public void OnInit(IStateMgr mgr) { this.mgr = mgr; #if UNITY_STANDALONE #endif //从网络加载 }
/// <summary> /// 获取当前StateMgr的指定类型 /// </summary> /// <param name="stateMgr">stateMgr类型</param> /// <typeparam name="T">stateMgr类型</typeparam> /// <returns></returns> public static T GetStateMgr <T>(this IStateMgr stateMgr) where T : class, IStateMgr { try { return(stateMgr as T); } catch (Exception e) { LogTool.LogException(e); throw; } }
public void OnInit(IStateMgr mgr) { this.mgr = mgr; //if (Application.isEditor == false) { InitConsole(); } back =new CLUI_Node_Texture("back"); back.rectScale = CLUI_Border.ScaleFill; back.texture = Resources.Load<Texture2D>("back"); mgr.nodeUIRoot.AddNode(back); Debug.LogWarning("state_0Starter::OnInit"); //从网络加载 }
public void OnInit(IStateMgr mgr) { this.mgr = mgr; //if (Application.isEditor == false) { InitConsole(); } back = new CLUI_Node_Texture("back"); back.rectScale = CLUI_Border.ScaleFill; back.texture = Resources.Load <Texture2D>("back"); mgr.nodeUIRoot.AddNode(back); Debug.LogWarning("state_0Starter::OnInit"); //从网络加载 }
public AppStateSelectHero(IStateMgr stateMgr) : base(stateMgr, (int)IAppState.StateName.SelectHero) { }
public IAppState(IStateMgr stateMgr, int id) : base(stateMgr, id) { }
public AppStateInBattle(IStateMgr stateMgr) : base(stateMgr, (int)IAppState.StateName.InBattle) { }
public void OnInit(IStateMgr mgr) { this.mgr = mgr; //var back = new CLUI.CLUI_Node_Box("_back"); //back.rectScale = CLUI_Border.ScaleFill; //mgr.nodeUIRoot.AddNode(back); //guiBack = new CLUI.CLUI_Node_Box("back"); //guiBack.rectScale = new CLUI_Border(0.1f, 0.1f, 0.9f, 0.9f); //back.AddNode(guiBack); //guiListBack = new CLUI_Node_Empty("listback"); //var btn01 = new CLUI.CLUI_Node_Button("btn01"); //btn01.rectScale = new CLUI_Border(0.1f, 0.1f, 0.5f, 0.2f); //btn01.text = "hello"; //mgr.nodeUIRoot.AddNode(btn01); if (player == null) { player = new control.Player(); player.SetInput(controller); player.PlayerState = new PlayerState(); { SkillCmd cmd = new SkillCmd(); cmd.SkillName = "超级波动拳"; cmd.DriveStyle = DriveStyle.BtnPressDrive; cmd.ClearCmd = true; cmd.BtnReleaseDrive = false; cmd.padtag.Add((byte)PADTAG.PADKEY_BACK);//后 cmd.padtag.Add((byte)PADTAG.PADKEY_DOWN);//下 cmd.padtag.Add((byte)PADTAG.PADKEY_FRONT);//前 cmd.padtag.Add((byte)PADTAG.PADKEY_BACK);//后 cmd.padtag.Add((byte)PADTAG.PADKEY_DOWN);//下 cmd.padtag.Add((byte)PADTAG.PADKEY_FRONT);//前 cmd.btntag.Add((byte)KEYTAG.GAMEKEY_2);//拳 player.PlayerState.listSkill.Add(cmd); } { SkillCmd cmd = new SkillCmd(); cmd.SkillName = "波动拳"; cmd.DriveStyle = DriveStyle.BtnPressDrive; cmd.ClearCmd = true; cmd.BtnReleaseDrive = false; cmd.padtag.Add((byte)PADTAG.PADKEY_BACK);//后 cmd.padtag.Add((byte)PADTAG.PADKEY_DOWN);//下 cmd.padtag.Add((byte)PADTAG.PADKEY_FRONT);//前 cmd.btntag.Add((byte)KEYTAG.GAMEKEY_2);//拳 player.PlayerState.listSkill.Add(cmd); } { SkillCmd cmd = new SkillCmd(); cmd.SkillName = "升龙拳"; cmd.DriveStyle = DriveStyle.BtnPressDrive; cmd.ClearCmd = true; cmd.BtnReleaseDrive = false; cmd.padtag.Add((byte)PADTAG.PADKEY_FRONT);//前 cmd.padtag.Add((byte)PADTAG.PADKEY_DOWN);//下 cmd.padtag.Add((byte)PADTAG.PADKEY_FRONT);//前 cmd.btntag.Add((byte)KEYTAG.GAMEKEY_2);//拳 player.PlayerState.listSkill.Add(cmd); } { SkillCmd cmd = new SkillCmd(); cmd.SkillName = "冲拳"; cmd.DriveStyle = DriveStyle.BtnPressDrive; cmd.ClearCmd = true; cmd.BtnReleaseDrive = false; cmd.padtag.Add((byte)PADTAG.PADKEY_RELEASE);//空 cmd.padtag.Add((byte)PADTAG.PADKEY_FRONT);//前 cmd.padtag.Add((byte)PADTAG.PADKEY_RELEASE);//空 cmd.padtag.Add((byte)PADTAG.PADKEY_FRONT);//前 cmd.btntag.Add((byte)KEYTAG.GAMEKEY_2);//拳 player.PlayerState.listSkill.Add(cmd); } { SkillCmd cmd = new SkillCmd(); cmd.SkillName = "飞踢"; cmd.DriveStyle = DriveStyle.BtnPressDrive; cmd.ClearCmd = true; cmd.BtnReleaseDrive = false; cmd.padtag.Add((byte)PADTAG.PADKEY_DOWN);//下 cmd.padtag.Add((byte)PADTAG.PADKEY_UP);//上 cmd.btntag.Add((byte)KEYTAG.GAMEKEY_2);//脚 player.PlayerState.listSkill.Add(cmd); } } //从磁盘加载 #if UNITY_STANDALONE IList<string> packets= plist.InitPacketListLocal(); foreach(var p in packets) { Debug.Log("got packet=" + p); } ResmgrNative.Instance.SetCacheUrl(plist.GetPackPathLocal()); loadcurcount=3; ResmgrNative.Instance.LoadStringFromCache("base/skeleton.json.txt", "", onloadsk); ResmgrNative.Instance.LoadStringFromCache("base/cur.atlas.txt", "", onloadat); ResmgrNative.Instance.LoadTexture2DFromCache("base/cur.png", "", onloadatt); #endif }
public AppStateLoading(IStateMgr stateMgr) : base(stateMgr, (int)IAppState.StateName.Loading) { }
public void OnInit(IStateMgr mgr) { this.mgr = mgr; //var back = new CLUI.CLUI_Node_Box("_back"); //back.rectScale = CLUI_Border.ScaleFill; //mgr.nodeUIRoot.AddNode(back); //guiBack = new CLUI.CLUI_Node_Box("back"); //guiBack.rectScale = new CLUI_Border(0.1f, 0.1f, 0.9f, 0.9f); //back.AddNode(guiBack); //guiListBack = new CLUI_Node_Empty("listback"); //var btn01 = new CLUI.CLUI_Node_Button("btn01"); //btn01.rectScale = new CLUI_Border(0.1f, 0.1f, 0.5f, 0.2f); //btn01.text = "hello"; //mgr.nodeUIRoot.AddNode(btn01); if (player == null) { player = new control.Player(); player.SetInput(controller); player.PlayerState = new PlayerState(); { SkillCmd cmd = new SkillCmd(); cmd.SkillName = "超级波动拳"; cmd.DriveStyle = DriveStyle.BtnPressDrive; cmd.ClearCmd = true; cmd.BtnReleaseDrive = false; cmd.padtag.Add((byte)PADTAG.PADKEY_BACK); //后 cmd.padtag.Add((byte)PADTAG.PADKEY_DOWN); //下 cmd.padtag.Add((byte)PADTAG.PADKEY_FRONT); //前 cmd.padtag.Add((byte)PADTAG.PADKEY_BACK); //后 cmd.padtag.Add((byte)PADTAG.PADKEY_DOWN); //下 cmd.padtag.Add((byte)PADTAG.PADKEY_FRONT); //前 cmd.btntag.Add((byte)KEYTAG.GAMEKEY_2); //拳 player.PlayerState.listSkill.Add(cmd); } { SkillCmd cmd = new SkillCmd(); cmd.SkillName = "波动拳"; cmd.DriveStyle = DriveStyle.BtnPressDrive; cmd.ClearCmd = true; cmd.BtnReleaseDrive = false; cmd.padtag.Add((byte)PADTAG.PADKEY_BACK); //后 cmd.padtag.Add((byte)PADTAG.PADKEY_DOWN); //下 cmd.padtag.Add((byte)PADTAG.PADKEY_FRONT); //前 cmd.btntag.Add((byte)KEYTAG.GAMEKEY_2); //拳 player.PlayerState.listSkill.Add(cmd); } { SkillCmd cmd = new SkillCmd(); cmd.SkillName = "升龙拳"; cmd.DriveStyle = DriveStyle.BtnPressDrive; cmd.ClearCmd = true; cmd.BtnReleaseDrive = false; cmd.padtag.Add((byte)PADTAG.PADKEY_FRONT); //前 cmd.padtag.Add((byte)PADTAG.PADKEY_DOWN); //下 cmd.padtag.Add((byte)PADTAG.PADKEY_FRONT); //前 cmd.btntag.Add((byte)KEYTAG.GAMEKEY_2); //拳 player.PlayerState.listSkill.Add(cmd); } { SkillCmd cmd = new SkillCmd(); cmd.SkillName = "冲拳"; cmd.DriveStyle = DriveStyle.BtnPressDrive; cmd.ClearCmd = true; cmd.BtnReleaseDrive = false; cmd.padtag.Add((byte)PADTAG.PADKEY_RELEASE); //空 cmd.padtag.Add((byte)PADTAG.PADKEY_FRONT); //前 cmd.padtag.Add((byte)PADTAG.PADKEY_RELEASE); //空 cmd.padtag.Add((byte)PADTAG.PADKEY_FRONT); //前 cmd.btntag.Add((byte)KEYTAG.GAMEKEY_2); //拳 player.PlayerState.listSkill.Add(cmd); } { SkillCmd cmd = new SkillCmd(); cmd.SkillName = "飞踢"; cmd.DriveStyle = DriveStyle.BtnPressDrive; cmd.ClearCmd = true; cmd.BtnReleaseDrive = false; cmd.padtag.Add((byte)PADTAG.PADKEY_DOWN); //下 cmd.padtag.Add((byte)PADTAG.PADKEY_UP); //上 cmd.btntag.Add((byte)KEYTAG.GAMEKEY_2); //脚 player.PlayerState.listSkill.Add(cmd); } } //从磁盘加载 #if UNITY_STANDALONE IList <string> packets = plist.InitPacketListLocal(); foreach (var p in packets) { Debug.Log("got packet=" + p); } ResmgrNative.Instance.SetCacheUrl(plist.GetPackPathLocal()); loadcurcount = 3; ResmgrNative.Instance.LoadStringFromCache("base/skeleton.json.txt", "", onloadsk); ResmgrNative.Instance.LoadStringFromCache("base/cur.atlas.txt", "", onloadat); ResmgrNative.Instance.LoadTexture2DFromCache("base/cur.png", "", onloadatt); #endif }
public IState(IStateMgr <EId> stateMgr, EId id) { m_stateMgr = stateMgr; Id = id; }
public AppStateLaunch(IStateMgr stateMgr) : base(stateMgr, (int)IAppState.StateName.Launch) { }
public IState(IStateMgr stateMgr, int id) { m_stateMgr = stateMgr; Id = id; }