c#

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using UnityEngine;using System.Collections;using System.Collections.Generic;public class EndClearPanel : MonoBehaviour {    public MainUI mainUI;    public GameObject inventoryParent;    public GameObject itemListObj;    public GameObject clearItem;    private Dictionary<int, GoodsInfo> ownGoods;    private List<EndClearItem> uilist = new List<EndClearItem>();    //score calculate    public int goodsScore;    public int goldScore;    public int totalScore;    public UILabel lgoodsScore;    public UILabel lgoldScore;    public UILabel ltotalScore;    //number anim    const int FRAME = 40;    private int targetScore;    private int goodsScorePerFrame;    private int goldScorePerFrame;    private bool ainmbegin = true; //private bool ainmbegin = false;    private bool flag = true;    void OnEnable()    {        MainUI.curActive_panel = mainUI.shop_panel;        //ainmbegin = false;        Init();    }    void Init()    {               collider.enabled = true;        ownGoods = UserData.player.goodsInBag;        ownGoods.Clear();        goodsScore = 0;        goldScore = UserData.player.tradeMoney;        totalScore = UserData.player.score;        foreach (KeyValuePair<int,GoodsInfo> data in ownGoods)        {            goodsScore += (data.Value.amount * data.Value.avgPrice);            GameObject item = NGUITools.AddChild(itemListObj, clearItem);            EndClearItem script = item.GetComponent<EndClearItem>();                        if (script != null) {                script.SetData(data.Value);            }        }                lgoodsScore.text = "" + goodsScore;        lgoldScore.text = "" + goldScore;        ltotalScore.text = "" + totalScore;        targetScore = totalScore + goldScore + goodsScore;       goodsScorePerFrame = goodsScore / FRAME;        if (goodsScore > 0 && goodsScorePerFrame <= 0) {            goodsScorePerFrame = 1;        }        goldScorePerFrame = goldScore / FRAME;        if (goldScore > 0 && goldScorePerFrame <= 0) {            goldScorePerFrame = 1;        }        Invoke("RepositonList", 0.1f);                    }    /*void RepositonList()    {        UIGrid grid = itemListObj.GetComponent<UIGrid>();        if (grid != null) {            grid.repositionNow = true;            grid.Reposition();        }    }*/   /* void OnClick()    {        UserData.player.goodsInBag.Clear();                if (!ainmbegin)        {            ainmbegin = true;            collider.enabled = false;            return;                  }        else        {            mainUI.OnEnterEndPanel();            collider.enabled = false;        }    }    * */    void OnClick()    {                       mainUI.OnEnterEndPanel();        collider.enabled = false;           }           void Update()    {               if (!ainmbegin)            return;        if (goodsScore <= 0 && goldScore <= 0) {            goldScore = 0;            goodsScore = 0;            totalScore = targetScore;            collider.enabled = true;        } else {            int addCount = 0;            if (goodsScore <= 0) {                goodsScore = 0;            } else {                goodsScore -= goodsScorePerFrame;                addCount = goodsScorePerFrame;            }            if (goldScore <= 0) {                goldScore = 0;            } else {                goldScore -= goldScorePerFrame;                addCount += goldScorePerFrame;            }            totalScore += addCount;        }        lgoodsScore.text = "" + goodsScore;        lgoldScore.text = "" + goldScore;        ltotalScore.text = "" + totalScore;    }   void OnDisable()    {        ownGoods.Clear();        //ainmbegin = false;        foreach (EndClearItem item in uilist)        {            NGUITools.Destroy(item.gameObject);        }        uilist.Clear();   }}