示例#1
0
        public static void ReleaseUIMeshCamera(Camera _camera)
        {
            instance.m_UIMeshCameraCount--;
            var temp1 = _camera.gameObject;

            ResNode.DestroyRes(ref temp1);
        }
示例#2
0
        public void onClickClose()
        {
            var temp1 = gameObject;

            ResNode.DestroyRes(ref temp1);
            OnCloseDelegate(m_Type);
        }
示例#3
0
        public void OnShowKinMemberWnd(int nKinID)
        {
            // 清空KinMemberFrame
            int nCount = KinMemberListFrame.childCount;

            for (int i = nCount - 1; i >= 0; --i)
            {
                Transform childTrans = KinMemberListFrame.GetChild(i);
                if (childTrans)
                {
                    var temp = childTrans.gameObject;
                    ResNode.DestroyRes(ref temp);
                }
            }

            // 填充数据
            List <cmd_legendcup_competition_kinmembernode> memberList = LogicDataCenter.legendCupDataManager.GetKinMemberInfo(nKinID);

            if (memberList == null)
            {
                return;
            }

            KinMemberTemplate.SetActive(true);
            cmd_legendcup_recv_regist_memberlistnode tempNode = new cmd_legendcup_recv_regist_memberlistnode();

            m_kinMemberItems = new LegendCupRegistKinMemberItem[memberList.Count];
            for (int i = 0; i < memberList.Count; ++i)
            {
                GameObject memberItemObj = ResNode.InstantiateRes(KinMemberTemplate);
                if (!memberItemObj)
                {
                    return;
                }

                m_kinMemberItems[i] = memberItemObj.GetComponent <LegendCupRegistKinMemberItem>();
                if (!m_kinMemberItems[i])
                {
                    return;
                }

                tempNode.uDBID       = memberList[i].nUserID;
                tempNode.nPDBID      = memberList[i].nPDBID;
                tempNode.nActorSex   = memberList[i].nActorSex;
                tempNode.nActorLevel = memberList[i].nActorLevel;
                tempNode.szActorName = memberList[i].szActorName;
                tempNode.nType       = memberList[i].nType;
                tempNode.nRankGrade  = memberList[i].nRankGrade;
                tempNode.nRankScore  = memberList[i].nRankScore;
                tempNode.nRankIconId = memberList[i].nRankIconId;
                tempNode.szGradeName = memberList[i].szGradeName;
                m_kinMemberItems[i].SetData(tempNode);

                memberItemObj.name = "MemberItem" + (i + 1);
                RectTransform rectTrans = memberItemObj.transform as RectTransform;
                rectTrans.SetParent(KinMemberListFrame, false);
            }
            KinMemberTemplate.SetActive(false);
        }
示例#4
0
        public void OnShowLegndCupPrizeWnd(long lLegendCupID)
        {
            cmd_legendcup_recv_cuplist_node cupBaseData = LogicDataCenter.legendCupDataManager.GetSingleLegendCupNode(lLegendCupID);

            if (cupBaseData.nLegendCupID == 0)
            {
                return;
            }

            TotalBonusCount.text = cupBaseData.nCompetitionBonus.ToString();

            // 清空DetailPrizeFrame
            int nCount = DetailPrizeFrame.childCount;

            for (int j = nCount - 1; j >= 0; j--)
            {
                Transform childTrans = DetailPrizeFrame.GetChild(j);
                if (childTrans)
                {
                    var temp = childTrans.gameObject;
                    ResNode.DestroyRes(ref temp);
                }
            }

            SSchemeLegendCupConfig cupConfig = LegendCupConfig.Instance.GetCupConfig(cupBaseData.nCupConfigID);

            if (cupConfig == null)
            {
                return;
            }
            List <SSchemeLegendCupPrizeConfig> prizeConfigList = LegendCupConfig.Instance.GetCupPrizeConfig(cupConfig.nPrizeConfigID);

            if (prizeConfigList == null)
            {
                return;
            }

            m_DetailPrizeItems = new LegendCupDetailPrizeItem[prizeConfigList.Count];
            for (int i = 0; i < prizeConfigList.Count; i++)
            {
                GameObject detailPrizeObj = ResNode.InstantiateRes(DetailPrizeTemplate);
                if (!detailPrizeObj)
                {
                    return;
                }

                RectTransform rectTrans = detailPrizeObj.transform as RectTransform;
                rectTrans.SetParent(DetailPrizeFrame, false);

                m_DetailPrizeItems[i] = detailPrizeObj.GetComponent <LegendCupDetailPrizeItem>();
                if (!m_DetailPrizeItems[i])
                {
                    return;
                }

                m_DetailPrizeItems[i].SetData(prizeConfigList[i], cupBaseData.nCompetitionBonus);
            }
            DetailPrizeTemplate.SetActive(false);
        }
示例#5
0
 void ClearContainer(RectTransform container)
 {
     for (int i = container.childCount - 1; i >= 0; --i)
     {
         var temp = container.GetChild(i).gameObject;
         ResNode.DestroyRes(ref temp);
     }
 }
示例#6
0
 public void OnDestroy()
 {
     if (m_image != null)
     {
         var temp = m_image.gameObject;
         ResNode.DestroyRes(ref temp);
     }
 }
示例#7
0
 /// <summary>
 /// 离开本控制器接管
 /// </summary>
 public override void Leave()
 {
     if (m_camRecTrans)
     {
         var temp = m_camRecTrans.gameObject;
         ResNode.DestroyRes(ref temp);
     }
 }
示例#8
0
 /// <summary>
 /// 清除材质球实例
 /// </summary>
 public void ClearMaterialInstance()
 {
     if (InstanceMaterial)
     {
         ResNode.DestroyRes(ref InstanceMaterial);
         InstanceMaterial = null;
     }
 }
示例#9
0
 public void removeAllChild()
 {
     // 删除现有子对象
     for (int i = this.transform.childCount - 1; i >= 0; --i)
     {
         var temp = this.transform.GetChild(i).gameObject;
         ResNode.DestroyRes(ref temp);
     }
 }
示例#10
0
    public static void API_UnLoadAllLevel()
    {
        foreach (SceneResInfoManager re in LoadedScene_ResTable.Values)
        {
            ResNode.DestroyRes(ref re.SceneRoot);
        }

        LoadedScene_ResTable.Clear();
    }
示例#11
0
        private void UpdateServerList(List <gamelogic_district_info> groupList)
        {
            int nCount = ServerList.transform.childCount;

            for (int i = nCount - 1; i >= 0; --i)
            {
                Transform childTrans = ServerList.transform.GetChild(i);
                if (childTrans)
                {
                    GameObject go = childTrans.gameObject;
                    // 销毁obj
                    ResNode.DestroyRes(ref go);
                }
            }

            for (int i = 0; i < groupList.Count; i++)
            {
                GameObject serverGo = ResNode.InstantiateRes(DefaultServerItem);
                if (serverGo != null)
                {
                    serverGo.transform.SetParent(ServerList.transform, false);
                    serverGo.GetComponent <UButtonGroupItem>().Group = ServerList;
                    serverGo.SetActive(true);

                    Text btnLabel = serverGo.GetComponentInChildren <Text>();
                    if (btnLabel)
                    {
                        btnLabel.text = groupList[i].szName;
                    }

                    //正常
                    if (groupList[i].nState < 2)
                    {
                        Transform icon_Green = serverGo.transform.FindChild("Icon_Green");
                        if (icon_Green)
                        {
                            icon_Green.gameObject.SetActive(true);
                        }
                    }
                    else//爆满
                    {
                        Transform icon_Red = serverGo.transform.FindChild("Icon_Red");
                        if (icon_Red)
                        {
                            icon_Red.gameObject.SetActive(true);
                        }
                    }

                    DistrictInfo districtInfo = serverGo.GetComponent <DistrictInfo>();
                    if (districtInfo != null)
                    {
                        districtInfo.SetData(i, groupList[i].nGroup, groupList[i].nDistrict, groupList[i].nServer);
                    }
                }
            }
        }
示例#12
0
文件: Adorning.cs 项目: zwong91/Titan
    public void Awake()
    {
        bodyobj = gameObject; //以后应该用下面的异步加载时的方法
        Animator a = GetComponent <Animator>();

        if (a != null && a.runtimeAnimatorController == null)
        {
            ResNode.DestroyRes(ref a);
        }
    }
示例#13
0
    public static void API_UnLoadLevel(string sceneName)
    {
        SceneResInfoManager mr = null;

        if (LoadedScene_ResTable.TryGetValue(sceneName, out mr))
        {
            ResNode.DestroyRes(ref mr.SceneRoot);
            LoadedScene_ResTable.Remove(sceneName);
        }
    }
示例#14
0
        /// <summary>
        /// 设置游戏对象
        /// </summary>
        /// <param name="gameObject">游戏对象</param>
        public void SetGameObject(GameObject gameObject)
        {
            if (m_gameObject)
            {
                Debug.LogError("EntityView Error,gameobject is not null!" + m_gameObject.name + ",isValid:" + m_isValid + ",chidCout:" + m_gameObject.transform.childCount);
                ResNode.DestroyRes(ref m_gameObject);
            }

            m_gameObject = gameObject;
        }
示例#15
0
    public void Clear()
    {
        isBeCached = false;
        if (m_MainAnimator)
        {
            m_MainAnimator.runtimeAnimatorController = orginalAnimatorController;
        }

        m_nSkinID            = -1;
        m_SkinObj            = null;
        m_SkinObj_B          = null;
        m_SkinObj_A          = null;
        m_MainAnimator       = null;
        m_AnimatorB          = null;
        m_bipedIKAnimator    = null;
        m_creatureProperty   = null;
        m_ReferencedSkinCtrl = null;
        m_SkinnedMeshRenderList.Clear();
        m_MeshRenderList.Clear();
        m_AllRenders.Clear();
        m_cameraProperty      = null;
        m_characterController = null;
        m_entitySkinConfig    = null;

        if (m_playEntityStaticEffect)
        {
            m_playEntityStaticEffect.Clear();
        }

        if (m_switchEffectWithHeroDistance)
        {
            m_switchEffectWithHeroDistance.Clear();
        }

        m_playEntityStaticEffect       = null;
        m_switchEffectWithHeroDistance = null;
        m_sidekickEntity = null;
        m_SkinDataObj    = null;
        foreach (RenderVisibleHelper vis in m_VisibleHelperList)
        {
            vis.hostSkin = null;
            var temp1 = vis;
            ResNode.DestroyRes(ref temp1);
        }
        ResNode.DestroyRes(ref m_bindEffect_A);
        ResNode.DestroyRes(ref m_bindEffect_B);
        ResNode.DestroyRes(ref m_bindSound);
        ResNode.DestroyRes(ref m_overrideController);
        m_VisibleHelperList.Clear();

        ResNode.DestroyRes(ref m_characterShadow);
        ClearAlpha();
        ClearBonesMap();
        m_isLoadFinish = false;
    }
示例#16
0
 public static void Clear()
 {
     foreach (PrefabNode pn in m_PrefabMap.Values)
     {
         pn.Clear();
     }
     //清掉引用,再调用UnLoad就行了
     m_PrefabMap.Clear();
     ResNode.DestroyRes(ref PrefabCacheRoot);
     Resources.UnloadUnusedAssets();
 }
示例#17
0
        public void OnShowCreateTypeWnd()
        {
            int nTypeCount = CupTypeFrame.childCount;

            for (int i = nTypeCount - 1; i >= 0; i--)
            {
                Transform typeRect = CupTypeFrame.GetChild(i);
                if (typeRect)
                {
                    var temp = typeRect.gameObject;
                    ResNode.DestroyRes(ref temp);
                }
            }

            List <SSchemeLegendCupTypeConfig> typeConfigList = LegendCupConfig.Instance.GetCupTypeConfigList();

            if (typeConfigList == null || typeConfigList.Count <= 0)
            {
                return;
            }

            m_typeItem.Clear();
            int index = 0;

            CupTypeBtnGroup.UseGroupIndex = true;
            foreach (SSchemeLegendCupTypeConfig config in typeConfigList)
            {
                if (config.nIsShow <= 0)
                {
                    continue;
                }

                GameObject typeObj = ResNode.InstantiateRes(CupTypeTemplate);
                if (!typeObj)
                {
                    return;
                }
                RectTransform typeTrans = typeObj.transform as RectTransform;
                typeTrans.SetParent(CupTypeFrame, false);
                LegendCupTypeItem typeItem = typeObj.GetComponent <LegendCupTypeItem>();
                typeItem.SetData(this, config.nCreateType);
                m_typeItem.Add(typeItem);
                UButtonGroupItem btnItem = typeObj.GetComponent <UButtonGroupItem>();
                btnItem.GroupIndex = index++;

                btnItem.Group = CupTypeBtnGroup;
                typeObj.SetActive(true);
            }
            CupTypeTemplate.SetActive(false);

            CupTypeBtnGroup.onButtonGroupSelectedChange.RemoveListener(OnButtonChange);
            CupTypeBtnGroup.onButtonGroupSelectedChange.AddListener(OnButtonChange);
            CupTypeBtnGroup.SetItemSelectedItem(0);
        }
    void OcclusCullingInit()
    {
        if (!GoablEnabledOcclusCulling)
        {
            ResNode.DestroyRes(ref ScenereOcclusColliderRoot);
            return;
        }

        InitScreenInfo();
        BuildOcclusCacheData();
    }
示例#19
0
        protected override void onExit(TBTWorkingData wData, int runningStatus)
        {
            base.onExit(wData, runningStatus);
            SceneEffectManager.Instance.DestroySceneEffect(ref param);
            GameObject splineMeshGO = m_SplineMesh.gameObject;

            ResNode.DestroyRes(ref splineMeshGO);
            m_MainHeroTrans = null;
            m_SplineMesh    = null;
            m_Prefab        = null;
        }
 private void deleteComponent(Transform node)
 {
     foreach (Component comp in node.gameObject.GetComponents <Component>())
     {
         if (comp != node.transform)
         {
             Component temp = comp;
             ResNode.DestroyRes(ref temp);
         }
     }
 }
示例#21
0
 public static void ClearTestModel()
 {
     foreach (GameObject go in m_TestModelList)
     {
         if (go)
         {
             GameObject temp = go;
             ResNode.DestroyRes(ref temp);
         }
     }
 }
示例#22
0
        public void showOftenUseHeroInfo(List <cmd_entity_hero_info> heroInfoList)
        {
            if (heroInfoList.Count > 5 || heroReqRes == null)
            {
                return;
            }

            // 在创建预制体之前,先把group内的东西清空
            int nChildCount = heroGroup.transform.childCount;

            for (int i = 0; i < nChildCount; i++)
            {
                GameObject go = heroGroup.transform.GetChild(0).gameObject;
                ResNode.DestroyRes(ref go);
            }

            bool bIsFirst    = true;
            int  nMaxUseTime = 0;

            // dicHeroInfo接收的经常使用的英雄是按照使用英雄的次数进行排序的
            foreach (cmd_entity_hero_info item in heroInfoList)
            {
                if (item.nHeroID == 0)
                {
                    continue;
                }

                // 可以先打开游戏看一下像经验条一样,我要先确定最大经验, 即英雄使用做多的次数
                if (bIsFirst)
                {
                    nMaxUseTime = item.nGameCount;
                    bIsFirst    = false;
                }

                // 创建预制体并进行赋值显示
                GameObject instance = heroReqRes.InstanceMainRes();
                instance.name = heroReqRes.AssetName;
                if (instance == null)
                {
                    continue;
                }
                instance.transform.SetParent(heroGroup.transform, false);
                HeroInfo heroInfo = instance.GetComponent <HeroInfo>();
                if (heroInfo == null)
                {
                    continue;
                }
                bool bReqSelf = LogicDataCenter.playerSystemDataManager.bRequestSelf;
                int  nReqID   = LogicDataCenter.playerSystemDataManager.nRequestPDBID;
                heroInfo.setRequestInfo(bReqSelf, nReqID);
                heroInfo.setHeroInfo(item, nMaxUseTime);
            }
        }
示例#23
0
 /// <summary>
 /// 删除动态添加的脚本
 /// </summary>
 private void DestroyDynamicCommopnent()
 {
     if (m_DynamicCommopnent.Count > 0)
     {
         foreach (MonoBehaviour mb in m_DynamicCommopnent)
         {
             var temp = mb;
             ResNode.DestroyRes(ref temp);
         }
         m_DynamicCommopnent.Clear();
     }
 }
示例#24
0
        public void onAddBlackListByOther(int dwUserID)
        {
            // 如果有该窗口,则销毁该窗口
            GameObject subChatWndObj;
            string     sessionName = LogicDataCenter.snsDataManager.getSessionName(dwUserID);

            if (m_subChatWndList.TryGetValue(sessionName, out subChatWndObj))
            {
                LogicDataCenter.snsDataManager.SessionManager.delSession(sessionName);
                m_subChatWndList.Remove(sessionName);
                ResNode.DestroyRes(ref subChatWndObj);
            }
        }
示例#25
0
文件: GameUtil.cs 项目: zwong91/Titan
    /// <summary>
    /// 删除子节点
    /// </summary>
    /// <param name="parent"></param>
    public static void DestroyChild(Transform parent)
    {
        if (parent == null)
        {
            return;
        }

        for (int i = parent.childCount - 1; i >= 0; --i)
        {
            GameObject go = parent.GetChild(i).gameObject;
            ResNode.DestroyRes(ref go);
        }
    }
示例#26
0
 public static void Clear()
 {
     if (MonoInstance)
     {
         inputInstance.StopAllCoroutines();
         inputInstance = null;
         ResNode.DestroyRes(ref MonoInstance);
         MonoInstance = null;
         //AllKeyEnums.Clear();
         //AllKeyEnums = null;
     }
     InputConvertHelper.Clear();
 }
示例#27
0
 public void ForceDeleteTestModel()
 {
     if (EffectNode.UseTestModel)
     {
         matInstances.Clear();
         m_Renders.Clear();
         if (TestModel)
         {
             ResNode.DestroyRes(ref TestModel);
         }
         return;
     }
 }
        protected void ReleaseRTCamera(UEffectNode _nodeRegister)
        {
            var _node = _nodeRegister.To <UEffectNodeData_Mesh>();

            if (_nodeRegister.EffectType == UEffectType.UET_EffectMesh && _node != null)
            {
                RemoveAndSortCamera(_node.EffectMeshCamera.Camera);
                m_MeshEffectCount--;
                var temp = _node.EffectMeshCamera.Camera.gameObject;
                ResNode.DestroyRes(ref temp);
                _node.EffectMeshCamera.Camera = null;
            }
        }
示例#29
0
        public void UpdateLastEnterDistrictList()
        {
            int nCount = LastEnterServerList.transform.childCount;

            for (int i = nCount - 1; i >= 0; --i)
            {
                Transform childTrans = LastEnterServerList.transform.GetChild(i);
                if (childTrans)
                {
                    GameObject go = childTrans.gameObject;
                    // 销毁obj
                    ResNode.DestroyRes(ref go);
                }
            }

            m_lastEnterDistrictList = DataCenter.LogicDataCenter.districtListDataManger.LastEnterDistrictInfoList;

            if (m_lastEnterDistrictList == null || m_lastEnterDistrictList.Count < 1)
            {
                return;
            }

            for (int i = 0; i < m_lastEnterDistrictList.Count; i++)
            {
                //最多列5个
                if (i > 5)
                {
                    break;
                }

                GameObject serverGo = ResNode.InstantiateRes(DefaultLastServerItem);
                if (serverGo != null)
                {
                    serverGo.transform.SetParent(LastEnterServerList.transform, false);
                    serverGo.GetComponent <UButtonGroupItem>().Group = LastEnterServerList;
                    serverGo.SetActive(true);

                    Text btnLabel = serverGo.GetComponentInChildren <Text>();
                    if (btnLabel)
                    {
                        btnLabel.text = m_lastEnterDistrictList[i].szName;
                    }

                    DistrictInfo districtInfo = serverGo.GetComponent <DistrictInfo>();
                    if (districtInfo != null)
                    {
                        districtInfo.SetData(i, m_lastEnterDistrictList[i].nGroup, m_lastEnterDistrictList[i].nDistrict, m_lastEnterDistrictList[i].nServer);
                    }
                }
            }
        }
示例#30
0
        // 设置经常使用英雄信息
        private void SetOftenUseHeroInfo(List <cmd_entity_hero_info> heroInfoList, GameObject heroGroup, ResNode heroIns, int nPDBID, bool bIsSelf)
        {
            if (heroInfoList.Count > 5 || heroIns == null)
            {
                return;
            }

            // 每次先清空HeroGroup内容
            int nChildCount = heroGroup.transform.childCount;

            for (int i = nChildCount - 1; i >= 0; --i)
            {
                GameObject go = heroGroup.transform.GetChild(i).gameObject;
                ResNode.DestroyRes(ref go);
            }

            bool bIsFirst   = true;
            int  nMaxUseNum = 0;

            // heroInfoList数据是按使用次数从大向小排序的
            foreach (var item in heroInfoList)
            {
                if (item.nHeroID == 0)
                {
                    return;
                }

                // 确定最大使用次数
                if (bIsFirst)
                {
                    bIsFirst   = false;
                    nMaxUseNum = item.nGameCount;
                }

                // 创建预制体并进行赋值显示
                GameObject inst = heroIns.InstanceMainRes();
                if (inst == null)
                {
                    continue;
                }
                inst.transform.SetParent(heroGroup.transform, false);

                HeroInfo heroInfo = inst.GetComponent <HeroInfo>();
                if (heroInfo == null)
                {
                    continue;
                }
                heroInfo.setRequestInfo(bIsSelf, nPDBID);
                heroInfo.setHeroInfo(item, nMaxUseNum);
            }
        }