void BtnRebattle_OnClickEventHandler(UIButton sender) { Time.timeScale = 1f; WndManager.DestoryDialog <CombatSchedulerWnd>(); BSC.AntiAllRegisterHooks(); SceneM.Load(ViewStageScene.GetSceneName(), false, null, false); }
void BtnExit_OnClickEventHandler(UIButton sender) { Time.timeScale = 1f; StageDC.SendStageSettleRequest(StageDC.GetCompaignStageID(), null, null, true, false); WndManager.DestoryDialog <CombatSchedulerWnd>(); BSC.AntiAllRegisterHooks(); SceneM.Load(MainTownScene.GetSceneName(), false, null, false); }
/// <summary> /// 数据同步中心帧执行 /// </summary> public bool Update(float deltaTime) { RemainingTime -= deltaTime; if (RemainingTime <= 0) { BSC.ProcessData(cmd, Info); return(true); } return(false); }
public override void SetBornPos(Int2 BornPos, int deep) { m_Owner.MapPos = BornPos; m_run = new RoleGridRun(m_Owner); m_run.SetBorn(BornPos, deep); m_Owner.InBoat = true; m_Owner.WaitServer = true; tga.SoldierBornRequest sbr = new tga.SoldierBornRequest(); sbr.time = new tga.tgaTime(); sbr.time.Requesttime = Time.realtimeSinceStartup; BSC.SoldierBornRequest(m_Owner.m_Core.m_DataID, sbr); }
/// <summary> /// 服务端通知战斗结果信息 /// </summary> void ShowCombatEnd(int nErrorCode) { CombatInfoWnd wndCombatInfo = WndManager.GetDialog <CombatInfoWnd>(); wndCombatInfo.HidePauseButton(); bool win = false; CheckLevelUp(0); win = StageDC.GetStageResult().win; PlayCombatEndAnimation(win); BSC.AntiAllRegisterHooks(); ShipBomb(win); }
public void PathInit() { if (!Life.ServerMode || m_parent.islocal) { Path.SetIndex(0); Path.Path = Path.SearchPath; //判断首个节点是否为楼梯 PathData Road = Path.GetPathData(PathAccess.Cur); if (Road != null && Road.state == RoleState.STAIR) { m_Reject = true; m_DoUpatePath = false; } //获取路线上的下一个攻击位,包含当前路径点 ErrorInfo Error = new ErrorInfo(); PathData NextAttackStation = Path.GetNextAttackPosCurInPath(ref Error); if (NextAttackStation != null) { m_AttackStation = NextAttackStation.Road.GridPos; m_NAttackStation = NextAttackStation.Road.GridPos; } if (!Path.CheckHavePath()) { return; } } m_parent.WaitServer = true; tga.SoldierRunRoadRequest srrr = new tga.SoldierRunRoadRequest(); srrr.time = new tga.tgaTime(); srrr.time.Requesttime = Time.time; srrr.start = new tga.GridPos(); srrr.start.layer = MapPos.Layer; srrr.start.unit = MapPos.Unit; srrr.end = new tga.GridPos(); srrr.end.layer = Path.SearchPath[Path.SearchPath.Count - 1].Road.GridPos.Layer; srrr.end.unit = Path.SearchPath[Path.SearchPath.Count - 1].Road.GridPos.Unit; for (int i = 0; i < Path.SearchPath.Count; i++) { srrr.roadlist.Add(Path.SearchPath[i].toPathRoad()); } BSC.RunRoadRequest(m_parent.m_Core.m_DataID, srrr); #if UNITY_EDITOR_LOG FileLog.write(m_parent.SceneID, "RunRoadRequest " + Time.time, true); #endif }
/// <summary> /// 准备战斗 /// </summary> public static void ReadyCombat() { WinGold = 0; WinWood = 0; WinItem = 0; ResetDataID(); g_CurrentDataID = 0; ResetDead(); m_CaptainSkill.Clear(); m_DiePlayersoldier.Clear(); m_DieNotPlayersoldier.Clear(); m_DieBuild.Clear(); m_StartTalk.Clear(); m_EndTalk.Clear(); m_StartTalkOver = true; m_EndTalkOver = true; BSC.AntiAllRegisterHooks(); }
private void YesCombatExit(UIButton sender) { BSC.AntiAllRegisterHooks(); Time.timeScale = m_fCurTimeScale; if (BattleEnvironmentM.GetBattleEnvironmentMode() == BattleEnvironmentMode.CombatPVE) { MainTownInit.s_currentState = MainTownState.StageMap; //主动退出的时候需要发送事件 StageDC.SendStageSettleRequest(StageDC.GetCompaignStageID(), null, null, true, false); } CombatWnd wnd = WndManager.FindDialog <CombatWnd>(); if (wnd) { wnd.DestroyGuideFireEffect(); } SceneM.Load(MainTownScene.GetSceneName(), false, null, false); }
public void Back(UIButton sender) { BSC.AntiAllRegisterHooks(); if (BattleEnvironmentM.GetBattleEnvironmentMode() == BattleEnvironmentMode.CombatPVE) { SceneM.Load(ViewStageScene.GetSceneName(), false, null, false); } else { WndManager.DestoryDialog <SelectSoldierwnd>(); WndManager.DestoryDialog <CombatWnd>(); CombatInfoWnd wnd = WndManager.GetDialog <CombatInfoWnd>(); if (wnd != null) { wnd.SetWndMode(CombatInfoMode.view); } WndManager.GetDialog <CombatCountDownWnd>(); MainCameraM.s_Instance.EnableDrag(true); } }