示例#1
0
 public void Update(uint elapsed)
 {
     for (int i = 0; i < mAllList.Count; ++i)
     {
         QuackUI ui = mAllList[i] as QuackUI;
         if (!ui.IsEnd())
         {
             ui.Update(elapsed);
         }
     }
 }
示例#2
0
    public void AddNewDamage(Vector3 pos, int val, bool isMana, bool isPlayer, bool critical, bool dead)
    {
        //等待新机制修改
        QuackUI node = null;

        if (mCacheQueue.Count > 0)
        {
            node = mCacheQueue.Dequeue() as QuackUI;
        }
        else
        {
            GameObject clone = WindowManager.Instance.CloneCommonUI("QuackUI");
            GameObject.DontDestroyOnLoad(clone);
            node = new QuackUI(clone);
            mAllList.Add(node);
        }
        NGUITools.SetActive(node.gameObject, true);

        node.Reset(this, pos, val, isMana, dead, isPlayer, critical, null);
    }
示例#3
0
    public void AddNewBuff(Vector3 pos, string bmpPath)
    {
        //等待新机制修改
        QuackUI node = null;

        if (mCacheQueue.Count > 0)
        {
            node = mCacheQueue.Dequeue() as QuackUI;
        }
        else
        {
            GameObject clone = WindowManager.Instance.CloneCommonUI("QuackUI");
            GameObject.DontDestroyOnLoad(clone);
            node = new QuackUI(clone);
            mAllList.Add(node);
        }

        NGUITools.SetActive(node.gameObject, true);

        node.Reset(this, pos, 0, false, false, false, false, bmpPath);
    }
示例#4
0
    public void FreeUI(QuackUI node)
    {
        NGUITools.SetActive(node.gameObject, false);

        mCacheQueue.Enqueue(node);
    }