示例#1
0
    static public bool getNextMinimapStaticIcon(int nMapID, int nFromIndex, ref SMinimapStaticIcon data)
    {
        IntPtr ptr = _getNextMinimapStaticIcon(nMapID, nFromIndex);

        if ((int)ptr == 0)
        {
            //Trace.LogError("getNextMinimapStaticIcon mapID=" + nMapID + " nFromIndex=" + nFromIndex);
            return(false);
        }

        data = IntPtrHelper.toData <SMinimapStaticIcon>(ptr);
        return(true);
    }
示例#2
0
    static public bool getMinimapStaticObjInfo(int nMapID, int nIndex, ref SMinimapStaticIcon data)
    {
        IntPtr ptr = _getMinimapStaticObjInfo(nMapID, nIndex);

        if ((int)ptr == 0)
        {
            Trace.LogWarning("getMinimapStaticObjInfo mapID=" + nMapID + " nIndex=" + nIndex);
            return(false);
        }

        data = IntPtrHelper.toData <SMinimapStaticIcon>(ptr);
        return(true);
    }
示例#3
0
    public void CreateStaticObj(int objIndex)
    {
        SMinimapStaticIcon data = new SMinimapStaticIcon();

        // 读静态打点配置
        if (GameLogicAPI.getMinimapStaticObjInfo(this.mMapID, objIndex, ref data) == false)
        {
            Trace.LogError("CreateStaticObj(" + objIndex + "), mapID=" + this.mMapID + " failed");
            return;
        }

        MyInvokeQ._Invoke("CreateStaticObj", objIndex, data.szName, data.szIconName, data.nX, data.nZ, data.szTipStr, data.nTipBgColor);
    }
示例#4
0
    // 创建野怪(静态打点)倒计时
    public void CreateCountDown(int objIndex, int countDown)
    {
        SMinimapStaticIcon data = new SMinimapStaticIcon();

        // 读静态打点配置
        if (GameLogicAPI.getMinimapStaticObjInfo(this.mMapID, objIndex, ref data) == false)
        {
            return;
        }

        double fcountDown = countDown;

        //fcountDown = fcountDown / 1000;
        MyInvokeQ._Invoke("CreateCountDown", objIndex, data.nX, data.nZ, System.Math.Ceiling(fcountDown));
    }
示例#5
0
    public void Init(int nMapID)
    {
        mMapID = nMapID;
        // 获取小地图信息
        SMinimapInfo sInfo = new SMinimapInfo();

        if (GameLogicAPI.getMinimapInfo(this.mMapID, ref sInfo) == false)
        {
            Trace.LogError("OnRegisterMinimap failed, !GameLogicAPI.getMinimapInfo");
            return;
        }

        // AS初始化小地图--优先级最高

        MyInvokeQ._Invoke("MinimapInit", sInfo.szDarkBg, sInfo.szLightBg, sInfo.szBaseMap, sInfo.fLeft, sInfo.fRight,
                          sInfo.fTop, sInfo.fBottom);

        SceneRect = new Rect(sInfo.fLeft, sInfo.fTop, Math.Abs(sInfo.fRight - sInfo.fLeft), Math.Abs(sInfo.fBottom - sInfo.fTop));

        // 创建静态打点
        SMinimapStaticIcon staticIcon = new SMinimapStaticIcon();
        int nFromIndex = -1;

        while (GameLogicAPI.getNextMinimapStaticIcon(this.mMapID, nFromIndex, ref staticIcon) == true)
        {
            if (staticIcon.nAutoCreate != 0)
            {
                CreateStaticObj(staticIcon.nIndex);
            }
            nFromIndex = staticIcon.nIndex;
        }

        // 旋转小地图
        if (this.mMapID != -1 && this.mainHeroCamp != -1)
        {
            int nDefalutAngel, nXOffset, nYOffset = 0;
            GetDefaultRotateInfo(mainHeroCamp, out nDefalutAngel, out nXOffset, out nYOffset);
            MyInvokeQ._Invoke("RotateMinimap", nDefalutAngel, nXOffset, nYOffset);
        }
    }