private static void ClearCombatScene() { if (m_MapStart != null) { U3DUtil.DestroyAllChild(m_MapStart.gameObject); } }
/// <summary> /// 根据选取的背包类型创建物品. /// </summary> private void CreateItems() { // nSelectIndex = -1; U3DUtil.DestroyAllChild(MyHead.Parent); CreateAllItemsList();//临时 等待其他物品数据和资源 NGUIUtil.RepositionTable(MyHead.Parent); }
public void ReSetUI() { m_listAllTypeInfo = ItemDC.GetItemList(m_itemType); CreateItems(); //最后一个卖掉,显示其上一个内容. if (nSelectIndex == m_listAllTypeInfo.Count) { nSelectIndex = m_listAllTypeInfo.Count - 1; } if (nSelectIndex >= 0 && nSelectIndex < m_listAllTypeInfo.Count) { ItemTypeInfo info = m_listAllTypeInfo[nSelectIndex]; if (info != null && info.Num > 0) { RefreshIntorduct(info); return; } } ItemTypeInfo defaultInfo = GetDefaultInfo(); if (defaultInfo == null) { U3DUtil.DestroyAllChild(MyHead.ItemParent); return; } RefreshIntorduct(defaultInfo); }
public static void ReBuildShip() { U3DUtil.DestroyAllChild(m_MapStart.gameObject); Int2 roomGrid = new Int2(); switch (m_SceneState) { case TreasureState.None: case TreasureState.CanvasEdit: { ShipPlan plan = ShipPlanDC.GetCurShipPlan(); if (plan != null) { roomGrid = plan.Canvans.GetMapSize(); BattleEnvironmentM.ResetStartPos(plan.Canvans.GetMapSize(), true); } GenerateShip.GenerateShips(m_MapStart); break; } } Vector3 pos = MainCameraM.GetMainCameraPos(roomGrid); MainCameraM.s_Instance.SetCameraLimitParam(MainCameraM.s_reaLimitPyramidBoatView); MainCameraM.s_Instance.AutoMoveTo(pos, 0f); }
private void CreateWhenSelectChange(AttributeType type) { m_iBtnTrapTypeIndex = type; List <BuildInfo> BuildList = new List <BuildInfo> (); List <BuildInfo> CanExitBuildList = new List <BuildInfo> (); List <BuildInfo> CanNotExitBuildList = new List <BuildInfo> (); switch (m_iBtnTrapTypeIndex) { case AttributeType.Gas: BuildList = GetBuildInfo(AttributeType.Gas, TrapState.Exit); CanExitBuildList = GetBuildInfo(AttributeType.Gas, TrapState.CanSum); CanNotExitBuildList = GetBuildInfo(AttributeType.Gas, TrapState.CanNotSum); break; case AttributeType.Electric: BuildList = GetBuildInfo(AttributeType.Electric, TrapState.Exit); CanExitBuildList = GetBuildInfo(AttributeType.Electric, TrapState.CanSum); CanNotExitBuildList = GetBuildInfo(AttributeType.Electric, TrapState.CanNotSum); break; case AttributeType.Poison: BuildList = GetBuildInfo(AttributeType.Poison, TrapState.Exit); CanExitBuildList = GetBuildInfo(AttributeType.Poison, TrapState.CanSum); CanNotExitBuildList = GetBuildInfo(AttributeType.Poison, TrapState.CanNotSum); break; case AttributeType.Water: BuildList = GetBuildInfo(AttributeType.Water, TrapState.Exit); CanExitBuildList = GetBuildInfo(AttributeType.Water, TrapState.CanSum); CanNotExitBuildList = GetBuildInfo(AttributeType.Water, TrapState.CanNotSum); break; case AttributeType.Fire: BuildList = GetBuildInfo(AttributeType.Fire, TrapState.Exit); CanExitBuildList = GetBuildInfo(AttributeType.Fire, TrapState.CanSum); CanNotExitBuildList = GetBuildInfo(AttributeType.Fire, TrapState.CanNotSum); break; case AttributeType.ALL: BuildList = m_Build; CanExitBuildList = m_CanSumBuild; CanNotExitBuildList = m_CannotSumBuild; break; } U3DUtil.DestroyAllChild(MyHead.Parent); CreateTrap(CanExitBuildList, TrapState.CanSum); CreateTrap(BuildList, TrapState.Exit); CreateTrap(CanNotExitBuildList, TrapState.CanNotSum); SetTrapCount(BuildList.Count); NGUIUtil.RepositionTable(MyHead.Parent); MyHead.Anchor.enabled = true; StartCoroutine(RepositionFinish(2)); // MyHead.Anchor.runOnlyOnce = true; }
void BtnReturn_OnClickEventHandler(UIButton sender) { U3DUtil.DestroyAllChild(BattleEnvironmentM.GetLifeMBornNode(true).gameObject); WndManager.DestroyAllDialogs(); BoatObj.SendGetPlanData(); TreasureScene.OutTreasureScene(); }
void ClearUI() { WndManager.DestoryDialog <AddSkillWnd>(); if (MyHead.EquipmentsParent) { U3DUtil.DestroyAllChild(MyHead.EquipmentsParent); } }
private void ClearUI() { U3DUtil.DestroyAllChild(MyHead.Parent.gameObject); m_NoExistSoldier.Clear(); m_CanExistSoldier.Clear(); m_ExistSoldier.Clear(); }
/// <summary> /// 图鉴 /// </summary> public void TogTuJian_OnValueChange() { if (!MyHead.BtnTuJian.value) { return; } U3DUtil.DestroyAllChild(MyHead.SprTrapIntorduct as UnityEngine.GameObject); }
/// <summary> /// 清空头像列表 /// </summary> private void EmptyCapHeadList(GameObject Parent) { if (Parent == null) { return; } m_CaptionList.Clear(); U3DUtil.DestroyAllChild(Parent); }
/// <summary> /// 显示/删除 状态特效 /// </summary> /// <param name="type">眩晕、冰冻、压扁、击飞、麻痹、死亡</param> public void ShowStatusEffect(StatusType type, float duration) { if (CombatScheduler.State == CSState.End) { return; } string name = ""; switch (type) { case StatusType.Vertigo: //眩晕 U3DUtil.DestroyAllChild(MyHead.StatusEffectParent, true); name = "2000691_02"; break; case StatusType.IceBuild: //冰冻 U3DUtil.DestroyAllChild(MyHead.StatusEffectParent, true); name = "2000691_01"; break; case StatusType.Squash: //压扁 U3DUtil.DestroyAllChild(MyHead.StatusEffectParent, true); name = "2000691_05"; break; case StatusType.ClickFly: //击飞 U3DUtil.DestroyAllChild(MyHead.StatusEffectParent, true); name = "2000691_03"; break; case StatusType.paralysis: //麻痹 U3DUtil.DestroyAllChild(MyHead.StatusEffectParent, true); name = "2000691_04"; break; case StatusType.Die: //死亡 U3DUtil.DestroyAllChild(MyHead.StatusEffectParent, true); NGUIUtil.Change2DSpriteGray(m_soldierItem.MyHead.SprRolePhoto); break; case StatusType.None: U3DUtil.DestroyAllChild(MyHead.StatusEffectParent, true); break; default: break; } if (name != "") { GameObjectActionExcute gae = EffectM.LoadEffect("effect/prefab/", name, MyHead.StatusEffectParent.transform.position, MyHead.StatusEffectParent.transform); gae.gameObject.AddComponent <SetRenderQueue>(); GameObjectActionDelayDestory delay = new GameObjectActionDelayDestory(duration); gae.AddAction(delay); } }
/// <summary> /// 图鉴(资源未出) /// </summary> public void Toggle3() { WndManager.DestoryDialog <ClickSkillDescWnd>(); if (MyHead.Toggle3.value == false) { return; } MyHead.LblLocation.gameObject.SetActive(true); U3DUtil.DestroyAllChild(MyHead.GoParent, false); }
/// <summary> /// 清空头像列表 /// </summary> private void EmptyHeadList(GameObject Parent, int soldierType) { //异常判断 if (Parent == null) { return; } m_CrewList.Clear(); //清空原有列表 U3DUtil.DestroyAllChild(Parent); }
public void DoReturnMainTown() { U3DUtil.DestroyAllChild(BattleEnvironmentM.GetLifeMBornNode(true).gameObject); WndManager.DestroyAllDialogs(); BoatObj.SendGetPlanData(); MainCameraM.s_Instance.EnableOthOn(false); MainCameraM.s_Instance.ResetCameraDataByHaven(); MainCameraM.s_Instance.SetCameraLimitParam(MainCameraM.s_reaLimitPyramidHavenView); MainTownScene.RevertFrCamPosTemp(); }
void ClearUI() { WndManager.DestoryDialogNow <AddSkillWnd>(); WndManager.DestoryDialogNow <HeroIntroduceWnd>(); U3DUtil.DestroyAllChild(MyHead.SoldierPos.gameObject); for (int i = 0; i < MyHead.SoldierEquipList.Length; i++) { //不删除晋升飞行的装备对象 U3DUtil.DestroyAllChild(MyHead.SoldierEquipList[i], "Clone"); } m_lCanEquips.Clear(); }
public void DoReturn() { RoomMap.ClearCanvansArea(); TouchMoveManager.ClearShipBuild(); ShipPlan P = ShipPlanDC.GetCurShipPlan(); P.ResetPutID(); U3DUtil.DestroyAllChild(TreasureScene.GetMapStart().gameObject); WndManager.DestroyAllDialogs(); BoatObj.SendGetPlanData(); TreasureScene.BuildUIByTreasureState(); TreasureScene.OutTreasureScene(); }
/// <summary> /// 构建战斗环境 /// </summary> public static void BuildScene() { U3DUtil.DestroyAllChild(m_MapStart.gameObject); if (m_Mode == BattleEnvironmentMode.CombatPVE) { MapM.ClearMap(); CM.ExitCm(); BuildCombatPVEScene(); } else if (m_Mode == BattleEnvironmentMode.Edit) { BuildCombatEditScene(); } }
public void AddSoldier() { U3DUtil.DestroyAllChild(MyHead.Parent.gameObject, false); List <SoldierInfo> lSoldierInfo = new List <SoldierInfo>(); List <BuildInfo> lBuildInfo = new List <BuildInfo>(); List <BuildInfo> lStair = new List <BuildInfo>(); ShipPlan Plan = ShipPlanDC.GetCurShipPlan(); Plan.GetShipLifeObj(ref lSoldierInfo, ref lBuildInfo, ref lStair); foreach (SoldierInfo item in lSoldierInfo) { CreateItem(item); } NGUIUtil.RepositionTablePivot(MyHead.Parent.gameObject); SetCombatPower(); }
public void RefreshUI() { U3DUtil.DestroyAllChild(MyHead.SelectCaptionTable.gameObject); m_CaptionList.Clear(); SetUserData(); MyHead.UpStar.SetActive(false); //加载已拥有黑科技 List <CaptionInfo> caplist = new List <CaptionInfo>(); BlackScienceDC.GetExistBS(ref caplist); LoadCapHeadList(caplist, MyHead.SelectCaptionTable); //加载未召唤黑科技 List <CaptionInfo> caplist1 = new List <CaptionInfo>(); BlackScienceDC.GetHaveFragmentBS(ref caplist1); LoadCapHeadList(caplist1, MyHead.SelectCaptionTable, 0); }
public void LoadShipDesign() { U3DUtil.DestroyAllChild(MyHead.ShipDesignParent, false); StaticShipCanvas canvas = ShipPlanDC.GetCurShipDesignInfo(); if (canvas != null) { GameObject go = NDLoad.LoadWndItem("ShipDesignItem", MyHead.ShipDesignParent.transform); if (go != null) { go.transform.localScale = new Vector3(0.8f, 0.8f, 1f); ShipDesignItem item = go.GetComponent <ShipDesignItem>(); if (item != null) { item.SetData(canvas, false, ShipPlanDC.CurShipDesignID); EventDelegate.Add(item.BtnSelect.onClick, BtnSelectChange); } } } }
public void CreatList() { U3DUtil.DestroyAllChild(MyHead.table.gameObject, false); if (battack) { foreach (treasure.TreasureObjInfo si in m_status) { SoldierInfo soldierInfo = SoldierM.GetSoldierInfo(si); SoldierM.GetSoldierInfo(ref soldierInfo); CreatItem(soldierInfo); } } else { foreach (battle.SoldierInfo si in m_soldiers) { SoldierInfo soldierInfo = SoldierM.GetSoldierInfo(si); CreatItem(soldierInfo); } } MyHead.table.Reposition(); }
void CreateWhenSelectChange(ShipModemType type) { U3DUtil.DestroyAllChild(MyHead.Table.gameObject); List <StaticShipCanvas> l = ShipPlanDC.GetAllShipDesignList(type); SortCanvasList(ref l); for (int i = 0; i < l.Count; i++) { StaticShipCanvas Info = l[i]; GameObject go = NDLoad.LoadWndItem("ShipDesignItem", MyHead.Table.transform); if (go != null) { ShipDesignItem item = go.GetComponent <ShipDesignItem>(); if (item != null) { item.SetData(Info, m_iWndType == WndType.ShipEdit, Info.ShipDesignID); item.m_SelectCallBack = ShipDesignItemCallBack; } } } StartCoroutine(RepositionTable(1)); }
/// <summary> /// 清空方案下的现有船只 /// </summary> void ClearFangAn() { U3DUtil.DestroyAllChild(BattleEnvironmentM.GetLifeMBornNode(true).gameObject); }
public void UnLoadEditEffect() { U3DUtil.DestroyAllChild(SelectEffectParent); }
private void ClearUI() { U3DUtil.DestroyAllChild(MyHead.EquipMidTable.gameObject, true); }
void BtnRootEquip_OnClickEventHandler(UIButton sender) { U3DUtil.DestroyAllChild(MyHead.ComposeMaterialsParent, true); U3DUtil.DestroyAllChild(MyHead.ComposeEquipsParent, true); }