示例#1
0
    void Update()
    {
        if (m_isLeaveCreateChar1 == true && mCreateChar && mCreateChar.IsLeaveCreateUIFinish())
        {
            mCreateChar.LeaveCreateUI();                                                                //< 离开创建角色界面aa

            GameObject kSelectWndObject = mCreateChar.m_SelectRoleWndObject;
            if (kSelectWndObject)
            {
                SelectChar kSelectChar = kSelectWndObject.GetComponent <SelectChar>();
                if (kSelectChar)
                {
                    kSelectChar.EnterSelectUI();                                                        //< 回到选择角色界面aa
                }
            }

            m_isLeaveCreateChar1 = false;
        }

        if (m_isLeaveCreateChar2 == true && mCreateChar && mCreateChar.IsLeaveCreateUIFinish2())
        {
            mCreateChar.m_ReturnModel = true;
            mCreateChar.EnterCreateUI1(mCreateChar.SelectedRace);               //< 回到创建角色第一步界面aa
            m_isLeaveCreateChar2 = false;
        }
    }
示例#2
0
 public void SetSelectRoleWnd(GameObject obj)
 {
     m_SelectRoleWndObject = obj;
     if (m_SelectRoleWndObject)
     {
         mSelectChar = m_SelectRoleWndObject.GetComponent <SelectChar>();
     }
 }
示例#3
0
    protected bool m_bSelected = false; // 当前此项是否被选中


    void Awake()
    {
        if (m_SelectCharWnd)
        {
            m_SelectChar = m_SelectCharWnd.GetComponent <SelectChar>();
        }

        InitRole();
    }
示例#4
0
    void Awake()
    {
        if (m_SelectCharWnd)
        {
            m_SelectChar = m_SelectCharWnd.GetComponent <SelectChar>();
        }

        // 默认选择上次选中的角色aa
        int iCurrentSelect = -1;

        if (SDNetGlobal.roleCount > 0 && SDNetGlobal.playerList[SDNetGlobal.lastSelectRole] != null)
        {
            iCurrentSelect = SDNetGlobal.lastSelectRole;
        }
        doSelect(iCurrentSelect);

        //
        EnterSelectUI();
    }