Ejemplo n.º 1
0
 void BtnRebattle_OnClickEventHandler(UIButton sender)
 {
     Time.timeScale = 1f;
     WndManager.DestoryDialog <CombatSchedulerWnd>();
     BSC.AntiAllRegisterHooks();
     SceneM.Load(ViewStageScene.GetSceneName(), false, null, false);
 }
Ejemplo n.º 2
0
 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);
 }
Ejemplo n.º 3
0
 /// <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);
 }
Ejemplo n.º 4
0
 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);
 }
Ejemplo n.º 5
0
    /// <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);
    }
Ejemplo n.º 6
0
    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
    }
Ejemplo n.º 7
0
 /// <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();
 }
Ejemplo n.º 8
0
    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);
    }
Ejemplo n.º 9
0
 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);
     }
 }