创建横版移动列表,下一步开始计算他的移动
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@ -1287,7 +1287,7 @@ GameObject:
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m_Component:
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m_Component:
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- component: {fileID: 1950349943801813264}
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- component: {fileID: 1950349943801813264}
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m_Layer: 5
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m_Layer: 5
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m_Name: HItem
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m_Name: m_itemActorHItem
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m_TagString: Untagged
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m_TagString: Untagged
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m_Icon: {fileID: 0}
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m_Icon: {fileID: 0}
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m_NavMeshLayer: 0
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m_NavMeshLayer: 0
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@ -0,0 +1,15 @@
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using System.Collections;
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using System.Collections.Generic;
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using TEngine;
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using UnityEngine;
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namespace GameLogic
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{
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public class ActorHItem : UIWidget
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{
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protected override void OnCreate()
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{
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base.OnCreate();
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}
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}
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}
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@ -0,0 +1,11 @@
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -15,7 +15,7 @@ namespace GameLogic
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private Transform teamList;
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private Transform teamList;
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private Dictionary<string, UnitPlayerData> m_DicUnitPlayerDatas = new Dictionary<string, UnitPlayerData>(); //局内玩家数据
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private Dictionary<string, UnitPlayerData> m_DicUnitPlayerDatas = new Dictionary<string, UnitPlayerData>(); //局内玩家数据
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// private List<Actor> m_TeamSortList = new List<Actor>(); // 用于排序的阵营列表数据
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public List<ActorHItem> m_TeamSortList = new List<ActorHItem>(); // 用于排序的阵营列表数据
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public float m_GameTimerLen = 0;
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public float m_GameTimerLen = 0;
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public List<string> m_Strs = new List<string>() { "陈", "王", "李", "张", "刘", "杨", "黄", "赵", "吴", "周",
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public List<string> m_Strs = new List<string>() { "陈", "王", "李", "张", "刘", "杨", "黄", "赵", "吴", "周",
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"徐", "孙", "马", "朱", "胡","何","林","高","罗","郑",
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"徐", "孙", "马", "朱", "胡","何","林","高","罗","郑",
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@ -65,11 +65,7 @@ namespace GameLogic
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private void InitGameTeam()
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private void InitGameTeam()
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{
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{
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// 根据配置表注册,注册初始化阵营
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for (int i = 0; i < m_Strs.Count; i++)
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{
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}
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}
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}
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#endregion
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#endregion
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@ -19,6 +19,7 @@ namespace GameLogic
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private Button m_btnSetting;
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private Button m_btnSetting;
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private Button m_btnRank;
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private Button m_btnRank;
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private RectTransform m_rectHPanel;
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private RectTransform m_rectHPanel;
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private GameObject m_itemActorHItem;
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protected override void ScriptGenerator()
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protected override void ScriptGenerator()
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{
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{
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m_tmpTimer = FindChildComponent<TextMeshProUGUI>("Bg/Top/TopImg/m_tmpTimer");
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m_tmpTimer = FindChildComponent<TextMeshProUGUI>("Bg/Top/TopImg/m_tmpTimer");
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@ -27,6 +28,7 @@ namespace GameLogic
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m_btnSetting = FindChildComponent<Button>("Bg/Top/m_btnSetting");
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m_btnSetting = FindChildComponent<Button>("Bg/Top/m_btnSetting");
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m_btnRank = FindChildComponent<Button>("Bg/Top/m_btnRank");
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m_btnRank = FindChildComponent<Button>("Bg/Top/m_btnRank");
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m_rectHPanel = FindChildComponent<RectTransform>("Bg/Main/m_rectHPanel");
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m_rectHPanel = FindChildComponent<RectTransform>("Bg/Main/m_rectHPanel");
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m_itemActorHItem = FindChild("Bg/Main/m_rectHPanel/m_itemActorHItem").gameObject;
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m_btnSetting.onClick.AddListener(OnClickSettingBtn);
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m_btnSetting.onClick.AddListener(OnClickSettingBtn);
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m_btnRank.onClick.AddListener(OnClickRankBtn);
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m_btnRank.onClick.AddListener(OnClickRankBtn);
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}
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}
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@ -74,7 +76,11 @@ namespace GameLogic
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//RestHItemFunc();
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//RestHItemFunc();
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// 创建横板列表
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// 创建横板列表
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for (int i = 0; i < DataGameSceneManager.Instance.m_Strs.Count; i++)
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{
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ActorHItem actorHItem = CreateWidgetByPrefab<ActorHItem>(m_itemActorHItem, m_rectHPanel);
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DataGameSceneManager.Instance.m_TeamSortList.Add(actorHItem);
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}
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}
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}
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|
Loading…
x
Reference in New Issue
Block a user