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Grid下面的 子對象按鈕如何回調

mes science 準備工作 ber gen ide onfinish uic 遊戲

我們遊戲裏們經常會遇到裝備,或者其他的東西需要用一個鏈表裝起來。那個這時Unity3D就要用到Grid,成為它的子物體的對象有些需求不至於成為一張圖片靜靜的呆在那兒,老總還需要有點擊的功能那麽下面我就一步步介紹是如何讓它們做的的;

1:對話框的基類

  1 using System.Collections;
  2 using System.Collections.Generic;
  3 using UnityEngine;
  4 
  5 public class BWDialog : BWWnd {
  6     private bool m_bInitOK = false;
  7
//private BWBlur m_mask = null; 8 //private BWBlur m_oldMask = null; 9 // Use this for initialization 10 //private BWDarkMask m_mask = null; 11 private int m_setDepth = 0; 12 private int m_nTimes = 0; 13 private TweenScale m_scale; 14 public bool m_bAni = false; 15 public
bool m_bDark = true; 16 public UICall OnTweenOK = null; 17 //private TweenScale m_scale2; 18 protected override void Start() 19 { 20 base.Start (); 21 Init (); 22 //20170824 版號申請,先不用新手引導 23 if (MainUI.COPYRIGHT_VERSION == false) 24 AutoHelp.GetInst().DoHelp(this
); 25 } 26 27 public int setDepth 28 { 29 get{ 30 return m_setDepth; 31 } 32 } 33 34 void Update() 35 { 36 if (!m_bInitOK) { 37 if (transform.parent != null) 38 Init (); 39 } 40 41 // 42 } 43 44 void ReShow() 45 { 46 //m_tween.RemoveOnFinished (base.DoRemove); 47 gameObject.SetActive(true); 48 m_nTimes = 0; 49 GameObject parent = transform.parent.gameObject; 50 FadeIn(); 51 int nDepth = GetMaxDepth(parent, true, gameObject); 52 m_setDepth = nDepth + 5; 53 if (m_bDark) 54 BWDarkMask.Show(this, m_setDepth); 55 56 DisableDown(); 57 58 if (m_bAni) 59 { 60 TweenScale s = gameObject.GetComponent<TweenScale>(); 61 if (s != null) 62 GameObject.DestroyImmediate(s); 63 TweenScale scale1 = gameObject.AddComponent<TweenScale>(); 64 scale1.from = Vector3.zero; 65 scale1.to = new Vector3(0.2f, 1.1f, 1f); 66 scale1.duration = 0.12f; 67 scale1.PlayForward(); 68 scale1.AddOnFinished(OnAniOver); 69 m_scale = scale1; 70 /*TweenScale scale2 = gameObject.AddComponent<TweenScale> (); 71 scale2.from = Vector3.zero; 72 scale2.to = Vector3.one; 73 scale2.duration = 0.2f; 74 scale2.PlayForward (); 75 scale2.AddOnFinished (OnAniOver); 76 m_scale1 = scale1; 77 m_scale2 = scale2;*/ 78 } //else if (OnAniOver != null) 79 else if (OnTweenOK != null) 80 OnTweenOK(); 81 } 82 83 void Init() 84 { 85 if (m_bInitOK) 86 return; 87 if (transform.parent == null) 88 return; 89 90 BWDialogSet set = AddComponent<BWDialogSet> (gameObject); 91 set.m_dialog = this; 92 ReShow (); 93 m_bInitOK = true; 94 } 95 96 void OnAniOver() 97 { 98 m_nTimes++; 99 if (m_nTimes == 1) { 100 m_scale.from = m_scale.to; 101 m_scale.to =Vector3.one; 102 m_scale.duration = 0.12f; 103 m_scale.ResetToBeginning (); 104 m_scale.PlayForward (); 105 //m_nTimes++; 106 return; 107 }/* else if (m_nTimes == 2) { 108 m_scale.from = m_scale.to; 109 m_scale.to = Vector3.one; 110 m_scale.duration = 0.1f; 111 m_scale.ResetToBeginning (); 112 m_scale.PlayForward (); 113 return; 114 }*/ 115 116 GameObject.DestroyImmediate (m_scale); 117 if (OnTweenOK != null) 118 OnTweenOK (); 119 // GameObject.DestroyImmediate (m_scale2); 120 //TweenAlpha alpha = gameObject.GetComponent<TweenAlpha> (); 121 //if (alpha != null) 122 // GameObject.DestroyImmediate (alpha); 123 } 124 125 public int GetDepth () 126 { 127 UIPanel pan = gameObject.GetComponent<UIPanel> (); 128 if (pan != null) 129 return pan.depth; 130 UIWidget wid = gameObject.GetComponent<UIWidget> (); 131 if (wid != null) 132 return wid.depth; 133 return 0; 134 } 135 136 public override bool Remove() 137 { 138 gameObject.GetComponent<BWDialogSet>().m_bRemoving = true; 139 GameObject parent = transform.parent.gameObject; 140 base.Remove(); 141 142 // Debug.LogError ("Error"); 143 //int depth = m_mask.depth; 144 //m_mask.Remove (); 145 //m_mask = null; 146 //if (m_oldMask) 147 // m_oldMask.Show (); 148 149 150 if (m_bDark) 151 { 152 if (BWDarkMask.Hide(m_setDepth)) 153 EnableDown(); 154 } 155 else 156 { 157 EnableDown(); 158 } 159 160 161 //BWBlur blur = FindBlurMask (parent,m_mask.depth); 162 //BWDarkMask blur = FindDarkMask(parent,depth); 163 //if (blur != null) 164 // blur.gameObject.SetActive (true); 165 //Debug.LogError (blur.depth); 166 /*if (blur != null && blur.IsHided ()) { 167 blur.gameObject.SetActive (true); 168 GameObject.DestroyImmediate (m_mask.gameObject); 169 //blur.Show (); 170 }*/ 171 return true; 172 } 173 174 175 /*bool DestroyNoneTop() 176 { 177 bool bOK = false; 178 Transform trans = gameObject.transform.parent; 179 int i, iCount = trans.childCount; 180 for (i = 0; i < iCount; i++) { 181 182 } 183 return bOK; 184 }*/ 185 186 }

上面只是做的一個準備工作,下面就要開始了,在相應按鈕下面添加這個腳本,相應的就會添加預制體,但是功能都已經實現好了。我們還得繼續往裏面追,是如何實現這個功能;

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using BwSocket;
public class PetDlg : BWDialog {
    public const string _strRes = "Final/UI/Pet/PetDlg";
    // Use this for initialization
    private PetInfo m_pet;
    private ArrayPage m_array;
    private CollecterPage m_colleter;
    private TechPage m_tech;
    protected override void Start () {
        OnTweenOK += DoInit;

        name = "Genius";
        m_pet = AddChildComponent<PetInfo> (gameObject, "Pet/Page");
        m_pet.Init();
        m_array = AddChildComponent<ArrayPage> (gameObject, "Formation/Page");
        //m_array.Init ();
        m_colleter = AddChildComponent<CollecterPage>(gameObject,"Collect/Page");
        //m_colleter.Init ();
        m_tech = AddChildComponent<TechPage> (gameObject, "Science/Page");
        //m_tech.Init ();
        AddComponent<MProtoGameToyFreeRep> (gameObject).Register (OnFreeOK);
        base.Start ();
        //XChyzClient.Ins.DoToysGet (0);
    }

    bool DoInit()
    {
        m_pet.Init ();
        m_array.Init ();
        m_colleter.Init ();
        m_tech.Init ();
        ActiveChildren (gameObject);
        XChyzClient.Ins.DoToysGet (0);
        return true;
    }

    void OnFreeOK(XProtoGameToyFreeRep rep)
    {
        DropOnly drop = ShowLazy<DropOnly> (DropOnly._strRes);

        GameObject src = Resources.Load ("Final/UI/Pet/PetRefine") as GameObject;

        drop.SetDrops (rep.dropItems,"提煉吃貨",false,src);
    }
        
}

現在我們繼續往裏面追

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using BwSocket;

public class FightPetView : PetView {

    // Use this for initialization
    protected override void Start () {
        
        base.Start ();
    }

    public override bool Init ()
    {
        m_petType = PetType.Fight;
        if(!base.Init()) return false;
        OnItem += OnPetDetail;//這裏

        return true;
    }


    bool OnPetDetail(PetItem item)
    {
        PetDetail dlg = AddChild<PetDetail> (PetDetail._strRes);
        dlg.m_nPetID = item.GetID();
        dlg.Init ();
        return true;
    }

    protected override void OnFreeOK(XProtoGameToyFreeRep rep)
    {
        base.OnFreeOK (rep);
        SetLabelString ("Count/number", "戰鬥吃貨:" + m_toys.Count);
    }

    public override void UpdateToys (List<TOYINFO> toys)
    {
        List<TOYINFO> newToys = new List<TOYINFO> ();
        int i, iCount = toys.Count;
        for (i = 0; i < iCount; i++) {
            TOYINFO info = toys [i];
            if (info.nType == PetView.GENIUSTYPE_BATTLE)
                newToys.Add (info);
        }
        SetLabelString ("Count/number", "戰鬥吃貨:" + newToys.Count);
        base.UpdateToys (newToys);
    }

}

明天繼續....

Grid下面的 子對象按鈕如何回調