示例#1
0
        private void Awake()
        {
            _fire = UiHelper.CreateAnimatedObject("fire", @"data\global\ui\FrontEnd\fire", PaletteType.Fechar, Materials.SoftAdditive, sortingOrder: 15);
            _fire.transform.position = UiHelper.ScreenToWorldPoint(firePlaceholder.position);
            _fire.transform.parent   = firePlaceholder;

            foreach (var classSelector in FindObjectsOfType <ClassSelector>())
            {
                classSelector.OnEnter += info => {
                    if (_selected == null)
                    {
                        classNameText.text        = info.ClassName;
                        classDescriptionText.text = info.Description;
                    }
                };

                classSelector.OnExit += info => {
                    if (_selected == null)
                    {
                        classNameText.text        = string.Empty;
                        classDescriptionText.text = string.Empty;
                    }
                };

                classSelector.OnClick += info =>
                {
                    if (!_clickable)
                    {
                        return;
                    }

                    _clickable = false;
                    if (_selected != null)
                    {
                        if (Equals(_selected, classSelector))
                        {
                            UpdateUi(classSelector, string.Empty, string.Empty, null, true);
                            return;
                        }
                        _selected.Toggle();
                    }
                    UpdateUi(classSelector, info.ClassName, info.Description, classSelector, false);
                };

                classSelector.OnStateChanged += sender =>
                {
                    if (_selected == null || Equals(_selected, sender))
                    {
                        _clickable = true;
                    }
                };
            }

            okButton.OnClick += OnOkClick;
            okButton.Disabled = true;
        }
示例#2
0
        private static GameObject CreateLogo()
        {
            var logo = new GameObject("logo");

            var left  = UiHelper.CreateAnimatedObject("leftLogo", @"data\global\ui\FrontEnd\d2LogoFireLeft", material: Materials.softAdditive, sortingOrder: 1);
            var right = UiHelper.CreateAnimatedObject("rightLogo", @"data\global\ui\FrontEnd\d2LogoFireRight", material: Materials.softAdditive, sortingOrder: 1);

            left.transform.SetParent(logo.transform, false);
            right.transform.SetParent(logo.transform, false);

            return(logo);
        }
示例#3
0
        private void Awake()
        {
            _className     = name;
            _rectTransform = GetComponent <RectTransform>();

            var classAnimationInfo            = ClassSelectInfo.Find(_className);
            var classPath                     = $@"{BasePath}\{classAnimationInfo.ClassName}\{classAnimationInfo.Token}";
            var backTransitionSprites         = Spritesheet.Load($"{classPath}BW", PaletteType.Fechar);
            var backIdleSprites               = Spritesheet.Load($"{classPath}NU1", PaletteType.Fechar);
            var backIdleHoverSprites          = Spritesheet.Load($"{classPath}NU2", PaletteType.Fechar);
            var backTransitionOverlaySprites  = classAnimationInfo.HasBackTransitionOverlay ? Spritesheet.Load($@"{classPath}BWs", PaletteType.Fechar) : null;
            var frontTransitionSprites        = Spritesheet.Load($"{classPath}FW", PaletteType.Fechar);
            var frontIdleSprites              = Spritesheet.Load($"{classPath}NU3", PaletteType.Fechar);
            var frontTransitionOverlaySprites = classAnimationInfo.HasFrontTransitionOverlay ? Spritesheet.Load($@"{classPath}FWs", PaletteType.Fechar) : null;
            var frontIdleOverlaySprites       = classAnimationInfo.HasFrontIdleOverlay ? Spritesheet.Load($@"{classPath}NU3s", PaletteType.Fechar) : null;
            var frontTransitionSfxPath        = $@"data\global\sfx\cursor\intro\{classAnimationInfo.ClassName} select.wav";
            var backTransitionSfxPath         = $@"data\global\sfx\cursor\intro\{classAnimationInfo.ClassName} deselect.wav";

            _states = new Dictionary <ClassSelectorState, ClassSelectorStateInfo>
            {
                {
                    ClassSelectorState.BackIdle,
                    new ClassSelectorStateInfo
                    {
                        Sprites           = backIdleSprites.GetSprites(0),
                        HoverSprites      = backIdleHoverSprites.GetSprites(0),
                        OverlaySprites    = null,
                        Loop              = true,
                        HideOnFinish      = false,
                        SortingOrderShift = -10,
                        Fps = classAnimationInfo.BackIdleFps
                    }
                },
                {
                    ClassSelectorState.FrontIdle,
                    new ClassSelectorStateInfo
                    {
                        Sprites           = frontIdleSprites.GetSprites(0),
                        OverlaySprites    = frontIdleOverlaySprites?.GetSprites(0),
                        Loop              = true,
                        HideOnFinish      = false,
                        SortingOrderShift = 0,
                        Material          = classAnimationInfo.OverlayMaterial,
                        Fps = classAnimationInfo.FrontIdleFps
                    }
                },
                {
                    ClassSelectorState.BackTransition,
                    new ClassSelectorStateInfo
                    {
                        Sprites           = backTransitionSprites.GetSprites(0),
                        OverlaySprites    = backTransitionOverlaySprites?.GetSprites(0),
                        Loop              = false,
                        HideOnFinish      = true,
                        SortingOrderShift = 0,
                        Material          = classAnimationInfo.OverlayMaterial,
                        SfxPath           = backTransitionSfxPath,
                        Fps = 25
                    }
                },
                {
                    ClassSelectorState.FrontTransition,
                    new ClassSelectorStateInfo
                    {
                        Sprites           = frontTransitionSprites.GetSprites(0),
                        OverlaySprites    = frontTransitionOverlaySprites?.GetSprites(0),
                        Loop              = false,
                        HideOnFinish      = true,
                        SortingOrderShift = 10,
                        Material          = classAnimationInfo.OverlayMaterial,
                        SfxPath           = frontTransitionSfxPath,
                        Fps = 25
                    }
                }
            };

            var position = _rectTransform.position;

            _main = UiHelper.CreateAnimatedObject("main", loop: false, sortingOrder: classAnimationInfo.BaseSortingOrder);
            _main.transform.position = UiHelper.ScreenToWorldPoint(position);
            _main.transform.parent   = _rectTransform;

            _overlay = UiHelper.CreateAnimatedObject("overlay", loop: false, sortingOrder: classAnimationInfo.BaseSortingOrder + classAnimationInfo.OverlaySortingOrder);
            _overlay.transform.position = UiHelper.ScreenToWorldPoint(position);
            _overlay.transform.parent   = _rectTransform;

            _mainAnimator           = _main.GetComponent <SpriteAnimator>();
            _mainAnimator.OnFinish += MainAnimatorOnFinish;

            _overlayAnimator = _overlay.GetComponent <SpriteAnimator>();

            _sound = new GameObject("sound");
            _sound.transform.parent = _rectTransform;

            _audioSource      = _sound.AddComponent <AudioSource>();
            _audioSource.loop = false;

            ChangeState(ClassSelectorState.BackIdle);
        }