void OnEnable() { GameMain.EvtInputKey += Handle_InputKey; BackStageSetting bs = GameMain.Singleton.BSSetting; BackstageMain bsm = BackstageMain.Singleton; //设置显示的数据 Text_ViewInfos[0].text = bs.His_GainTotal.Val.ToString() + " " + bsm.Unit_Coin.CurrentText; Text_ViewInfos[1].text = bs.His_GainPrevious.Val.ToString() + " " + bsm.Unit_Coin.CurrentText; Text_ViewInfos[2].text = bs.His_GainCurrent.Val.ToString() + " " + bsm.Unit_Coin.CurrentText; Text_ViewInfos[3].text = bs.His_CoinUp.Val.ToString() + " " + bsm.Unit_Coin.CurrentText; Text_ViewInfos[4].text = bs.His_CoinDown.Val.ToString() + " " + bsm.Unit_Coin.CurrentText; Text_ViewInfos[5].text = bs.His_CoinInsert.Val.ToString() + " " + bsm.Unit_Coin.CurrentText; Text_ViewInfos[6].text = bs.His_CoinOut.Val.ToString() + " " + bsm.Unit_Coin.CurrentText; Text_ViewInfos[7].text = bs.His_TicketOut.Val.ToString() + " " + bsm.Unit_Ticket.CurrentText; Text_ViewInfos[8].text = bs.Dat_IdLine.Val.ToString(); Text_ViewInfos[9].text = bs.Dat_IdTable.Val.ToString(); Text_ViewInfos[10].text = bs.GetRemainRuntime().ToString() + " " + bsm.Unit_Minute.CurrentText; Text_ViewInfos[11].text = bs.His_NumCodePrint.Val.ToString() + " " + bsm.Unit_Times.CurrentText; foreach (tk2dTextMesh t in Text_ViewInfos) { t.Commit(); } BackstageMain.Singleton.UpdateCursor(CursorLocal); }
private int mLaguageType; //0为中文,1为英文 // Use this for initialization void Start() { mBss = GameMain.Singleton.BSSetting; if (mBss.LaguageUsing.Val == Language.Cn) { mLaguageType = 0; } else { mLaguageType = 1; } mUpdateDatas = new int[] { mBss.His_GainTotal.Val , mBss.His_GainCurrent.Val , mBss.His_CoinUp.Val , mBss.His_CoinDown.Val , mBss.His_CoinInsert.Val , mBss.His_CoinOut.Val , mBss.His_TicketOut.Val , mBss.GetRemainRuntime() }; UpdateView(); }
void Update() { if (mUpdateDatas[0] != mBss.His_GainTotal.Val) { mUpdateDatas[0] = mBss.His_GainTotal.Val; UpdateView(); } if (mUpdateDatas[1] != mBss.His_GainCurrent.Val) { mUpdateDatas[1] = mBss.His_GainCurrent.Val; UpdateView(); } if (mUpdateDatas[2] != mBss.His_CoinUp.Val) { mUpdateDatas[2] = mBss.His_CoinUp.Val; UpdateView(); } if (mUpdateDatas[3] != mBss.His_CoinDown.Val) { mUpdateDatas[3] = mBss.His_CoinDown.Val; UpdateView(); } if (mUpdateDatas[4] != mBss.His_CoinInsert.Val) { mUpdateDatas[4] = mBss.His_CoinInsert.Val; UpdateView(); } if (mUpdateDatas[5] != mBss.His_CoinOut.Val) { mUpdateDatas[5] = mBss.His_CoinOut.Val; UpdateView(); } if (mUpdateDatas[6] != mBss.His_TicketOut.Val) { mUpdateDatas[6] = mBss.His_TicketOut.Val; UpdateView(); } if (mUpdateDatas[7] != mBss.GetRemainRuntime()) { mUpdateDatas[7] = mBss.GetRemainRuntime(); UpdateView(); } }
// Use this for initialization void Start() { mBss = GameMain.Singleton.BSSetting; if (mBss.LaguageUsing.Val == Language.Cn) { mLaguageType = 0; } else mLaguageType = 1; mUpdateDatas = new int[] { mBss.His_GainTotal.Val , mBss.His_GainCurrent.Val , mBss.His_CoinUp.Val , mBss.His_CoinDown.Val , mBss.His_CoinInsert.Val , mBss.His_CoinOut.Val , mBss.His_TicketOut.Val ,mBss.GetRemainRuntime() }; UpdateView(); }