/*void Update()
     * {
     *
     * }*/

    /// <summary> 设置物品数据 </summary>
    public void SetItemData(PlayerBagItem pbi, ItemConfig itemCfg, List <ulong> IDLst)
    {
        gameObject.SetActive(true);

        SerItemInfo = pbi;
        ItemCfg     = itemCfg;

        Icon.spriteName = ItemCfg.Icon;
        Icon.MakePixelPerfect();
        Icon.transform.localScale = Vector3.one * 1.2f;

        Name.text = ItemCfg.Name;
        Num.text  = pbi.m_item_count.ToString();

        if (ItemCfg.Describe.Length > 38)
        {
            Des.text = StringBuilderTool.ToInfoString(ItemCfg.Describe.Substring(0, 36), "...");
        }
        else
        {
            Des.text = ItemCfg.Describe;
        }

        for (int i = 0; i < IDLst.Count; i++)
        {
            if (SerItemInfo.m_id == IDLst[i])
            {
                SetSelState(true);
                break;
            }
        }
    }
示例#2
0
    void Start()
    {
        if (CsvConfigTables.Instance.RoleCsvDic.TryGetValue((int)RoleID, out rc))
        {
            GameObject model = Resources.Load <GameObject>(StringBuilderTool.ToString("Prefabs/Actor/", rc.ModelName));
            if (model != null)
            {
                GameObject obj = GameObject.Instantiate(model);
                MyTools.setLayerDeep(obj, LayerMask.NameToLayer("UI"));
                Root                  = obj.transform;
                Root.parent           = transform;
                Root.localPosition    = new Vector3(0, -216, -300);
                Root.localEulerAngles = new Vector3(0, RoleID < 1000 ? 180 : -140, 0);
                Root.localScale       = Vector3.one * RoleModelScale;

                animation = Root.GetComponent <Animation>();
                animator  = Root.GetComponent <Animator>();

                Name.text = rc.Name;

                if (rc.UnLockType != 0)
                {
                    LockIcon.SetActive(true);
                    UnLockConditionLab.text = rc.GetUnLockConditionDes();
                }
            }
        }

        //Refresh();
    }
示例#3
0
    void Awake()
    {
        for (int i = 0; i < StageGroups.Length; i++)
        {
            string[] split = StageGroups[i].name.Split('_');
            if (split.Length == 3)
            {
                if (split[1].Contains("Open") || split[1].Contains("Close"))
                {
                    StageGroups[i].gameObject.SetActive(false);

                    Transform t = null;
#if UNITY_ANDROID
                    t = StageGroups[i].transform.parent.Find(StringBuilderTool.ToInfoString("StageGroup_Open_", split[2]));
#elif UNITY_IPHONE
                    t = StageGroups[i].transform.parent.Find(StringBuilderTool.ToInfoString("StageGroup_Close_", split[2]));
#endif
                    if (t != null)
                    {
                        t.gameObject.SetActive(true);

                        UI_StageGroup sg = t.GetComponent <UI_StageGroup>();
                        if (sg != null)
                        {
                            StageGroups[i] = sg;
                        }
                    }
                }
            }
        }
    }
示例#4
0
    IEnumerator _AutoBeginFight()
    {
        int cd = GameApp.Instance.GetParameter("AutoBeginFight");

        while (cd > 0)
        {
            while ((GameApp.Instance.CurRoomPlayerLst.Count == 1))
            {
                AutoBeginFightHint.gameObject.SetActive(false);
                cd = GameApp.Instance.GetParameter("AutoBeginFight");
                yield return(new WaitForSeconds(1));
            }
            AutoBeginFightHint.gameObject.SetActive(true);

            if (!PauseAutoBeginFight)
            {
                AutoBeginFightHint.text = StringBuilderTool.ToString((cd--), "秒自动开始游戏");
            }

            if (cd <= 10)
            {
                GameApp.Instance.CommonHintDlg.OpenHintBox(AutoBeginFightHint.text);
            }

            yield return(new WaitForSeconds(1));
        }

        OnClick_GotoFight();
    }
示例#5
0
    IEnumerator RefreshCardList()
    {
        MyTools.DestroyChildNodes(CardTable.transform);
        CommodityWaitLoad.SetActive(true);
        int CurProg = 0;

        foreach (MagicCardConfig CardCfg in TempToExchangeCardLst)
        {
            GameObject newUnit = NGUITools.AddChild(CardTable.gameObject, CardUnit_CardPrefab);
            newUnit.SetActive(true);
            newUnit.name = "Card_" + CardCfg.CardID;

            UI_MagicCard mc = newUnit.GetComponent <UI_MagicCard>();
            mc.UnconditionalShow(CardCfg.CardID);

            CardTable.repositionNow = true;
            yield return(new WaitForEndOfFrame());

            CardLstRoot.GetComponent <UIScrollView>().ResetPosition();

            CurProg++;
            CommodityLoadProgLab.text = StringBuilderTool.ToString("卡牌加载中(", CurProg, "/", TempToExchangeCardLst.Count, ")...");
        }
        CommodityWaitLoad.SetActive(false);
    }
示例#6
0
    /// <summary> 获取解锁条件文字描述 </summary>
    public string GetUnLockConditionDes()
    {
        switch (UnLockType)
        {
        default:
        case 0:
            return("");

        case 1:
            string[] TempSplit = UnLockCondition.Split('_');
            if (TempSplit.Length == 3)
            {
                ChapterConfig cc = null;
                if (CsvConfigTables.Instance.ChapterCsvDic.TryGetValue(int.Parse(TempSplit[0]), out cc))
                {
                    GroupConfig gc = null;
                    if (CsvConfigTables.Instance.GroupCsvDic.TryGetValue(int.Parse(TempSplit[1]), out gc))
                    {
                        StageConfig sc = null;
                        if (CsvConfigTables.Instance.StageCsvDic.TryGetValue(int.Parse(TempSplit[2]), out sc))
                        {
                            return(StringBuilderTool.ToInfoString("通关 " + cc.Name, "-", gc.Name, "-" + sc.Name));
                        }
                    }
                }
            }
            return("解锁条件数据格式错误!");

        case 2:
            return("充值" + float.Parse(UnLockCondition) + "元");
        }
    }
示例#7
0
    IEnumerator WaitToCheckRoleName()
    {
        while (curHttpResult == HttpResult.ConnectContinue)
        {
            yield return(new WaitForEndOfFrame());
        }

        if (curHttpResult == HttpResult.ConnectException)
        {
            GameApp.Instance.CommonMsgDlg.OpenSimpleMsgBox(StringBuilderTool.ToInfoString("连接异常!\nWaitToCheckRoleName\n", ConnectExceptionInfo));
            Clear();
            yield break;
        }
        else
        {
            LitJson.JsonData jsonRes = LitJson.JsonMapper.ToObject(platformRetStrInfo);
            if (jsonRes["status"].ToString() == "0")
            {
                //GameApp.Instance.CommonHintDlg.OpenHintBox("角色名可用!");
            }
            else
            {
                //GameApp.Instance.CommonMsgDlg.OpenSimpleMsgBox("角色名不可用!");
            }
        }

        Clear();
    }
示例#8
0
    public void Set(MailItemInfo mii)
    {
        CurMII = mii;

        Name.text = mii.Name;

        Residue.text = StringBuilderTool.ToString(mii.Residue, "天");

        if (mii.IsReadAndGet)
        {
            Bg.spriteName = "bg_yeqian_0";

            if (mii.IsHasItem())
            {
                HasItemSign.spriteName = "icon_baoxiang_0_hui";
            }
        }
        else
        {
            Bg.spriteName = "bg_yeqian_2";

            if (mii.IsHasItem())
            {
                HasItemSign.spriteName = "icon_baoxiang_0";
            }
        }

        LastBgSpriteName = Bg.spriteName;
    }
示例#9
0
    void UpdateExitRes()
    {
        Action Over = () =>
        {
            CancelInvoke("UpdateExitRes");
            GameApp.SendMsg.EndWaitUI();
        };

        string ExitRes = TestPlugins.Call <string>("GetExitRes");

        Debug.Log(StringBuilderTool.ToInfoString("退出结果:", ExitRes));

        if (ExitRes.Length > 0)
        {
            switch (ExitRes)
            {
            case "Wait":
                break;

            case "Success":
                Over();
                Application.Quit();
                break;

            case "Cancel":
                Over();
                break;
            }
        }
    }
示例#10
0
    void UpdateLoginRes()
    {
        Action Over = () =>
        {
            CancelInvoke("UpdateLoginRes");
            GameApp.SendMsg.EndWaitUI();
        };

        string LoginRes = TestPlugins.Call <string>("GetLoginRes");

        Debug.Log(StringBuilderTool.ToInfoString("登陆结果:", LoginRes));

        string[] s = LoginRes.Split('_');
        if (s.Length > 0)
        {
            switch (s[0])
            {
            case "Wait":
                break;

            case "Success":
                Debug.Log("登录成功!");
                Over();

                SDKInfo.AccessToken = s[1];
                SDKInfo.UserId      = int.Parse(s[2]);
                SDKInfo.UserName    = s[3];

                Debug.Log(StringBuilderTool.ToInfoString("AccessToken:", SDKInfo.AccessToken));
                Debug.Log(StringBuilderTool.ToString("UserId:", SDKInfo.UserId));
                Debug.Log(StringBuilderTool.ToInfoString("UserName:", SDKInfo.UserName));

                GameApp.Instance.UILogin.RecordNickName = SDKInfo.UserName;
                GameApp.Instance.UILogin.Account        = SDKInfo.UserName;

                GameApp.Instance.Platform.LeSDKLogin(s[1]);
                break;

            case "NullUserInfo":
                GameApp.Instance.CommonMsgDlg.OpenSimpleMsgBox("登录异常!用户信息为空!");
                Over();
                break;

            case "Failure":
                GameApp.Instance.CommonMsgDlg.OpenSimpleMsgBox(StringBuilderTool.ToInfoString("登录失败!\n错误码:", s[1], "\n错误描述:", s[2]));
                Over();
                break;

            case "Cancel":
                Debug.Log("取消登录!");
                Over();

                //清空数据,等待重新登陆...
                SDKInfo = new LeSDKInfo();
                GameApp.Instance.Platform.PlatformInfo = new KOIPlatformInfo();
                GameApp.Instance.UILogin.ShowLeSDKLogin();
                break;
            }
        }
    }
示例#11
0
    IEnumerator RefreshAccumulativeLoginList()
    {
        string AccumulativeLoginKey = StringBuilderTool.ToString(SerPlayerData.GetAccountID(), "_AccumulativeLogin");

        if (!PlayerPrefs.HasKey(AccumulativeLoginKey))
        {
            PlayerPrefs.SetString(AccumulativeLoginKey, DateTime.Now.Ticks.ToString());
        }
        string   LastTime    = PlayerPrefs.GetString(AccumulativeLoginKey);
        DateTime dtLastTime  = new DateTime(long.Parse(LastTime));
        TimeSpan ResidueTime = DateTime.Now - dtLastTime;

        MyTools.DestroyChildNodes(AccumulativeLoginGrid.transform);

        UIScrollView sv = AccumulativeLoginGrid.transform.parent.GetComponent <UIScrollView>();

        for (int i = 1; i <= 31; i++)
        {
            GameObject newUnit = NGUITools.AddChild(AccumulativeLoginGrid.gameObject, AccumulativeLoginUnitPrefab);
            newUnit.SetActive(true);
            newUnit.name = "AccumulativeLoginUnit_" + i;
            newUnit.transform.localPosition = new Vector3(0, -140 * (i - 1), 0);

            UI_AccumulativeLoginUnit alu = newUnit.GetComponent <UI_AccumulativeLoginUnit>();
            alu.Set(i, ResidueTime.Days + 1);

            sv.ResetPosition();
            AccumulativeLoginGrid.repositionNow = true;

            yield return(new WaitForEndOfFrame());
        }
    }
示例#12
0
    //void Start()
    //{

    //}

    //void Update()
    //{

    //}

    /// <summary> 设置道具数据 </summary>
    public void SetItemData(int itemID, int itemCount)
    {
        gameObject.SetActive(true);

        CsvConfigTables.Instance.ItemCsvDic.TryGetValue(itemID, out ItemCfg);
        if (ItemCfg != null)
        {
            if (ItemCfg.Type == 2)
            {
                Icon.enabled = false;
                UITexture cardIcon = Icon.gameObject.AddComponent <UITexture>();
                cardIcon.mainTexture = Resources.Load(StringBuilderTool.ToInfoString("MagicCard/", ItemCfg.GetIcon())) as Texture;
                cardIcon.width       = 40;
                cardIcon.height      = 60;
                cardIcon.depth       = 14;
            }
            else
            {
                Icon.spriteName = ItemCfg.Icon;
                Icon.MakePixelPerfect();
            }

            Name.text = StringBuilderTool.ToString(ItemCfg.Name, "x", itemCount);
        }
    }
示例#13
0
    private void PlayBgmClip(string bgmName, float fadeInTime, bool loopBgm = true, bool willRest = false)
    {
        AudioSource currentAs;

        if (willRest)
        {
            currentAs             = m_TrackBgmNRest;
            m_CurrentBgmNRestName = bgmName;
        }
        else
        {
            m_ActiveBgmTrack = (m_ActiveBgmTrack + 1) % 2;
            currentAs        = m_TrackBgm[m_ActiveBgmTrack];
            m_CurrentBgmName = bgmName;
        }

        AudioClip clip = Resources.Load(StringBuilderTool.ToInfoString("Sound/Bgm/", bgmName)) as AudioClip;

        currentAs.enabled = true;
        currentAs.clip    = clip;
        currentAs.volume  = 0.011f;
        currentAs.loop    = loopBgm;
        currentAs.Play();
        TweenVolume tv = TweenVolume.Begin(currentAs.gameObject, fadeInTime, (float)m_CurrentBgmVol / 100.0f);

        tv.eventReceiver    = gameObject;
        tv.callWhenFinished = "PlayBgmFadeEnd";
    }
示例#14
0
    public void OnClick_Sel()
    {
        GameApp.Instance.SoundInstance.PlaySe("button");
        Debug.Log(StringBuilderTool.ToInfoString(gameObject.name, "UI_StampUnit OnClick_Sel"));

        GameApp.Instance.HomePageUI.Coloring.ChangeStamp(int.Parse(MyTools.GetLastString(gameObject.name, '_')));
    }
示例#15
0
    /// <summary>
    ///
    /// </summary>
    /// <param name="callback"></param>
    /// <param name="textruename"></param>加载图片的路径名字
    public void Show(EventDelegate callback)
    {
        InLoading = true;
        BeginHide = false;
        //gameObject.SetActive(true);

        loadingType = LoadingType.FadeOut;

        curCallBack = callback;

        FadeOutTexture.mainTexture = Resources.Load(StringBuilderTool.ToInfoString("BackGround/", LoadingPicName)) as Texture;

        FadeOutRoot.SetActive(true);
        iTween.ValueTo(gameObject,
                       iTween.Hash(
                           "name", "FadeOut",
                           "from", 0f,
                           "to", 1f,
                           "easetype", iTween.EaseType.easeInOutCubic,
                           "loopType", iTween.LoopType.none,
                           "onupdate", "ChangeFadeOutPlaneAlpha",
                           "oncomplete", "ShowOver",
                           "time", LoadingConsuming * 1.5f));

        StartCoroutine("RunShowLoadingPoint");
        ProgressBar.value = 0;
    }
示例#16
0
    void OnTriggerEnter(Collider collider)
    {
        if (GameApp.Instance.FightUI == null)
        {
            return;
        }

        if (!GameApp.Instance.FightUI.GameBegin)
        {
            return;
        }

        if (collider.name.IndexOf("Player_") == 0)
        {
#if UNITY_EDITOR
            Debug.Log(StringBuilderTool.ToInfoString("Trigger: ", gameObject.name, "与", collider.name, " 接触! 类型:", EventType.ToString()));
#endif
            switch (EventType)
            {
            case EEventType.eStart:
            {
                GameApp.Instance.FightUI.ShowBeginPointHint();
            }
            break;

            case EEventType.eToBoss:
            {
                GameApp.Instance.FightUI.ShowGotoBossHint();
            }
            break;
            }
        }
    }
示例#17
0
    /*public void OnClick_CompoundByMagicPower()
     * {
     *  GameApp.Instance.SoundInstance.PlaySe("button");
     *
     *  GameApp.Instance.CommonMsgDlg.OpenMsgBox(StringBuilderTool.ToString("是否消耗", OutputCard.MCCfg.NeedCurrencyItemInfo.ItemCnt, "点魔力值合成", OutputCard.FullName(), "?"),
     *              (isCompound) =>
     *              {
     *                  if (isCompound)
     *                  {
     *                      if (GameApp.Instance.MainPlayerData.MagicPower >= OutputCard.MCCfg.NeedCurrencyItemInfo.ItemCnt)
     *                      {
     *                          GameApp.Instance.MainPlayerData.MagicPower -= OutputCard.MCCfg.NeedCurrencyItemInfo.ItemCnt;
     *
     *                          GameApp.Instance.AddCardHoldCount(OutputCard.MCCfg.CardID, 1);
     *
     *                          CompoundSuccess();
     *                      }
     *                      else
     *                      {
     *                          GameApp.Instance.CommonMsgDlg.OpenMsgBox("魔力值不足!");
     *                      }
     *                  }
     *              });
     * }*/

    public void OnClick_CompoundByCard()
    {
        GameApp.Instance.SoundInstance.PlaySe("button");

        GameApp.Instance.CommonMsgDlg.OpenMsgBox(StringBuilderTool.ToString("是否消耗", OutputCard.MCCfg.NeedItemsLst.Count, "张材料卡牌合成", OutputCard.FullName(), "?"),
                                                 (isCompound) =>
        {
            if (isCompound)
            {
                if (GameApp.Instance.PlayerData != null)
                {
                    GameApp.SendMsg.Compose(common.ComposeType.ComposeType_Item, (uint)OutputCard.MCCfg.CardID);
                }
                else
                {
                    GameApp.Instance.AddCardHoldCount(OutputCard.MCCfg.CardID, 1);
                    for (int i = 0; i < OutputCard.MCCfg.NeedItemsLst.Count; i++)
                    {
                        if (i < MaterialCards.Length)
                        {
                            GameApp.Instance.AddCardHoldCount(OutputCard.MCCfg.NeedItemsLst[i].ItemID, -1);
                        }
                    }
                    CompoundSuccess(OutputCard.MCCfg.CardID);
                }
            }
        });
    }
示例#18
0
 public void UpdateModifyTime()
 {
     LastModifyTime = StringBuilderTool.ToInfoString(
         "最后修改时间:", DateTime.Now.ToString(),
         "\n修改者名称:", SystemInfo.deviceName,
         "\n修改者IP地址:", MyTools.GetIPAddress());
 }
示例#19
0
    public void Set(FriendInfo fi)
    {
        CurFI = fi;

        Name.text = CurFI.Name;

        int        RoleID = Math.Max(fi.RoleID, 1);
        RoleConfig rc     = null;

        if (CsvConfigTables.Instance.RoleCsvDic.TryGetValue(RoleID, out rc))
        {
            HeadPortrait.spriteName = rc.Portrait;
        }

        StageConfig sc = null;

        CsvConfigTables.Instance.StageCsvDic.TryGetValue(CurFI.StageProgress, out sc);
        if (sc != null)
        {
            ChapterConfig cc = null;
            CsvConfigTables.Instance.ChapterCsvDic.TryGetValue(sc.ChapterID, out cc);

            GroupConfig gc = null;
            CsvConfigTables.Instance.GroupCsvDic.TryGetValue(sc.GroupID, out gc);
            if (cc != null && gc != null)
            {
                Stage.text = StringBuilderTool.ToInfoString(cc.Name, "-", gc.Name, "-", sc.Name);
            }
        }
    }
示例#20
0
    /// <summary> 监测使用时长 </summary>
    static public void CheckUseDuration()
    {
        float d = 0;

        switch (SleepInfo.SleepInfoInstance.EnableUseDuration)
        {
        case EDuration.e15Minute:
            d = 15 * 60;
            break;

        case EDuration.e30Minute:
            d = 30 * 60;
            break;

        case EDuration.e45Minute:
            d = 45 * 60;
            break;

        case EDuration.e60Minute:
            d = 60 * 60;
            break;
        }
        if (Time.realtimeSinceStartup > d)
        {
            if (GameApp.Instance.HomePageUI != null)
            {
                GameApp.Instance.CommonWarningDlg.OpenWarningBox(StringBuilderTool.ToString("本次使用时长已超出设置时长(", d / 60, "分钟)"));
            }
        }
    }
示例#21
0
    public void PlaySeAndFadeBgm(string seName)
    {
        AudioClip clip = Resources.Load(StringBuilderTool.ToInfoString("Sound/Se/", seName)) as AudioClip;

        int track = ChooseFreeSeTrack();

        m_TrackSEList[track].clip = clip;
        m_TrackSEList[track].loop = false;
        m_TrackSEList[track].Play();

        m_FadeBgmSeTrk = track;

        if (clip.length < 0.5f)
        {
            //no fade bgm, cause se is too short
            if (IsBgmPlaying())
            {
                m_TrackBgm[m_ActiveBgmTrack].volume = (float)(m_CurrentBgmVol / 300.0f);
            }
        }
        else
        {
            if (IsBgmPlaying())
            {
                TweenVolume.Begin(m_TrackBgm[m_ActiveBgmTrack].gameObject, 0.2f, (float)m_CurrentBgmVol / 300.0f);
            }
        }
        m_Status = E_SND_STAT.STAT_SE_FADE_BGM;
    }
    public void OnClick_Get()
    {
        GameApp.Instance.SoundInstance.PlaySe("button");

        GameApp.Instance.GetItemsDlg.OpenGetItemsBox(AwardItemDic);

        GetBtn.isEnabled = false;
        GetBtnText.text  = "已领取";

        foreach (KeyValuePair <int, int> pair in AwardItemDic)
        {
            GameApp.SendMsg.GMOrder(StringBuilderTool.ToString("AddItem ", pair.Key, " ", pair.Value));
        }

        string IsGetStateKey = StringBuilderTool.ToString(SerPlayerData.GetAccountID(), "_AccumulativeLogin_IsGetState");

        if (PlayerPrefs.HasKey(IsGetStateKey))
        {
            string OldState = PlayerPrefs.GetString(IsGetStateKey);
            OldState += StringBuilderTool.ToString("_", CurIndex);
            PlayerPrefs.SetString(IsGetStateKey, OldState);
        }
        else
        {
            PlayerPrefs.SetString(IsGetStateKey, CurIndex.ToString());
        }
    }
    public void OnClick_Package_Grid(GameObject btnObj)
    {
        GameApp.Instance.SoundInstance.PlaySe("button");
        Debug.Log(StringBuilderTool.ToInfoString("点击【背包-格子】", btnObj.name));

        CurTypeGrids.Clear();

        switch (btnObj.name)
        {
        case "Grid_Package_Food":
            CurTypeGrids.Add(btnObj);
            CurTypeGrids.Add(PrepareRoot.transform.Find("Grid_Prepare_Food1").gameObject);
            CurTypeGrids.Add(PrepareRoot.transform.Find("Grid_Prepare_Food2").gameObject);
            ShowItemLst(ETravelBackpackItemType.eFood, btnObj);
            break;

        case "Grid_Package_Lucky":
            CurTypeGrids.Add(btnObj);
            CurTypeGrids.Add(PrepareRoot.transform.Find("Grid_Prepare_Lucky1").gameObject);
            CurTypeGrids.Add(PrepareRoot.transform.Find("Grid_Prepare_Lucky2").gameObject);
            ShowItemLst(ETravelBackpackItemType.eLucky, btnObj);
            break;

        case "Grid_Package_Equipment1":
        case "Grid_Package_Equipment2":
            CurTypeGrids.Add(PackageRoot.transform.Find("Grid_Package_Equipment1").gameObject);
            CurTypeGrids.Add(PackageRoot.transform.Find("Grid_Package_Equipment2").gameObject);
            CurTypeGrids.Add(PrepareRoot.transform.Find("Grid_Prepare_Equipment1").gameObject);
            CurTypeGrids.Add(PrepareRoot.transform.Find("Grid_Prepare_Equipment2").gameObject);
            CurTypeGrids.Add(PrepareRoot.transform.Find("Grid_Prepare_Equipment3").gameObject);
            CurTypeGrids.Add(PrepareRoot.transform.Find("Grid_Prepare_Equipment4").gameObject);
            ShowItemLst(ETravelBackpackItemType.eEquipment, btnObj);
            break;
        }
    }
示例#24
0
 public void RecoverFromPurchased()
 {
     Price.text = StringBuilderTool.ToString("[FFFB63]", PriceValue, "[-]");
     Price.transform.localPosition = new Vector3(-10, -122, 0);
     transform.Find("PriceIcon").gameObject.SetActive(true);
     transform.Find("Bg").GetComponent <UISprite>().spriteName = "lankuang";
     PurchasedSign.SetActive(false);
 }
示例#25
0
    public void WeChatLogin(string unionid, string openid, string accessToken)
    {
        GameApp.SendMsg.StartWaitUI();
        GameApp.Instance.WaitLoadHintDlg.OpenHintBox("正在登录游戏平台...");

        HttpLinkGet(StringBuilderTool.AppendFormat(GetPlatformURL(EPlatformFunType.eWeChatLogin), unionid, openid, accessToken));
        StartCoroutine("WaitToLogin");
    }
示例#26
0
    public void PhoneNumLoginUseVerificationCode(string PhoneNum, string VerificationCode)
    {
        GameApp.SendMsg.StartWaitUI();
        GameApp.Instance.WaitLoadHintDlg.OpenHintBox("正在使用手机号登录...");

        HttpLinkGet(StringBuilderTool.AppendFormat(GetPlatformURL(EPlatformFunType.ePhoneNumLoginUseVerificationCode), PhoneNum, VerificationCode));
        StartCoroutine("WaitToLogin");
    }
示例#27
0
    private void LstDataToString()
    {
        TaskInfo = StringBuilderTool.ToString(TempValue1, "#", TempValue2);
#if UNITY_EDITOR
        Debug.Log("最新任务数据:");
        Debug.Log(TaskInfo);
#endif
    }
示例#28
0
    /// <summary> 创建账号服连接 </summary>

    /*public void CreateUserServerSocket()
     * {
     #if UNITY_EDITOR
     *  Debug.Log(StringBuilderTool.ToString("连接账号服 IP:", Const.AccountServerIP, " 端口:", Const.AccountServerPort));
     #endif
     *  GameApp.SocketClient_User = SocketClient.SocketConnect(Const.AccountServerIP, Const.AccountServerPort, "SocketClient_User");
     * }*/
    /// <summary> 登录 </summary>

    /*public void Login(string account, string password)
     * {
     *  Msg_Client2Account_Login_Req login = new Msg_Client2Account_Login_Req();
     *  login.m_account_name = account;
     *  login.m_account_key = password;
     #if UNITY_EDITOR
     *  Debug.Log(StringBuilderTool.ToString("账号:", login.m_account_name, " 密码:", login.m_account_key));
     #endif
     *  Send<Msg_Client2Account_Login_Req>(login, GameApp.SocketClient_User, (int)MsgType.enum_Msg_Client2Account_Login_Req);
     * }*/
    /// <summary> 创建游戏服连接 </summary>
    public void CreateGameServerSocket()
    {
#if UNITY_EDITOR
        Const.GameServerIP = "58.246.123.230";//编辑器模式下连接测试服务器
#endif
        Debug.Log(StringBuilderTool.ToString("连接游戏服 IP:", Const.GameServerIP, " 端口:", Const.GameServerPort));
        GameApp.SocketClient_Game = SocketClient.SocketConnect(Const.GameServerIP, Const.GameServerPort, "SocketClient_Game");
    }
示例#29
0
    public SleepInfo()
    {
        uint AccountID = SerPlayerData.GetAccountID();

        key_SleepBeginTime    = StringBuilderTool.ToString(AccountID, "_PetInfo_SleepBeginTime");
        key_SleepEndTime      = StringBuilderTool.ToString(AccountID, "_PetInfo_key_SleepEndTime");
        key_EnableUseDuration = StringBuilderTool.ToString(AccountID, "_PetInfo_EnableUseDuration");
        key_RestUseDuration   = StringBuilderTool.ToString(AccountID, "_PetInfo_RestUseDuration");
    }
示例#30
0
    public void Show(bool isShow)
    {
        if (isShow)
        {
            gameObject.SetActive(true);

            AppearEffect.transform.localScale = Vector3.one * 0.01f;
            AppearEffect.Open(AppearType.Popup, AppearEffect.gameObject);

            GameApp.Instance.UICurrency.Show(true);

            //AddMail(1531209933, "新手奖励","欢迎加入魔卡百科的世界,为了让你更快的学习知识,我们为你准备了一些补给。");
            //AddMail(1531209934, "一封假邮件","一封本不该出现在这里的邮件,仅供测试。");

            if (LstGrid.transform.childCount == 0)
            {
                int i = 0;
                foreach (KeyValuePair <uint, MailItemInfo> pair in GameApp.Instance.MailItemsDic)
                {
                    GameObject newUnit = NGUITools.AddChild(LstGrid, MailItemUnitPrefab);
                    newUnit.SetActive(true);
                    newUnit.name = "MailItemUnit_" + (i++);

                    newUnit.GetComponent <UI_MailItemUnit>().Set(pair.Value);
                }

                LstGrid.transform.GetComponent <UIGrid>().repositionNow = true;
                LstGrid.transform.parent.GetComponent <UIScrollView>().ResetPosition();
            }

            int MailCount = LstGrid.transform.childCount;
            MailCnt.text = StringBuilderTool.ToString("邮件数:" + MailCount);
            if (MailCount == 0)
            {
                NoMailHintRoot.SetActive(true);
                MailLstRoot.SetActive(false);
                DetailsRoot.SetActive(false);
            }
            else
            {
                NoMailHintRoot.SetActive(false);
                MailLstRoot.SetActive(true);
                DetailsRoot.SetActive(true);
            }

            InvokeRepeating("UpdateMailRedPoint", 0, 1f);
        }
        else
        {
            GameApp.Instance.UICurrency.Show(false);

            AppearEffect.Close(AppearType.Popup, () =>
            {
                gameObject.SetActive(false);
            });
        }
    }