public GameObject _background;
public UIAtlas atlas;
private Dictionary<int, UISprite> _allCardSprite;
void Start () {
_allCardSprite = new Dictionary<int, UISprite> ();
}
for (int i=0; i<10; ++i) {
GameObject _parent = NGUITools.AddChild (_background);
_parent.name = "cards";
_parent.transform.localPosition = new Vector3 (i*10, 200.0f, 0.0f);
UISprite _sprite = NGUITools.AddWidget<UISprite>(_parent);
_sprite.atlas = atlas;
_sprite.depth = i;
_sprite.name = i.ToString();
_sprite.spriteName = i.ToString();
_allCardSprite.Add(i, _sprite);
_sprite.MakePixelPerfect();
}
foreach (KeyValuePair<int, UISprite> pair in _allCardSprite){
TweenPosition _position = pair.Value.gameObject.GetComponent<TweenPosition>();
if (_position == null){
_position = pair.Value.gameObject.AddComponent<TweenPosition> ();
}
_position.duration = 0.2f;
_position.delay = pair.Key*0.2f;
_position.from = new Vector3(0.0f, 0.0f, 0.0f);
_position.to = new Vector3(0.0f, -200.0f, 0.0f);
_position.PlayForward();
}
//动态加载头像:
GameObject _look = Resources.Load ("HeroPanel", typeof(GameObject)) as GameObject;
GameObject go = NGUITools.AddChild (_background, _look);
go.transform.position = new Vector3 (0.0f, 0.0f, 0.0f); //相对中心坐标原点
倒计时:
StartCoroutine(waitForOneSecond(111));
public IEnumerator waitForOneSecond(int number)
{
while (coolTime >= 0)
{
//Debug.Log ("here:\t" + coolTime+":\t"+number);
coolTime--;
yield return new WaitForSeconds(1);
}
}
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