/// <summary>
    /// 按键检测
    /// </summary>
    /// <param name="keyType"></param>
    /// <param name="rockValue"></param>
    private void Instance_KeyUpHandle(UIManager.KeyType keyType, Vector2 rockValue)
    {
        if (!CanGetInput)
        {
            return;
        }
        switch (entranceType)
        {
        case EnumEntranceType.Start:
            StartType_HandleUpdate(keyType, rockValue);
            break;

        case EnumEntranceType.Create_SelectRoleOfRace:
            CreateSelectRoleOfRaceType_HandleUpdate(keyType, rockValue);
            break;

        case EnumEntranceType.Create_InputName:
            CreateNameInputType_HandleUpdate(keyType, rockValue);
            break;

        case EnumEntranceType.Enter:
            EnterType_HandleUpDate(keyType, rockValue);
            break;
        }
    }
    /// <summary>
    /// 按键检测
    /// </summary>
    /// <param name="keyType"></param>
    /// <param name="rockValue"></param>
    private void Instance_KeyUpHandle(UIManager.KeyType keyType, Vector2 rockValue)
    {
        switch (keyType)
        {
        case UIManager.KeyType.A:
            if (synthesisItemTree.SelectNode.value == null)    //展开或收起该节点
            {
                synthesisItemTree.SelectNode.IsExpand = !synthesisItemTree.SelectNode.IsExpand;
            }
            else if (synthesisItemTree.SelectNode.value.GetType().Equals(typeof(SynthesisDataStruct)))
            {
                //合成物品
                iSynthesisState.SynthesisGoods(synthesisItemTree.SelectNode.value as SynthesisDataStruct);
            }
            break;

        case UIManager.KeyType.B:
            //返回
            this.gameObject.SetActive(false);
            break;

        case UIManager.KeyType.UP:
            synthesisItemTree.SelectUPTreeNode();
            break;

        case UIManager.KeyType.DOWN:
            synthesisItemTree.SelectDownTreeNode();
            break;
        }
    }
示例#3
0
    /// <summary>
    /// 按键检测
    /// </summary>
    /// <param name="keyType"></param>
    /// <param name="rockValue"></param>
    private void Instance_KeyUpHandle(UIManager.KeyType keyType, Vector2 rockValue)
    {
        if (isSaving)
        {
            return;
        }
        if (uiFocusPath && CanChangeTab)//切换标签页
        {
            UIFocus nextTabPageFocus = null;
            switch (keyType)
            {
            case UIManager.KeyType.R1:
                //nextTabPageFocus = uiFocusPath.GetNewNextFocus(nowTabPageFocus, UIFocusPath.MoveType.RIGHT);// uiFocusPath.GetNextFocus(nowTabPageFocus, UIFocusPath.MoveType.RIGHT, true);
                nextTabPageFocus = GetNextEnableTabPage(UIFocusPath.MoveType.RIGHT);
                break;

            case UIManager.KeyType.L1:
                //nextTabPageFocus = uiFocusPath.GetNewNextFocus(nowTabPageFocus, UIFocusPath.MoveType.LEFT);//uiFocusPath.GetNextFocus(nowTabPageFocus, UIFocusPath.MoveType.LEFT, true);
                nextTabPageFocus = GetNextEnableTabPage(UIFocusPath.MoveType.LEFT);
                break;
            }
            TabPageClick(nextTabPageFocus as UIFocusTabPage);
        }
        switch (keyType)
        {
        case UIManager.KeyType.START:    //返回
            CloseActionClick();
            break;
        }
    }
示例#4
0
 /// <summary>
 /// 移动选择条目
 /// </summary>
 /// <param name="keyType"></param>
 protected virtual void MoveItemSelect(UIManager.KeyType keyType)
 {
     switch (keyType)
     {
     case UIManager.KeyType.UP:
     case UIManager.KeyType.DOWN:
         UIListItem[] uiListItems = ItemUIList.GetAllImtes();
         int          index       = uiListItems.ToList().IndexOf(SelectGoods);
         index += keyType == UIManager.KeyType.UP ? -1 : 1;
         if (index >= uiListItems.Length)
         {
             index = uiListItems.Length - 1;
         }
         else if (index < 0)
         {
             index = 0;
         }
         if (index < uiListItems.Length && index >= 0)
         {
             UIListItem nextSelectGoods = uiListItems[index];
             if (nextSelectGoods != null)
             {
                 SelectGoods.childImage.enabled = false;
                 SelectGoods.childImage.gameObject.SetActive(false);
                 SelectGoods = nextSelectGoods;
                 SelectGoods.childImage.enabled = true;
                 SelectGoods.childImage.gameObject.SetActive(true);
                 ItemUIList.ShowItem(SelectGoods);
                 ItemUIList.UpdateUI();
             }
         }
         break;
     }
 }
    /// <summary>
    /// 按键检测(松开)
    /// </summary>
    /// <param name="keyType"></param>
    /// <param name="rockValue"></param>
    private void Instance_KeyUpHandle(UIManager.KeyType keyType, Vector2 rockValue)
    {
        switch (keyType)
        {
        case UIManager.KeyType.A:    //展开或收起节点
            if (uiTree.SelectNode != null)
            {
                uiTree.SelectNode.IsExpand = !uiTree.SelectNode.IsExpand;
            }
            break;

        case UIManager.KeyType.UP:
            if (uiTree.SelectNode)
            {
                uiTree.SelectUPTreeNode();
            }
            else if (uiTree.Count > 0)
            {
                uiTree[0].IsSelect = true;
            }
            break;

        case UIManager.KeyType.DOWN:
            if (uiTree.SelectNode)
            {
                uiTree.SelectDownTreeNode();
            }
            else if (uiTree.Count > 0)
            {
                uiTree[0].IsSelect = true;
            }
            break;
        }
    }
    /// <summary>
    /// 创建时输入名字状态的手柄输入检测
    /// </summary>
    /// <param name="keyType"></param>
    /// <param name="rockValue"></param>
    private void CreateNameInputType_HandleUpdate(UIManager.KeyType keyType, Vector2 rockValue)
    {
        if (nowNameInputFocus == null && nameInputUIFocusPath)
        {
            nowNameInputFocus = nameInputUIFocusPath.GetFirstFocus();
            if (nowNameInputFocus)
            {
                nowNameInputFocus.SetForcus();
            }
        }
        if (nowNameInputFocus)
        {
            //判断键位
            Action <UIFocusPath.MoveType> MoveFocusAction = (moveType) =>
            {
                UIFocus next = nameInputUIFocusPath.GetNewNextFocus(nowNameInputFocus, moveType);// uiFocusPath.GetNextFocus(nowFocus, moveType, true);
                if (next)
                {
                    nowNameInputFocus.LostForcus();
                    nowNameInputFocus = next;
                    nowNameInputFocus.SetForcus();
                }
            };
            switch (keyType)
            {
            case UIManager.KeyType.A:
                if (nowNameInputFocus)
                {
                    UIFocusButton     uiFocusButton     = nowNameInputFocus as UIFocusButton;
                    UIFocusInputField uiFocusInputField = nowNameInputFocus as UIFocusInputField;
                    if (uiFocusButton)
                    {
                        uiFocusButton.ClickThisButton();
                    }
                    else if (uiFocusInputField)
                    {
                        uiFocusInputField.EnterInputField();
                    }
                }
                break;

            case UIManager.KeyType.LEFT:
                MoveFocusAction(UIFocusPath.MoveType.LEFT);
                break;

            case UIManager.KeyType.RIGHT:
                MoveFocusAction(UIFocusPath.MoveType.RIGHT);
                break;

            case UIManager.KeyType.UP:
                MoveFocusAction(UIFocusPath.MoveType.UP);
                break;

            case UIManager.KeyType.DOWN:
                MoveFocusAction(UIFocusPath.MoveType.DOWN);
                break;
            }
        }
    }
 /// <summary>
 /// 进入状态时手柄输入检测
 /// </summary>
 /// <param name="keyType"></param>
 /// <param name="rockValue"></param>
 private void EnterType_HandleUpDate(UIManager.KeyType keyType, Vector2 rockValue)
 {
     if (keyType == UIManager.KeyType.A)
     {
         //进入游戏
         GetArchiveData();
     }
 }
 /// <summary>
 /// 检测按键
 /// </summary>
 /// <param name="arg1"></param>
 /// <param name="arg2"></param>
 private void Instance_KeyUpHandle(UIManager.KeyType arg1, Vector2 arg2)
 {
     if (canPause)
     {
         ++playCurrent;
         SetPlayCurrent(playCurrent);
         canPause = false;
     }
 }
 /// <summary>
 /// 按键检测(按住)
 /// </summary>
 /// <param name="keyType"></param>
 /// <param name="rockValue"></param>
 private void Instance_KeyPressHandle(UIManager.KeyType keyType, Vector2 rockValue)
 {
     switch (keyType)
     {
     case UIManager.KeyType.LEFT_ROCKER:
         scrollbar.value += rockValue.y * Time.deltaTime * 0.2f;
         break;
     }
 }
示例#10
0
 /// <summary>
 /// 按键检测
 /// 检测功能,移动处理在MoveChild
 /// </summary>
 /// <param name="keyType"></param>
 /// <param name="rockValue"></param>
 private void Instance_KeyUpHandle(UIManager.KeyType keyType, Vector2 rockValue)
 {
     if (focused)
     {
         switch (keyType)
         {
         case UIManager.KeyType.A:
             ItemAction();
             break;
         }
     }
 }
示例#11
0
    /// <summary>
    /// 创建时选择种族状态的手柄输入检测
    /// </summary>
    /// <param name="keyType"></param>
    /// <param name="rockValue"></param>
    private void CreateSelectRoleOfRaceType_HandleUpdate(UIManager.KeyType keyType, Vector2 rockValue)
    {
        if (nowRoleOfRaceFocus == null && roleOfRaceUIFocusPath)
        {
            nowRoleOfRaceFocus = roleOfRaceUIFocusPath.GetFirstFocus();
            if (nowRoleOfRaceFocus)
            {
                nowRoleOfRaceFocus.SetForcus();
            }
        }
        if (nowRoleOfRaceFocus)
        {
            //判断键位
            Action <UIFocusPath.MoveType> MoveFocusAction = (moveType) =>
            {
                UIFocus next = roleOfRaceUIFocusPath.GetNewNextFocus(nowRoleOfRaceFocus, moveType);// uiFocusPath.GetNextFocus(nowFocus, moveType, true);
                if (next)
                {
                    nowRoleOfRaceFocus = next;
                    CreateSelectRoleOfRaceUpdateNowFocus();
                }
            };
            switch (keyType)
            {
            case UIManager.KeyType.A:
                if (nowRoleOfRaceFocus)
                {
                    UIFocusButton uiFocusButton = nowRoleOfRaceFocus as UIFocusButton;
                    if (uiFocusButton)
                    {
                        uiFocusButton.ClickThisButton();
                    }
                }
                break;

            case UIManager.KeyType.LEFT:
                MoveFocusAction(UIFocusPath.MoveType.LEFT);
                break;

            case UIManager.KeyType.RIGHT:
                MoveFocusAction(UIFocusPath.MoveType.RIGHT);
                break;

            case UIManager.KeyType.UP:
                MoveFocusAction(UIFocusPath.MoveType.UP);
                break;

            case UIManager.KeyType.DOWN:
                MoveFocusAction(UIFocusPath.MoveType.DOWN);
                break;
            }
        }
    }
 /// <summary>
 /// 按键检测
 /// 处理每个单元格的状态
 /// </summary>
 /// <param name="keyType"></param>
 /// <param name="rockValue"></param>
 private void Instance_KeyUpHandle(UIManager.KeyType keyType, Vector2 rockValue)
 {
     if (nowLattice)
     {
         switch (keyType)
         {
         case UIManager.KeyType.A:
             EquipmentLatticeAction();
             break;
         }
     }
 }
示例#13
0
    /// <summary>
    /// 按键检测
    /// </summary>
    /// <param name="keyType"></param>
    /// <param name="rockValue"></param>
    private void Instance_KeyUpHandle(UIManager.KeyType keyType, Vector2 rockValue)
    {
        Action <int> MoveListAction = (addOffset) =>
        {
            UIListItem[] tempArrays = uiTaskList.GetAllImtes();
            if (tempArrays.Length == 0)
            {
                return;
            }
            int index = 0;
            if (nowTaskItem)
            {
                index = tempArrays.ToList().IndexOf(nowTaskItem);
            }
            if (index < 0)
            {
                index = 0;
            }
            index += addOffset;
            index  = Mathf.Clamp(index, 0, tempArrays.Length - 1);
            if (index < tempArrays.Length)
            {
                uiTaskList.ShowItem(tempArrays[index]);
                if (nowTaskItem && nowTaskItem.childImage)
                {
                    nowTaskItem.childImage.enabled = false;
                }
                nowTaskItem = tempArrays[index];
                if (nowTaskItem && nowTaskItem.childImage)
                {
                    nowTaskItem.childImage.enabled = true;
                }
                ExplanNowItem();
            }
        };

        switch (keyType)
        {
        case UIManager.KeyType.Y:    //任务追踪
            MarkTaskToMap();
            break;

        case UIManager.KeyType.UP:
            MoveListAction(-1);
            break;

        case UIManager.KeyType.DOWN:
            MoveListAction(1);
            break;
        }
    }
    /// <summary>
    /// 按键检测(抬起)
    /// </summary>
    /// <param name="keyType"></param>
    /// <param name="rockValue"></param>
    private void Instance_KeyUpHandle(UIManager.KeyType keyType, Vector2 rockValue)
    {
        Func <UIFocusPath.MoveType, UIFocus> GetNext = (key) =>
        {
            UIFocus nextFocus = uiFocusPath.GetNewNextFocus(nowUIFocus, key);
            return(nextFocus);
        };

        switch (keyType)
        {
        case UIManager.KeyType.A:
            if (nowUIFocus)
            {
                nowUIFocus.MoveChild(UIFocusPath.MoveType.OK);
            }
            break;

        case UIManager.KeyType.LEFT:
            if (nowUIFocus)
            {
                nowUIFocus.MoveChild(UIFocusPath.MoveType.LEFT);
            }
            break;

        case UIManager.KeyType.RIGHT:
            if (nowUIFocus)
            {
                nowUIFocus.MoveChild(UIFocusPath.MoveType.RIGHT);
            }
            break;

        case UIManager.KeyType.UP:
        case UIManager.KeyType.DOWN:
            if (!nowUIFocus)
            {
                nowUIFocus = uiFocusPath.GetFirstFocus();
            }
            else
            {
                UIFocus nextFocus = GetNext(keyType == UIManager.KeyType.UP ? UIFocusPath.MoveType.UP : UIFocusPath.MoveType.DOWN);
                nowUIFocus.LostForcus();
                nowUIFocus = nextFocus;
            }
            if (nowUIFocus)
            {
                nowUIFocus.SetForcus();
            }
            break;
        }
    }
    /// <summary>
    /// 按键检测
    /// </summary>
    /// <param name="keyType"></param>
    /// <param name="rockValue"></param>
    private void Instance_KeyUpHandle(UIManager.KeyType keyType, Vector2 rockValue)
    {
        if (!fisrtKeyUP)
        {
            fisrtKeyUP = true;
            return;
        }
        if (UIAction.isSaving)
        {
            return;
        }
        Action <UIFocusPath.MoveType> MoveNextEndAction = (moveType) =>
        {
            if (nowUIFocus)
            {
                UIFocus uiFocus = uiFocusPath.GetNewNextFocus(nowUIFocus, moveType);
                if (uiFocus)
                {
                    nowUIFocus.LostForcus();
                    nowUIFocus = uiFocus;
                    nowUIFocus.SetForcus();
                }
            }
            else
            {
                nowUIFocus = uiFocusPath.GetFirstFocus();
                nowUIFocus.SetForcus();
            }
        };

        switch (keyType)
        {
        case UIManager.KeyType.A:
            UIFocusButton uiFocusButton = nowUIFocus as UIFocusButton;
            if (uiFocusButton)
            {
                uiFocusButton.ClickThisButton();
            }
            break;

        case UIManager.KeyType.UP:
            MoveNextEndAction(UIFocusPath.MoveType.UP);
            break;

        case UIManager.KeyType.DOWN:
            MoveNextEndAction(UIFocusPath.MoveType.DOWN);
            break;
        }
    }
 private void Instance_KeyUpHandle(UIManager.KeyType keyType, Vector2 rockValue)
 {
     if (!fisrtKeyUP)
     {
         fisrtKeyUP = true;
         return;
     }
     switch (keyType)
     {
     case UIManager.KeyType.A:
     case UIManager.KeyType.B:
         NextTalkOrEnd();
         break;
     }
 }
示例#17
0
    /// <summary>
    /// 按键检测
    /// </summary>
    /// <param name="keyType"></param>
    /// <param name="rockValue"></param>
    private void Instance_KeyUpHandle(UIManager.KeyType keyType, Vector2 rockValue)
    {
        //输入
        if (uiFocusPath)
        {
            Action <UIFocusPath.MoveType> MoveFocusAction = (moveType) =>
            {
                if (nowUIFocus)
                {
                    if (nowUIFocus.CanMoveNext(moveType))
                    {
                        UIFocus nextUIFocus = uiFocusPath.GetNewNextFocus(nowUIFocus, moveType);//uiFocusPath.GetNextFocus(nowUIFocus, moveType);
                        if (nextUIFocus)
                        {
                            nowUIFocus = nextUIFocus;
                            nowUIFocus.SetForcus();
                        }
                    }
                    else//移动控件内的控件
                    {
                        nowUIFocus.MoveChild(moveType);
                    }
                }
            };
            switch (keyType)
            {
            case UIManager.KeyType.LEFT:
                MoveFocusAction(UIFocusPath.MoveType.LEFT);
                break;

            case UIManager.KeyType.RIGHT:
                MoveFocusAction(UIFocusPath.MoveType.RIGHT);
                break;

            case UIManager.KeyType.UP:
                MoveFocusAction(UIFocusPath.MoveType.UP);
                break;

            case UIManager.KeyType.DOWN:
                MoveFocusAction(UIFocusPath.MoveType.DOWN);
                break;
            }
        }
    }
示例#18
0
    /// <summary>
    /// 抬起按键
    /// </summary>
    /// <param name="arg1"></param>
    /// <param name="arg2"></param>
    private void Instance_KeyUpHandle(UIManager.KeyType arg1, Vector2 arg2)
    {
        if (iGameState.GameRunType == EnumGameRunType.Safe ||
            iGameState.GameRunType == EnumGameRunType.Unsafa)
        {
            switch (arg1)
            {
            case UIManager.KeyType.START:    //开启功能界面
                iInteractiveState.ClickInteractiveNPCID = -1;
                actionPanel.gameObject.SetActive(true);
                break;

            case UIManager.KeyType.Back:    //开启设置界面
                //settingPanel.gameObject.SetActive(true);
                //UISetting uiSetting = settingPanel.GetComponent<UISetting>() ;
                break;
            }
        }
    }
示例#19
0
    private void Instance_KeyUpHandle(UIManager.KeyType keyType, Vector2 rockValue)
    {
        switch (keyType)
        {
        case UIManager.KeyType.L1:
        case UIManager.KeyType.LEFT:
            LeftClick(null);
            break;

        case UIManager.KeyType.R1:
        case UIManager.KeyType.RIGHT:
            RightClick(null);
            break;

        case UIManager.KeyType.B:
            ExitClick(null);
            break;
        }
    }
示例#20
0
    /// <summary>
    /// 按键检测(主要是左摇杆和右摇杆)
    /// </summary>
    /// <param name="keyType"></param>
    /// <param name="rockValue"></param>
    private void Instance_KeyPressHandle(UIManager.KeyType keyType, Vector2 rockValue)
    {
        switch (bigMapOperateState)
        {
        case EnumBigMapOperateState.OperateMap:
            switch (keyType)
            {
            case UIManager.KeyType.LEFT_ROCKER:
                uiMapControl.MoveHandleMapPixel(rockValue * 500);
                //uiMapControl.MoveHandleImagePixel(rockValue * 50);
                break;

            case UIManager.KeyType.RIGHT_ROCKER:
                uiMapControl.Scale -= rockValue.y * 0.01f;
                break;
            }
            break;
        }
    }
示例#21
0
    private void Instance_KeyUpHandle(UIManager.KeyType arg1, Vector2 arg2)
    {
        if (!firstKeyUP)
        {
            firstKeyUP = true;
            return;
        }

        if (!waitTip)
        {
            base.MoveItemSelect(arg1);
            if (arg1 == UIManager.KeyType.A)
            {
                if (SelectGoods != null)
                {
                    waitTip = true;
                    uiShowTip.Show(result =>
                    {
                        waitTip = false;
                        if (result)//如果确认后则将现在选择的条目进行处理
                        {
                            ItemClickAction();
                        }
                    });
                }
            }
        }
        else
        {
            if (arg1 == UIManager.KeyType.B)
            {
                uiShowTip.gameObject.SetActive(false);
                waitTip = false;
            }
            else
            {
                uiShowTip.GetKeyDown(arg1 == UIManager.KeyType.LEFT ? UIFocusPath.MoveType.LEFT :
                                     (arg1 == UIManager.KeyType.RIGHT ? UIFocusPath.MoveType.RIGHT :
                                      (arg1 == UIManager.KeyType.A ? UIFocusPath.MoveType.OK : UIFocusPath.MoveType.DOWN)));
            }
        }
    }
示例#22
0
    private void Instance_KeyUpHandle(UIManager.KeyType keyType, Vector2 rockValue)
    {
        if (!fisrtKeyUP)
        {
            fisrtKeyUP = true;
            return;
        }
        switch (keyType)
        {
        case UIManager.KeyType.A:
            SetSelectItemIndex();
            Transform          nextTrans = showItemList[selectItemIndex];
            EventTrigger.Entry nextEntry = nextTrans.GetComponent <EventTrigger>().triggers.Where(temp => temp.eventID == EventTriggerType.PointerClick).FirstOrDefault();
            if (nextEntry != null)
            {
                nextEntry.callback.Invoke(null);
            }
            break;

        case UIManager.KeyType.B:
            Transform          returnTrans = showItemList[showItemList.Count - 1];
            EventTrigger.Entry returnEntry = returnTrans.GetComponent <EventTrigger>().triggers.Where(temp => temp.eventID == EventTriggerType.PointerClick).FirstOrDefault();
            if (returnEntry != null)
            {
                returnEntry.callback.Invoke(null);
            }
            break;

        case UIManager.KeyType.UP:
            selectItemIndex--;
            SetSelectItemIndex();
            break;

        case UIManager.KeyType.DOWN:
            selectItemIndex++;
            SetSelectItemIndex();
            break;
        }
    }
    private void Instance_KeyPressHandle(UIManager.KeyType arg1, Vector2 arg2)
    {
        if (keyContactData != null)
        {
            switch (arg1)
            {
            case UIManager.KeyType.R1:
                r1Press = true;
                break;

            case UIManager.KeyType.R2:
                r2Press = true;
                break;

            case UIManager.KeyType.L1:
                l1Press = true;
                break;

            case UIManager.KeyType.L2:
                l2Press = true;
                break;
            }
        }
    }
示例#24
0
    /// <summary>
    /// 按键检测
    /// </summary>
    /// <param name="keyType"></param>
    /// <param name="rockValue"></param>
    private void Instance_KeyUpHandle(UIManager.KeyType keyType, Vector2 rockValue)
    {
        if (uiFocusPath)//切换标签页
        {
            UIFocus nextTabPageFocus = null;
            switch (keyType)
            {
            case UIManager.KeyType.R1:
                nextTabPageFocus = uiFocusPath.GetNewNextFocus(nowTabPageFocus, UIFocusPath.MoveType.RIGHT);
                break;

            case UIManager.KeyType.L1:
                nextTabPageFocus = uiFocusPath.GetNewNextFocus(nowTabPageFocus, UIFocusPath.MoveType.LEFT);
                break;
            }
            TabPageClick(nextTabPageFocus as UIFocusTabPage);
        }
        switch (keyType)
        {
        case UIManager.KeyType.B:    //返回
            CloseActionClick();
            break;
        }
    }
示例#25
0
 /// <summary>
 /// 检测持续按下
 /// 主要用于检测摇杆实现快速翻动
 /// </summary>
 /// <param name="keyType"></param>
 /// <param name="rockValue"></param>
 private void Instance_KeyPressHandle(UIManager.KeyType keyType, Vector2 rockValue)
 {
     //只有获取焦点时才可以使用摇杆
     if (focused && keyType == UIManager.KeyType.LEFT_ROCKER)
     {
         //向上- 向下+
         if (Mathf.Abs(rockValue.y) > 0)
         {
             uiDepostiList.MoveScroll(-rockValue.y);
             if (!uiDepostiList.ItemIsShow(focusUIListItem))
             {
                 if (focusUIListItem && focusUIListItem.childImage)
                 {
                     focusUIListItem.childImage.enabled = false;
                 }
                 focusUIListItem = rockValue.y > 0 ? uiDepostiList.FirstShowItem() : uiDepostiList.LastShowItem();
                 if (focusUIListItem && focusUIListItem.childImage)
                 {
                     focusUIListItem.childImage.enabled = true;
                 }
             }
         }
     }
 }
示例#26
0
    /// <summary>
    /// 按键检测(功能键)
    /// </summary>
    /// <param name="keyType"></param>
    /// <param name="rockValue"></param>
    private void Instance_KeyUpHandle(UIManager.KeyType keyType, Vector2 rockValue)
    {
        if (!fisrtKeyUP)
        {
            fisrtKeyUP = true;
            return;
        }
        switch (bigMapOperateState)
        {
        case EnumBigMapOperateState.OperateMap:    //操作地图
            switch (keyType)
            {
            case UIManager.KeyType.A:
                Vector2 handlePos = uiMapControl.GetHandlePosInTerrain();
                ActionAtTerrain(handlePos);
                break;

            case UIManager.KeyType.Y:
                bigMapOperateState = EnumBigMapOperateState.CheckSetting;
                showSettingPanel.gameObject.SetActive(true);
                if (uiFocusPath)
                {
                    nowUIFocus = uiFocusPath.GetFirstFocus();
                }
                if (nowUIFocus)
                {
                    nowUIFocus.SetForcus();
                }
                break;
            }
            break;

        case EnumBigMapOperateState.CheckSetting:    //操作设置
            if (!nowUIFocus)
            {
                if (uiFocusPath)
                {
                    nowUIFocus = uiFocusPath.GetFirstFocus();
                }
            }
            if (nowUIFocus)
            {
                Action <UIFocusPath.MoveType> MoveUIFocusAction = (moveType) =>
                {
                    UIFocus nextUIFocus = uiFocusPath.GetNewNextFocus(nowUIFocus, moveType);    //uiFocusPath.GetNextFocus(nowUIFocus, moveType);
                    if (nextUIFocus != null)
                    {
                        nowUIFocus.LostForcus();
                        nowUIFocus = nextUIFocus;
                        nowUIFocus.SetForcus();
                    }
                };
                switch (keyType)
                {
                case UIManager.KeyType.A:
                    if (nowUIFocus.GetType().Equals(typeof(UIFocusButton)))
                    {
                        ((UIFocusButton)nowUIFocus).ClickThisButton();
                    }
                    else if (nowUIFocus.GetType().Equals(typeof(UIFocusToggle)))
                    {
                        ((UIFocusToggle)nowUIFocus).MoveChild(UIFocusPath.MoveType.OK);
                    }
                    break;

                case UIManager.KeyType.B:
                    ExitSetting_Click();
                    break;

                case UIManager.KeyType.LEFT:
                    MoveUIFocusAction(UIFocusPath.MoveType.LEFT);
                    break;

                case UIManager.KeyType.RIGHT:
                    MoveUIFocusAction(UIFocusPath.MoveType.RIGHT);
                    break;

                case UIManager.KeyType.UP:
                case UIManager.KeyType.DOWN:
                    if (string.Equals(nowUIFocus.Tag, "SceneDropDown"))
                    {
                        UIFocusDropdown uiFocusDropDown = nowUIFocus as UIFocusDropdown;
                        if (uiFocusDropDown != null)
                        {
                            uiFocusDropDown.MoveChild(keyType == UIManager.KeyType.UP ? UIFocusPath.MoveType.UP : UIFocusPath.MoveType.DOWN);
                        }
                    }
                    break;
                }
            }
            break;
        }
    }
示例#27
0
    /// <summary>
    /// 接收输入
    /// </summary>
    /// <param name="keyType"></param>
    /// <param name="rockValue"></param>
    private void Instance_KeyUpHandle(UIManager.KeyType keyType, Vector2 rockValue)
    {
        if (!nowKeySettingLattice && keySettingFocusPath)
        {
            nowKeySettingLattice = keySettingFocusPath.GetFirstFocus() as UIFocusKeySettingLattice;
        }
        switch (enumKeySettingType)
        {
        case EnumKeySettingType.Lattice:    //此时可以移动和确认
            Action <UIFocusPath.MoveType> MoveNExtEndAction = (moveType) =>
            {
                if (keySettingFocusPath)
                {
                    //UIFocusKeySettingLattice currentKeySettingLattice = keySettingFocusPath.GetNextFocus(nowKeySettingLattice, moveType) as UIFocusKeySettingLattice;
                    //UIFocusKeySettingLattice currentKeySettingLattice = keySettingFocusPath.GetNextFocus(nowKeySettingLattice, moveType, UIFocusPath.EnumFocusCheckModel.Vertical) as UIFocusKeySettingLattice;
                    UIFocusKeySettingLattice currentKeySettingLattice = keySettingFocusPath.GetNewNextFocus(nowKeySettingLattice, moveType) as UIFocusKeySettingLattice;
                    if (currentKeySettingLattice != null && !object.Equals(currentKeySettingLattice, nowKeySettingLattice))
                    {
                        nowKeySettingLattice.LostForcus();
                        nowKeySettingLattice = currentKeySettingLattice;
                        nowKeySettingLattice.SetForcus();
                    }
                }
            };
            switch (keyType)
            {
            case UIManager.KeyType.A:        //进入选择
                //显示集合
                ShowUIList();
                break;

            case UIManager.KeyType.LEFT:
                MoveNExtEndAction(UIFocusPath.MoveType.LEFT);
                break;

            case UIManager.KeyType.RIGHT:
                MoveNExtEndAction(UIFocusPath.MoveType.RIGHT);
                break;

            case UIManager.KeyType.UP:
                MoveNExtEndAction(UIFocusPath.MoveType.UP);
                break;

            case UIManager.KeyType.DOWN:
                MoveNExtEndAction(UIFocusPath.MoveType.DOWN);
                break;
            }
            break;

        case EnumKeySettingType.Select:    //此时可以选择技能
            Action <int> MoveListSelect = (addOffset) =>
            {
                UIListItem[] tempArrays = uiKeySettingList.GetAllImtes();
                int          index      = 0;
                if (nowKeySettingListItem)
                {
                    index = tempArrays.ToList().IndexOf(nowKeySettingListItem);
                }
                if (index < 0)
                {
                    index = 0;
                }
                index += addOffset;
                index  = Mathf.Clamp(index, 0, tempArrays.Length - 1);
                if (index < tempArrays.Length && tempArrays.Length > 0)
                {
                    uiKeySettingList.ShowItem(tempArrays[index]);
                    if (nowKeySettingListItem && nowKeySettingListItem.childImage)
                    {
                        nowKeySettingListItem.childImage.enabled = false;
                    }
                    nowKeySettingListItem = tempArrays[index];
                    if (nowKeySettingListItem && nowKeySettingListItem.childImage)
                    {
                        nowKeySettingListItem.childImage.enabled = true;
                    }
                }
            };
            switch (keyType)
            {
            case UIManager.KeyType.A:        //确认选择
                SelectAction();
                break;

            case UIManager.KeyType.UP:
                MoveListSelect(-1);
                break;

            case UIManager.KeyType.DOWN:
                MoveListSelect(1);
                break;
            }
            break;
        }
    }
示例#28
0
    /// <summary>
    /// 按键检测
    /// </summary>
    /// <param name="keyType"></param>
    /// <param name="rockValue"></param>
    private void Instance_KeyUpHandle(UIManager.KeyType keyType, Vector2 rockValue)
    {
        if (uiFocusPath)//标签页左右切换
        {
            UIFocus nextTabPageFocus = null;
            switch (keyType)
            {
            case UIManager.KeyType.R1:
                nextTabPageFocus = uiFocusPath.GetNextFocus(nowTabPageFocus, UIFocusPath.MoveType.RIGHT, true);
                break;

            case UIManager.KeyType.L1:
                nextTabPageFocus = uiFocusPath.GetNextFocus(nowTabPageFocus, UIFocusPath.MoveType.LEFT, true);
                break;
            }
            TabPageClick(nextTabPageFocus as UIFocusTabPage);

            /*
             * if (nextTabPageFocus != null)
             * {
             *  nowTabPageFocus.panel.gameObject.SetActive(false);
             *  nowTabPageFocus = nextTabPageFocus as UIFocusTabPage;
             *  nowTabPageFocus.gameObject.SetActive(true);
             *  if (nowTabPageFocus.panelFocusPath)
             *  {
             *      if (tabPanelFocus)
             *          tabPanelFocus.LostForcus();
             *      tabPanelFocus = nowTabPageFocus.panelFocusPath.GetFirstFocus();
             *      if (tabPanelFocus)
             *          tabPanelFocus.SetForcus();
             *  }
             * }
             */
        }

        if (nowTabPageFocus)//标签页内部切换
        {
            if (nowTabPageFocus.panelFocusPath)
            {
                if (!tabPanelFocus)
                {
                    tabPanelFocus = nowTabPageFocus.panelFocusPath.GetFirstFocus();
                }
                //判断键位
                Action <UIFocusPath.MoveType> MoveFocusAction = (moveType) =>
                {
                    if (tabPanelFocus)
                    {
                        if (tabPanelFocus.CanMoveNext(moveType))
                        {
                            UIFocus nextTabPanelFocus = nowTabPageFocus.panelFocusPath.GetNewNextFocus(tabPanelFocus, moveType);// nowTabPageFocus.panelFocusPath.GetNextFocus(tabPanelFocus, moveType);
                            if (nextTabPanelFocus)
                            {
                                tabPanelFocus = nextTabPanelFocus;
                                tabPanelFocus.SetForcus();
                            }
                        }
                        else
                        {
                            tabPanelFocus.MoveChild(moveType);
                        }
                    }
                };
                switch (keyType)
                {
                case UIManager.KeyType.LEFT:
                    MoveFocusAction(UIFocusPath.MoveType.LEFT);
                    break;

                case UIManager.KeyType.RIGHT:
                    MoveFocusAction(UIFocusPath.MoveType.RIGHT);
                    break;

                case UIManager.KeyType.UP:
                    MoveFocusAction(UIFocusPath.MoveType.UP);
                    break;

                case UIManager.KeyType.DOWN:
                    MoveFocusAction(UIFocusPath.MoveType.DOWN);
                    break;

                case UIManager.KeyType.A:
                    MoveFocusAction(UIFocusPath.MoveType.OK);
                    break;
                }
            }
        }

        switch (keyType)
        {
        case UIManager.KeyType.B:    //返回
            CloseSettingClick();
            break;
        }
    }
    /// <summary>
    /// 按键检测
    /// </summary>
    /// <param name="keyType"></param>
    /// <param name="rockValue"></param>
    private void Instance_KeyUpHandle(UIManager.KeyType keyType, Vector2 rockValue)
    {
        switch (enumUISkillCombine)
        {
        case EnumUISkillCombine.CombineSkillItem:    //处于左侧状态
            switch (keyType)
            {
            case UIManager.KeyType.A:
                if (nowCombineSkillItem)
                {
                    //设置技能框的边框显示
                    nowUISkilCombineLattice = uiFocusPath.GetFirstFocus <UIFocusSkillCombineLattice>();
                    if (nowUISkilCombineLattice)
                    {
                        nowUISkilCombineLattice.SetForcus();
                    }
                    //同时将模式更改为CombineSkillLattice
                    enumUISkillCombine = EnumUISkillCombine.CombineSkillLattice;
                    uiCombineSkillList.CanClickListItem = false;
                }
                break;

            case UIManager.KeyType.UP:
            case UIManager.KeyType.DOWN:
            {
                UIListItem[] tempArrays = uiCombineSkillList.GetAllImtes();
                int          index      = 0;
                if (nowCombineSkillItem)
                {
                    index = tempArrays.ToList().IndexOf(nowCombineSkillItem);
                }
                if (index < 0)
                {
                    index = 0;
                }
                switch (keyType)
                {
                case UIManager.KeyType.UP: index--; break;

                case UIManager.KeyType.DOWN: index++; break;
                }
                index = Mathf.Clamp(index, 0, tempArrays.Length - 1);
                if (index < tempArrays.Length)
                {
                    uiCombineSkillList.ShowItem(tempArrays[index]);
                    if (nowCombineSkillItem && nowCombineSkillItem.childImage)
                    {
                        nowCombineSkillItem.childImage.enabled = false;
                        nowCombineSkillItem.childImage.gameObject.SetActive(false);
                    }
                    nowCombineSkillItem = tempArrays[index];
                    if (nowCombineSkillItem && nowCombineSkillItem.childImage)
                    {
                        nowCombineSkillItem.childImage.enabled = true;
                        nowCombineSkillItem.childImage.gameObject.SetActive(true);
                    }
                    if (nowCombineSkillItem)
                    {
                        SetSkillCombineLatticeAndShowVadio((EnumSkillType[])nowCombineSkillItem.value);
                    }
                }
            }
            break;
            }
            break;

        case EnumUISkillCombine.CombineSkillLattice:    //处于右侧状态
            switch (keyType)
            {
            case UIManager.KeyType.A:
                SetSelectSkill();
                break;

            case UIManager.KeyType.B:
                if (nowUISkilCombineLattice)
                {
                    nowUISkilCombineLattice.LostForcus();
                }
                enumUISkillCombine = EnumUISkillCombine.CombineSkillItem;        //切换模式到组合技能集合
                uiCombineSkillList.CanClickListItem = true;
                break;

            case UIManager.KeyType.LEFT:
            case UIManager.KeyType.RIGHT:
                if (nowUISkilCombineLattice)
                {
                    UIFocusSkillCombineLattice tempUIFocuesSkillCombineLattice =
                        uiFocusPath.GetNewNextFocus(nowUISkilCombineLattice, keyType == UIManager.KeyType.LEFT ? UIFocusPath.MoveType.LEFT : UIFocusPath.MoveType.RIGHT) as UIFocusSkillCombineLattice;
                    //uiFocusPath.GetNextFocus(nowUISkilCombineLattice, keyType == UIManager.KeyType.LEFT ? UIFocusPath.MoveType.LEFT : UIFocusPath.MoveType.RIGHT) as UIFocusSkillCombineLattice;
                    if (tempUIFocuesSkillCombineLattice)
                    {
                        nowUISkilCombineLattice.LostForcus();
                        nowUISkilCombineLattice = tempUIFocuesSkillCombineLattice;
                        nowUISkilCombineLattice.SetForcus();
                    }
                }
                break;
            }
            break;

        case EnumUISkillCombine.CombineSkillSelect:    //处于选择技能状态
            switch (keyType)
            {
            case UIManager.KeyType.A:
                ResetCombineSkillLattice();
                break;

            case UIManager.KeyType.B:
                //切换状态
                uiSelectSkillList.gameObject.SetActive(false);
                enumUISkillCombine = EnumUISkillCombine.CombineSkillLattice;
                break;

            case UIManager.KeyType.UP:
            case UIManager.KeyType.DOWN:
            {
                UIListItem[] tempArrays = uiSelectSkillList.GetAllImtes();
                int          index      = 0;
                if (nowCombineSkillItem)
                {
                    index = tempArrays.ToList().IndexOf(nowSelectSkillItem);
                }
                if (index < 0)
                {
                    index = 0;
                }
                switch (keyType)
                {
                case UIManager.KeyType.UP: index--; break;

                case UIManager.KeyType.DOWN: index++; break;
                }
                index = Mathf.Clamp(index, 0, tempArrays.Length - 1);
                if (index < tempArrays.Length)
                {
                    uiSelectSkillList.ShowItem(tempArrays[index]);
                    if (uiSelectSkillList && nowSelectSkillItem.childImage)
                    {
                        nowSelectSkillItem.childImage.enabled = false;
                        nowSelectSkillItem.childImage.gameObject.SetActive(false);
                    }
                    nowSelectSkillItem = tempArrays[index];
                    if (uiSelectSkillList && nowSelectSkillItem.childImage)
                    {
                        nowSelectSkillItem.childImage.enabled = true;
                        nowSelectSkillItem.childImage.gameObject.SetActive(true);
                    }
                }
            }
            break;
            }
            break;
        }
    }