRotateDown;
        EventTriggerListener.Get(m_ModelRotaeBtn).onUp   = OnRotatUp;


        m_BackBtn = selfTransform.FindChild("TopPanel/TopTittle/BackBtn").GetComponent <Button> ();
        m_BackBtn.onClick.AddListener(OnClickBackBtn);

        // 显示 3D 模型
        Show3DModel(ObjectSelf.GetInstance().HeroContainerBag.GetHeroList() [0]);

        //
        InitTextString();

        m_EquipmentLayout = selfTransform.Find("EquipmentPanel/EquipmentLayout").gameObject;

        GameEventDispatcher.Inst.addEventListener(GameEventID.Net_RefreshHero, OnRefreshHero);
    }
示例#15
0
    /// <summary>
    /// 初始化英雄列表
    /// </summary>
    private void InitHeroData()
    {
        m_HeroList = new List <ObjectCard>();
        List <ObjectCard> temp        = new List <ObjectCard>();
        List <ObjectCard> objCardList = ObjectSelf.GetInstance().HeroContainerBag.GetYetFormList(ref temp);

        objCardList.Sort(new HeroComparer());
        for (int i = 0; i < objCardList.Count; i++)
        {
            m_HeroList.Add(objCardList[i]);
        }

        temp.Sort(new HeroComparer());
        for (int i = 0; i < temp.Count; i++)
        {
            m_HeroList.Add(temp[i]);
        }

        m_LoopLayout.cellCount       = m_HeroList.Count;
        m_LoopLayout.updateCellEvent = UpdateLoadHeroItem;
        m_LoopLayout.Reload();
    }
示例#16
0
    private void CreatListItem()
    {
        for (int i = 0; i < EmailList.transform.childCount; ++i)
        {
            if (EmailList.GetChild(i).gameObject.name == "EmailItem(Clone)")
            {
                Destroy(EmailList.GetChild(i).gameObject);
            }
        }

        if (MailListData.Count > 5)
        {
            GridLayout.movementType = ScrollRect.MovementType.Elastic;
        }
        else
        {
            GridLayout.movementType = ScrollRect.MovementType.Clamped;
        }

        m_MailBannerLayout.cellCount       = MailListData.Count;
        m_MailBannerLayout.updateCellEvent = UpdateBannerItem;
        m_MailBannerLayout.Reload();
        RefreshEndCloseWindow();
    }
示例#17
0
    public void RelodRune()
    {
        //UI_Bag._instance.GoldShow();


        //if (rune.Count < 15)
        //{
        //    m_LoopLayout.emptyCellCount = 15 - rune.Count;
        //}
        //else
        //{
        //    if (rune.Count % m_LoopLayout.columns != 0)
        //    {
        //        m_LoopLayout.emptyCellCount = m_LoopLayout.columns - rune.Count % m_LoopLayout.columns;
        //    }
        //    else
        //    {
        //        m_LoopLayout.emptyCellCount = 0;
        //    }
        //}
        int bagMax = ObjectSelf.GetInstance().CommonItemContainer.GetBagItemSizeMax();
        int emptyCount;
        int lockCellCount = 5;

        if (bagMax - ObjectSelf.GetInstance().CommonItemContainer.GetBagItemSum() >= 5)
        {
            if (rune.Count < 15)
            {
                emptyCount    = bagMax - ObjectSelf.GetInstance().CommonItemContainer.GetBagItemSum();
                lockCellCount = 15 - rune.Count - emptyCount;
            }
            else
            {
                lockCellCount = 0;
                if (rune.Count % m_LoopLayout.columns != 0)
                {
                    emptyCount = m_LoopLayout.columns - rune.Count % m_LoopLayout.columns;
                }
                else
                {
                    emptyCount = 0;
                }
            }
        }
        else
        {
            if (rune.Count < 15)
            {
                emptyCount    = bagMax - ObjectSelf.GetInstance().CommonItemContainer.GetBagItemSum();
                lockCellCount = 15 - rune.Count - emptyCount;
            }
            else
            {
                //9.15日改动 当空格不足五个时 才在同一行显示锁链格子
                emptyCount = bagMax - ObjectSelf.GetInstance().CommonItemContainer.GetBagItemSum();
                if (rune.Count % m_LoopLayout.columns == 0)
                {
                    emptyCount    = 0;
                    lockCellCount = 0;
                }
                else
                {
                    if (rune.Count % m_LoopLayout.columns + emptyCount > 5)
                    {
                        emptyCount    = 5 - rune.Count % m_LoopLayout.columns;
                        lockCellCount = 0;
                    }
                    else
                    {
                        lockCellCount = 5 - rune.Count % m_LoopLayout.columns - emptyCount;
                    }
                }
                //9.15日改动 当空格不足五个时 才在同一行显示锁链格子
                //if (emptyCount  < 5) //当空格数量少于5个时  不需要再开辟一行锁链状态格子
                //{
                //    if (rune.Count % m_LoopLayout.columns != 0)
                //    {
                //        lockCellCount = 5 - rune.Count % m_LoopLayout.columns - emptyCount;
                //    }
                //    else
                //    {

                //    }

                //}
                //else
                //{
                //    lockCellCount = 0;
                //}

                //if (emptyCount + rune.Count % m_LoopLayout.columns < 5) //当空格数量少于5个时  不需要再开辟一行锁链状态格子
                //{
                //    lockCellCount = 5 - rune.Count % m_LoopLayout.columns - emptyCount;
                //}
                //else//当空格数量大于5个时  需要再开辟一行锁链状态格子
                //{
                //    lockCellCount = 10 - rune.Count % m_LoopLayout.columns - emptyCount;
                //}
            }
        }
        int totalCellCount = rune.Count + emptyCount + lockCellCount;

        m_LoopLayout.cellCount       = totalCellCount;
        m_LoopLayout.updateCellEvent = UpdateItem;
        m_LoopLayout.Reload();
        if (m_LoopLayout.cellList.Count > 0)
        {
            UI_RuneMassage._instance.UpdateShow(0, m_LoopLayout.cellList[0].transform.GetComponent <UI_RuneButtonMassage>().rune);
        }
        if (rune.Count == 0)
        {
            runeMassage.SetActive(false);
        }
    }
示例#18
0
    public void ReloadItem()
    {
        //UI_Bag._instance.GoldShow();

        if (item.Count <= 0)
        {
            UI_ItemsMassage._instance.transform.gameObject.SetActive(false);
        }
        else
        {
            UI_ItemsMassage._instance.transform.gameObject.SetActive(true);
        }

        ////m_LoopLayout.cellCount = item.Count;
        //int bagMax= ObjectSelf.GetInstance().CommonItemContainer.GetBagItemSizeMax();
        //int emptyCount;
        //int lockCellCount = 5;
        //if (bagMax - ObjectSelf.GetInstance().CommonItemContainer.GetBagItemSum() >= 5)
        //{
        //    if (item.Count < 15)
        //    {
        //        emptyCount = bagMax - ObjectSelf.GetInstance().CommonItemContainer.GetBagItemSum();
        //        lockCellCount = 15 - item.Count - emptyCount;
        //    }
        //    else
        //    {
        //        lockCellCount = 0;
        //        if (item.Count % m_LoopLayout.columns != 0)
        //        {
        //            emptyCount = m_LoopLayout.columns - item.Count % m_LoopLayout.columns;
        //        }
        //        else
        //        {
        //            emptyCount = 0;
        //        }
        //    }
        //}
        //else
        //{
        //    if (item.Count < 15)
        //    {
        //        emptyCount = bagMax - ObjectSelf.GetInstance().CommonItemContainer.GetBagItemSum();
        //        lockCellCount = 15 - item.Count - emptyCount;
        //    }
        //    else
        //    {
        //        emptyCount = bagMax - ObjectSelf.GetInstance().CommonItemContainer.GetBagItemSum();
        //        if (item.Count % m_LoopLayout.columns == 0)
        //        {
        //            emptyCount = 0;
        //            lockCellCount = 0;
        //        }
        //        else
        //        {
        //            if (item.Count % m_LoopLayout.columns + emptyCount > 5)
        //            {
        //                emptyCount = 5 - item.Count % m_LoopLayout.columns;
        //                lockCellCount = 0;
        //            }
        //            else
        //            {
        //                lockCellCount = 5 - item.Count % m_LoopLayout.columns - emptyCount;
        //            }
        //        }
        //    }
        //}
        //int totalCellCount = item.Count + emptyCount + lockCellCount;
        m_LoopLayout.cellCount = item.Count;
        //if (item.Count < 15)
        //{
        //    m_LoopLayout.emptyCellCount = 15 - item.Count;
        //}
        //else
        //{
        //    if (item.Count % m_LoopLayout.columns != 0)
        //    {
        //        m_LoopLayout.emptyCellCount = m_LoopLayout.columns - item.Count % m_LoopLayout.columns;
        //    }
        //    else
        //    {
        //        m_LoopLayout.emptyCellCount = 0;
        //    }
        //}

        m_LoopLayout.updateCellEvent = UpdateItem;
        m_LoopLayout.Reload();
    }
示例#19
0
 private void CreatBoxItem()
 {
     m_BoxLayout.cellCount       = Activitymission_reward_level.Length;
     m_BoxLayout.updateCellEvent = UpdateBoxItem;
     m_BoxLayout.Reload();
 }
示例#20
0
 private void CreatActivityRewardItem()
 {
     m_ItemLayout.cellCount       = m_MissionID.Count;
     m_ItemLayout.updateCellEvent = UpdateActivityRewardItem;
     m_ItemLayout.Reload();
 }
示例#21
0
 private void CreatBoxItem()
 {
     m_RewardItemLayout.cellCount       = mDropList.Count;
     m_RewardItemLayout.updateCellEvent = UpdateAwardItem;
     m_RewardItemLayout.Reload();
 }