示例#1
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 public void normalRot()
 {
     UtilApi.normalRot(m_go.transform);
 }
示例#2
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 // 直接移动到目标点
 public void moveToDestDirect(Vector3 pos)
 {
     UtilApi.setPos(m_card.transform(), pos);
 }
示例#3
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 public void findWidget()
 {
     m_root  = UtilApi.TransFindChildByPObjAndPath(m_infoData.m_form.m_GUIWin.m_uiRoot, InfoComPath.ModeGo_1);
     m_input = new AuxInputField(m_infoData.m_form.m_GUIWin.m_uiRoot, InfoComPath.InputField);
 }
示例#4
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 // 直接移动到目标位置
 public void goToDestPos()
 {
     UtilApi.setPos(m_mazeRoom.selfGo.transform, m_mazeRoom.origPos);
 }
示例#5
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 public void add2Node(GameObject go_)
 {
     UtilApi.SetParent(m_auxDynImageDynGoButton.selfGo, go_, false);
 }
示例#6
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 override public void setBaseInfo(EnDZPlayer m_playerSide, CardArea area, CardType cardType)
 {
     UtilApi.setPos(this.transform(), m_sceneDZData.m_placeHolderGo.m_cardCenterGOArr[(int)m_playerSide, (int)area].transform.localPosition);
 }
示例#7
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 // 更新初始卡牌场景位置信息
 override public void updateInitCardSceneInfo(Transform trans)
 {
     UtilApi.setPos(this.transform(), trans.localPosition);
     UtilApi.setScale(this.transform(), trans.localScale);
     UtilApi.setRot(this.transform(), trans.localRotation);
 }
示例#8
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 protected void addEventHandle()
 {
     UtilApi.addEventHandle(m_GUIWin.m_uiRoot, LoginComPath.PathBtnLogin, onBtnClkLogin);
 }
示例#9
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 public void initWidget()
 {
     m_tipsItemRoot = UtilApi.TransFindChildByPObjAndPath(m_sceneTipsData.m_goRoot, "HistoryTips");
 }
示例#10
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 public override void onReady()
 {
     base.onReady();
     m_sceneTipsData.m_goRoot = UtilApi.GoFindChildByPObjAndName("SceneTipsUI");
     m_sceneTipsData.m_goRoot.SetActive(false);         // 默认隐藏
 }
示例#11
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 protected void findWidget()
 {
     m_heroData.m_goRoot = UtilApi.TransFindChildByPObjAndPath(Ctx.m_instance.m_uiMgr.m_sceneUIRootGo, "HeroSceneUI");
     m_heroData.m_goRoot.SetActive(false);         // 默认隐藏
 }
示例#12
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 protected void addEventHandle()
 {
     UtilApi.addEventHandle(m_GUIWin.m_uiRoot, "BtnSend", onBtnSendClk);
 }
示例#13
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 public void findWidget()
 {
     m_root     = UtilApi.TransFindChildByPObjAndPath(m_infoData.m_form.m_GUIWin.m_uiRoot, InfoComPath.ModeGo_2);
     m_textDesc = new AuxLabel(m_infoData.m_form.m_GUIWin.m_uiRoot, InfoComPath.PathTextDesc);
 }
示例#14
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 public new void addEventHandle()
 {
     UtilApi.addEventHandle(m_jobCardBtn.selfGo, onJobSelBtnClk);
 }
示例#15
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 public override void init()
 {
     // 添加事件
     UtilApi.addEventHandle(m_model.selfGo, OnBtnClk);
     m_mat = m_model.selfGo.GetComponent <Renderer>().material;
 }
示例#16
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 protected void addEventHandle()
 {
     UtilApi.addEventHandle(m_GUIWin.m_uiRoot, CVChat.SendBtn, onSendBtnClk);
 }
示例#17
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 protected void addEventHandle()
 {
     UtilApi.addEventHandle(m_GUIWin.m_uiRoot, "BtnTest", onBtnClkTest);
     UtilApi.addEventHandle(m_GUIWin.m_uiRoot, "BtnTest1f", onBtnClkTest1f);
     UtilApi.addEventHandle(m_GUIWin.m_uiRoot, "BtnTest2f", onBtnClkTest2f);
 }
示例#18
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 protected void updatePos()
 {
     // 计算位置
     getCurMouseScenePos();
     UtilApi.setPos(m_sceneDZData.m_placeHolderGo.m_attackArrowGO.transform, new Vector3(m_currentPos.x, 1, m_currentPos.z));
 }
示例#19
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 public void toggleCardVisible(bool bShow)
 {
     UtilApi.SetActive(m_cardGo, bShow);
 }
示例#20
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 protected void addEventHandle()
 {
     UtilApi.addEventHandle(m_GUIWin.m_uiRoot, DZComPath.BtnOp, onOpBtnClk);
 }
示例#21
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 public new void dispose()
 {
     destroyCrad();
     UtilApi.Destroy(m_cardGo);
 }
示例#22
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        public void packSkel()
        {
            List <string> pathList = new List <string>();

            pathList.Add(m_skelMeshParam.m_inPath);
            pathList.Add(m_skelMeshParam.m_name);

            string     resPath   = ExportUtil.getRelDataPath(UtilPath.combine(pathList.ToArray()));
            GameObject go        = AssetDatabase.LoadAssetAtPath(resPath, ExportUtil.convResStr2Type("prefab")) as GameObject;
            GameObject subMeshGo = null;

            string        skelNoExt      = UtilPath.getFileNameNoExt(m_skelMeshParam.m_name);
            string        outPrefabPath  = "";
            List <Object> objList        = new List <Object>();
            List <string> assetNamesList = new List <string>();

            GameObject instanceGo;

            pathList.Clear();
            if (string.IsNullOrEmpty(m_skelMeshParam.m_outPath))
            {
                pathList.Add(SkinAnimSys.m_instance.m_xmlSubMeshRoot.m_outPath);
            }
            else
            {
                pathList.Add(m_skelMeshParam.m_outPath);
            }
            //pathList.Add(SkinAnimSys.m_instance.m_xmlSkeletonRoot.m_modelTypes.modelTypeDic[m_skelMeshParam.m_modelType].subPath);
            pathList.Add(skelNoExt + ".prefab");

            outPrefabPath = ExportUtil.getRelDataPath(UtilPath.combine(pathList.ToArray()));
            assetNamesList.Add(outPrefabPath);

            // 原始的资源是不能修改的,必须要 Instantiate 后才能修改,因此这里 Instantiate 一个 GameObject
            instanceGo = UtilApi.Instantiate(go) as GameObject;
            //PrefabUtility.CreatePrefab(outPrefabPath, go);

            //go = AssetDatabase.LoadAssetAtPath(outPrefabPath, ExportUtil.convResStr2Type("prefab")) as GameObject;

            Animator animator = null;

            if (instanceGo != null)
            {
                // 单位化转换
                UtilApi.normalRST(instanceGo.transform);
                // 释放子模型
                foreach (SubMesh subMesh in m_subMeshList)
                {
                    subMeshGo = instanceGo.transform.Find(subMesh.m_name).gameObject;
                    if (subMeshGo != null)
                    {
                        //GameObject.DestroyImmediate(subMeshGo);
                        //GameObject.Destroy(subMeshGo);
                        //GameObject.DestroyImmediate(subMeshGo, true);
                        UtilApi.DestroyImmediate(subMeshGo, false);
                    }
                }
                // 添加控制器
                string controlPath = string.Format("{0}/{1}.controller", m_skelMeshParam.m_controllerPath, skelNoExt);
                controlPath = ExportUtil.getRelDataPath(controlPath);
                animator    = instanceGo.GetComponent <Animator>();
                UnityEngine.Object assetObj = AssetDatabase.LoadAssetAtPath(controlPath, typeof(AnimatorController));
                animator.runtimeAnimatorController = assetObj as RuntimeAnimatorController;

                // 保存资源
                PrefabUtility.CreatePrefab(outPrefabPath, instanceGo);
                AssetDatabase.Refresh();
                AssetDatabase.SaveAssets();
                UtilApi.DestroyImmediate(instanceGo, false);

                // 现在不直接打包,需要最后发布的时候才打包
                //go = AssetDatabase.LoadAssetAtPath(outPrefabPath, ExportUtil.convResStr2Type("prefab")) as GameObject;
                //objList.Add(go);

//                AssetBundleParam bundleParam = new AssetBundleParam();
//#if UNITY_5
//                bundleParam.m_buildList = new AssetBundleBuild[1];
//                bundleParam.m_buildList[0].assetBundleName = skelNoExt;
//                bundleParam.m_buildList[0].assetBundleVariant = ExportUtil.UNITY3D;
//                bundleParam.m_buildList[0].assetNames = assetNamesList.ToArray();
//                pathList.Clear();
//                pathList.Add(m_skelMeshParam.m_outPath);
//                bundleParam.m_pathName = ExportUtil.getStreamingDataPath(ExportUtil.combine(pathList.ToArray()));
//#elif UNITY_4_6 || UNITY_4_5
//                bundleParam.m_assets = objList.ToArray();
//                pathList.Clear();
//                pathList.Add(m_skelMeshParam.m_outPath);
//                pathList.Add(skelNoExt + ".unity3d");
//                bundleParam.m_pathName = ExportUtil.getStreamingDataPath(ExportUtil.combine(pathList.ToArray()));
//#endif

//                ExportUtil.BuildAssetBundle(bundleParam);
            }
        }
示例#23
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 protected void addEventHandle()
 {
     UtilApi.addEventHandle(m_GUIWin.m_uiRoot, InfoComPath.PathBtnOk, onBtnClkOk);
     UtilApi.addEventHandle(m_GUIWin.m_uiRoot, InfoComPath.PathBtnCancel, onBtnClkCancel);
 }