protected void buildPathPt6f(int pathIdx) { MazePtBase pt = null; string path = ""; for (int idx = 0; idx < 6; ++idx) { if (0 == idx) { pt = new MazeStartPt(); } else if (3 == idx) { pt = new MazeEndPt(); } else if (4 == idx) { pt = new MazeBombPt(); } else if (5 == idx) { pt = new MazeDiePt(); } else { pt = new MazeComPt(); } m_ptListArr[pathIdx].Add(pt); path = string.Format("WayPt_{0}{1}", pathIdx, idx); pt.pos = UtilApi.TransFindChildByPObjAndPath(this.selfGo, path).transform.localPosition; } }
override protected void modifyTex(GameObject go_, TableCardItemBody tableBody) { // 头像是每一个卡牌一个配置 string path = string.Format("{0}{1}", Ctx.m_instance.m_cfg.m_pathLst[(int)ResPathType.ePathCardImage], tableBody.m_dzCardHeader); m_subTex[(int)CardSubPartType.eHeader].tex.selfGo = UtilApi.TransFindChildByPObjAndPath(go_, m_cardModelItem.m_outHeaderSubModel); m_subTex[(int)CardSubPartType.eHeader].tex.texPath = path; m_subTex[(int)CardSubPartType.eHeader].tex.syncUpdateTex(); }
public AuxBasicButton(GameObject pntNode = null, string path = "", BtnStyleID styleId = BtnStyleID.eBSID_None) { m_eventDisp = new EventDispatch(); if (pntNode != null) { m_selfGo = UtilApi.TransFindChildByPObjAndPath(pntNode, path); updateBtnCom(null); } }
protected MazePtBase createWayPtByGo(int pathIdx, int idx, string suffix) { MazePtBase pt = null; string path = ""; GameObject go_ = null; path = string.Format("WayPt_{0}{1}{2}", pathIdx, idx, suffix); go_ = UtilApi.TransFindChildByPObjAndPath(this.selfGo, path); if (null != go_) { if ("_Start" == suffix) { pt = new MazeStartPt(); } else if ("_Start_Jump" == suffix) { pt = new MazeStartJumpPt(); } else if ("_Start_Show" == suffix) { pt = new MazeStartShowPt(); } else if ("_Start_Door" == suffix) { pt = new MazeStartDoorPt(); } else if ("_End" == suffix) { pt = new MazeEndPt(); } else if ("_End_Jump" == suffix) { pt = new MazeEndJumpPt(); } else if ("_End_Hide" == suffix) { pt = new MazeEndHidePt(); } else if ("_End_Door" == suffix) { pt = new MazeEndDoorPt(); } else if ("_End_Die" == suffix) { pt = new MazeEndDiePt(); } else { pt = new MazeComPt(); } pt.pos = go_.transform.localPosition; } return(pt); }
// 初始构造 public AuxLabel(GameObject pntNode, string path, LabelStyleID styleId = LabelStyleID.eLSID_None) { m_selfGo = UtilApi.TransFindChildByPObjAndPath(pntNode, path); m_text = UtilApi.getComByP <Text>(pntNode, path); m_labelStyle = Ctx.m_instance.m_widgetStyleMgr.GetWidgetStyle <LabelStyleBase>(WidgetStyleID.eWSID_Text, (int)styleId); if (m_labelStyle.needClearText()) { m_text.text = ""; } }
public void setSkelAnim(GameObject go_) { GameObject _go = null; foreach (var socket in m_boneSocketArr) { _go = UtilApi.TransFindChildByPObjAndPath(go_, socket.bonePath); socket.pntGo = _go; socket.linkPlaceHolder2Parent(); } }
public void onTexLoadEventHandle(IDispatchObject dispObj) { m_texRes = dispObj as TextureRes; GameObject go_ = UtilApi.TransFindChildByPObjAndPath(m_selfGo, "25e9d638.obj"); #if UNITY_5 go_.GetComponent <Renderer>().material.mainTexture = m_texRes.getTexture(); #elif UNITY_4_6 || UNITY_4_5 go_.renderer.material.mainTexture = m_texRes.getTexture(); #endif }
public void removeClick(GameObject go, string path) { UtilApi.removeEventHandle(go, path); GameObject btnGo = UtilApi.TransFindChildByPObjAndPath(go, path); if (btnGo != null) { if (m_go2Path.ContainsKey(btnGo)) { m_go2Path.Remove(btnGo); } } }
public void addClick(GameObject go, string path) { UtilApi.addEventHandle(go, path, onBtnClk); GameObject btnGo = UtilApi.TransFindChildByPObjAndPath(go, path); if (btnGo = null) { if (!m_go2Path.ContainsKey(btnGo)) { m_go2Path[btnGo] = new GOExtraInfo(); m_go2Path[btnGo].m_path = path; } } }
public ImageItem getImage(string spriteName) { if (!m_path2Image.ContainsKey(spriteName)) { m_subGo = UtilApi.TransFindChildByPObjAndPath(m_go, spriteName); Image image = UtilApi.getComByP <Image>(m_subGo); ImageItem item = new ImageItem(); item.image = image.sprite; m_path2Image[spriteName] = item; } else { m_path2Image[spriteName].refCountResLoadResultNotify.refCount.incRef(); } return(m_path2Image[spriteName]); }
override protected void updateLeftAttr(TableCardItemBody tableBody) { // 根据表中的数据更新,如果服务器有数据,还会根据服务器的数据更新一次,因为图鉴的数据是根据表中更新的,场景中的牌是根据服务器的数据更新的 UtilLogic.updateCardDataNoChangeByTable(tableBody, m_model.selfGo); UtilLogic.updateCardDataChangeByTable(tableBody, m_model.selfGo); AuxLabel raceText = new AuxLabel(m_model.selfGo, "UIRoot/RaceText"); // 更新种族 if (tableBody.m_race > 0) { TableRaceItemBody raceTableItem = Ctx.m_instance.m_tableSys.getItem(TableID.TABLE_RACE, (uint)tableBody.m_race).m_itemBody as TableRaceItemBody; raceText.text = raceTableItem.m_raceName; } else { GameObject raceGO = UtilApi.TransFindChildByPObjAndPath(m_model.selfGo, m_cardModelItem.m_raceSubModel); UtilApi.SetActive(raceGO, false); raceText.text = ""; } if (tableBody.m_type == (int)CardType.CARDTYPE_MAGIC)//法术牌 { GameObject raceGO = UtilApi.TransFindChildByPObjAndPath(m_model.selfGo, "gongji_kapai"); UtilApi.SetActive(raceGO, false); AuxLabel attText = new AuxLabel(m_model.selfGo, "UIRoot/AttText"); attText.text = ""; GameObject raceGO2 = UtilApi.TransFindChildByPObjAndPath(m_model.selfGo, "xue_kapai"); UtilApi.SetActive(raceGO2, false); AuxLabel hpText = new AuxLabel(m_model.selfGo, "UIRoot/HpText"); hpText.text = ""; } else if (tableBody.m_type == (int)CardType.CARDTYPE_EQUIP)//武器牌 { GameObject raceGO2 = UtilApi.TransFindChildByPObjAndPath(m_model.selfGo, "xue_kapai"); UtilApi.SetActive(raceGO2, false); AuxLabel hpText = new AuxLabel(m_model.selfGo, "UIRoot/HpText"); hpText.text = ""; } }
// 修改卡牌纹理 override protected void modifyTex(GameObject go_, TableCardItemBody tableBody) { // 头像是每一个卡牌一个配置 string path = string.Format("{0}{1}", Ctx.m_instance.m_cfg.m_pathLst[(int)ResPathType.ePathCardImage], tableBody.m_cardHeader); m_subTex[(int)CardSubPartType.eHeader].tex.selfGo = UtilApi.TransFindChildByPObjAndPath(go_, m_cardModelItem.m_headerSubModel); m_subTex[(int)CardSubPartType.eHeader].tex.texPath = path; m_subTex[(int)CardSubPartType.eHeader].tex.syncUpdateTex(); TableJobItemBody jobTable; // 边框 jobTable = Ctx.m_instance.m_tableSys.getItem(TableID.TABLE_JOB, (uint)(tableBody.m_career)).m_itemBody as TableJobItemBody; path = string.Format("{0}{1}", Ctx.m_instance.m_cfg.m_pathLst[(int)ResPathType.ePathCardImage], jobTable.m_frameImage); m_subTex[(int)CardSubPartType.eFrame].tex.selfGo = UtilApi.TransFindChildByPObjAndPath(go_, m_cardModelItem.m_frameSubModel); m_subTex[(int)CardSubPartType.eFrame].tex.texPath = path; m_subTex[(int)CardSubPartType.eFrame].tex.syncUpdateTex(); // 腰带 path = string.Format("{0}{1}", Ctx.m_instance.m_cfg.m_pathLst[(int)ResPathType.ePathCardImage], jobTable.m_yaoDaiImage); m_subTex[(int)CardSubPartType.eBelt].tex.selfGo = UtilApi.TransFindChildByPObjAndPath(go_, m_cardModelItem.m_yaoDaiSubModel); m_subTex[(int)CardSubPartType.eBelt].tex.texPath = path; m_subTex[(int)CardSubPartType.eBelt].tex.syncUpdateTex(); // 品质 m_subTex[(int)CardSubPartType.EQuality].tex.selfGo = UtilApi.TransFindChildByPObjAndPath(go_, m_cardModelItem.m_pinZhiSubModel); if (tableBody.m_quality == 0) // 品质 0 ,不显示 { UtilApi.SetActive(m_subTex[(int)CardSubPartType.EQuality].tex.selfGo, false); } else { path = string.Format("{0}{1}", Ctx.m_instance.m_cfg.m_pathLst[(int)ResPathType.ePathCardImage], UtilLogic.getImageByPinZhi(tableBody.m_quality)); m_subTex[(int)CardSubPartType.EQuality].tex.texPath = path; m_subTex[(int)CardSubPartType.EQuality].tex.syncUpdateTex(); } }
protected InputField m_inputField; // 输入 public AuxInputField(GameObject pntNode, string path, BtnStyleID styleId = BtnStyleID.eBSID_None) { m_selfGo = UtilApi.TransFindChildByPObjAndPath(pntNode, path); m_inputField = UtilApi.getComByP <InputField>(pntNode, path); }
// 后期修改 public void setSelfGo(GameObject pntNode, string path) { m_selfGo = UtilApi.TransFindChildByPObjAndPath(pntNode, path); m_text = UtilApi.getComByP <Text>(pntNode, path); }
public AuxStaticImageStaticGoImage(GameObject pntNode, string path, BtnStyleID styleId = BtnStyleID.eBSID_None) { m_selfGo = UtilApi.TransFindChildByPObjAndPath(pntNode, path); m_image = UtilApi.getComByP <Image>(pntNode, path); }
protected Scrollbar m_scrollbar; // 滚动条 public AuxScrollbar(GameObject pntNode, string path, BtnStyleID styleId = BtnStyleID.eBSID_None) { m_selfGo = UtilApi.TransFindChildByPObjAndPath(pntNode, path); m_scrollbar = UtilApi.getComByP <Scrollbar>(pntNode, path); }