示例#1
0
    public void MissionChoose(int xml_index)
    {
        switch (xml_index)
        {
        case 0:
            fileName = "ningluoshuan.xml";
            break;

        case 1:
            fileName = "boxian.xml";
            break;

        case 2:
            fileName = "fangxianjia.xml";
            break;

        case 3:
            fileName = "jiaxian.xml";
            break;

        default:
            fileName = "init.xml";
            break;
        }
        XMLLoad xmlLoad = new XMLLoad();

        StartCoroutine(xmlLoad.GetXML(fileName));
        mission_List         = xmlLoad.mission_List;
        index                = -1;
        btnNext.interactable = true;
    }
示例#2
0
    // Use this for initialization
    void Start()
    {
        XMLLoad xmlLoad = new XMLLoad();

        StartCoroutine(xmlLoad.GetXML("score.xml"));
        //AddressData1.insertNode(22);
    }
示例#3
0
    string GetRoleType(string roleName)
    {
        string   ret   = "";
        XElement retXE = XMLLoad.GetInstance().GetRoleList().Find(delegate(XElement xe) {
            return(xe.Attribute("Name").Value == roleName);
        });

        ret = retXE.Attribute("Type").Value;
        return(ret);
    }
示例#4
0
    public override void OnJoinedRoom()
    {
        base.OnJoinedRoom();
        //获取配置文件的角色列表
        List <XElement> roleList = XMLLoad.GetInstance().GetRoleList();

        //根据角色列表生成选择UI
        for (int i = 0; i < roleList.Count; i++)
        {
            GameObject roleItemGO = Instantiate(roleItemTemp);
            roleItemGO.transform.SetParent(chooseRoleUI);
            RoleItem roleItem   = roleItemGO.GetComponent <RoleItem>();
            string   roleName   = roleList[i].Attribute("Name").Value;
            string   roleRemark = roleList[i].Attribute("Remark").Value;
            //设置选择角色的控件,传递一个photonView,让其可以使用这个photonView的RPC
            roleItem.SetRole(roleName, roleRemark, photonView);
            roleItemList.Add(roleItem);
        }
    }
示例#5
0
 private void Awake()
 {
     _XMLLoad = this;
 }
示例#6
0
    void Start()
    {
        audioSource = GetComponent <AudioSource>();
        rend        = GetComponent <Renderer>();
        _controller = GetComponent <CharacterController>();
        normClr     = rend.material.color;
        clrDmg      = Color.red;
        hitRed      = false;
        if (GetComponent <Sinhronize>().isMine)
        {
            basePlane = GameObject.Find("Base");
            ammoList  = new Dictionary <string, int>();
            XMLLoad load = basePlane.GetComponent <XMLLoad>();
            foreach (KeyValuePair <string, XMLLoad.Ammo> am in load.ammoList)
            {
                ammoList.Add(am.Key, 0);
            }
            slots = new WeaponSlot[4];
            for (int i = 0; i < 4; i++)
            {
                slots[i].active = true;
                slots[i].have   = false;
            }
            //slots[0] - melee
            //slots[1] - pistol
            //slots[2] - first primary
            //slots[3] - second primary

            weaponList = load.weaponList;
            //WeaponName = "Beretta";
            addWeaponToSlot("Beretta");
            ActiveSlot = 1;


            mainRect          = new Rect(Screen.width / 4, Screen.height / 4, Screen.width / 2, Screen.height / 2);
            centerRotateOfGUI = new Vector2(mainRect.x + mainRect.width / 2, mainRect.y + mainRect.height / 2);
            guiTexture        = Resources.Load <Texture2D>("Textures/HurtSector");
            guiTextures       = new List <float>();
            gotDirectTimers   = new List <double>();
            angle             = 0f;

            phView = GetComponent <PhotonView>();
            UnityEngine.Cursor.visible = false;
            Del ptr = Cont;
            pause = false;
            list  = new List <ButtonDimas>();
            list.Add(new ButtonDimas("Cont", ptr));
            ptr = Exit;
            list.Add(new ButtonDimas("Exit", ptr));

            //AmmoCur = 450;

            AmmoNow = Primary.ClipSize;

            TxtScope_Texture    = Resources.Load <Texture2D>("Textures/aim");
            TxtScope_TextureHit = Resources.Load <Texture2D>("Textures/aimHit");
            TxtGotDamage        = Resources.Load <Texture2D>("Textures/HurtImage70%");

            /*clip_reload = Resources.Load<AudioClip>("reload");
             * clip_shot = Resources.Load<AudioClip>("Sounds/shot");
             * clip_hit = Resources.Load<AudioClip>("Sounds/decoder");*/


            if (Primary.Burst == 1)
            {
                burst = -1;
            }
            else if (Primary.Burst == 0)
            {
                burst = 1;
            }
            else if (Primary.Burst > 0)
            {
                burst = Primary.Burst;
            }
        }
    }