public void InitTrainingMode() { datamanager = DataManager.GetInstance(); conscriptSoldierCache = new List <ConscriptSoldier>(); for (int i = 0; i < 8; i++) { ConscriptSoldier temp = new ConscriptSoldier(); temp.Reset(); temp.isExpired = true; conscriptSoldierCache.Add(temp); } inputHandler = InputHandler.Instance; aiSoldierIDList = new List <long>(); MessageDispatcher.AddObserver(DestorySoldier, MessageType.SoldierDeath); MessageDispatcher.AddObserver(BattleStop, MessageType.BattleEnd); MessageDispatcher.AddObserver(PassiveDetectionAI, MessageType.BuildTower); MessageDispatcher.AddObserver(SoldierCommand, MessageType.SimUnitEnterIdleState); //MessageDispatcher.AddObserver( BattlePause, MessageType.BattlePause ); if (currentWaveId == 0) { InitTrainingModeData(); } //Tell ui trainingMode ready. MessageDispatcher.PostMessage(MessageType.TrainingModeReady); }
void Awake() { //localMessageHandlers = new Dictionary<MsgCode, Action<byte[]>>(); MessageDispatcher.AddObserver(BattleEnd, MessageType.TutorialShowResult); MessageDispatcher.AddObserver(BattlePause, MessageType.LocalBattlePause); MessageDispatcher.AddObserver(BattleContinue, MessageType.LocalBattleContinue); }
public MiniMapController(MiniMapView view) { this.view = view; selfMark = view.selfMark; selfSide = view.datamanager.GetMatchSide(); MessageDispatcher.AddObserver(GenerateSoldierInMinimap, MessageType.GenerateSoldier); MessageDispatcher.AddObserver(BuildTowerInMinimap, MessageType.BuildTower); MessageDispatcher.AddObserver(BuildTownInMinimap, MessageType.BuildTown); MessageDispatcher.AddObserver(BuildInstituteMinimap, MessageType.BuildInstitute); MessageDispatcher.AddObserver(CreatePowerUp, MessageType.SpawnPowerUp); MessageDispatcher.AddObserver(GenerateSoldierInMinimap, MessageType.BuildTramCar); MessageDispatcher.AddObserver(GenerateSoldierInMinimap, MessageType.BuildDemolisher); MessageDispatcher.AddObserver(CreateEffectInMiniMap, MessageType.CreateMiniMapEffect); MessageDispatcher.AddObserver(DestroyEffect, MessageType.MiniMapEffectDestroy); MessageDispatcher.AddObserver(DestorySoldier, MessageType.SoldierDeath); MessageDispatcher.AddObserver(DestoryTower, MessageType.TowerDestroyed); MessageDispatcher.AddObserver(DestoryTown, MessageType.TownDestroy); MessageDispatcher.AddObserver(DestroyInstitute, MessageType.InstituteDestroyed); MessageDispatcher.AddObserver(DestroyPowerUp, MessageType.PowerUpDestroyed); MessageDispatcher.AddObserver(DestroyEngineeringVehicles, MessageType.DemolisherDestroyed); MessageDispatcher.AddObserver(DestroyEngineeringVehicles, MessageType.TramCarDestroyed); MessageDispatcher.AddObserver(SyncPositionInMinimap, MessageType.ChangeSoldierPosition); }
private void RegisterEvent() { MessageDispatcher.AddObserver(OpenAlertWindow, MessageType.OpenAlertWindow); MessageDispatcher.AddObserver(OpenFreindAlert, MessageType.OpenFriendInvationAlert); MessageDispatcher.AddObserver(OpenLoudspeaker, MessageType.OpenLoudspeakerView); MessageDispatcher.AddObserver(OpenNewbieGuide, MessageType.OpenNewbieGuide); }
public void OnResume() { NetworkManager.RegisterServerMessageHandler(ServerType.SocialServer, MsgCode.EmailMessage, HandleMailS2CFeedback); NetworkManager.RegisterServerMessageHandler(ServerType.SocialServer, MsgCode.EmailAttachmentMessage, HandleMailGetAllS2CFeedback); NetworkManager.RegisterServerMessageHandler(ServerType.SocialServer, MsgCode.EmailDelMessage, HandleMailDelAllS2CFeedback); NetworkManager.RegisterServerMessageHandler(ServerType.SocialServer, MsgCode.EmailReadMessage, HandleMailReadS2CFeedback); MessageDispatcher.AddObserver(OpenGainItemWindow, Constants.MessageType.OpenGainItemWindow); }
public List <int> mainMenuCacheIdList; //The resource ID in AB is stored public CacheResource() { MessageDispatcher.AddObserver(OnDisposeBundleCache, MessageType.DisposeBundleCache); mainMenuCacheNameList = new List <string>(); mainMenuCacheIdList = new List <int>(); mainMenuCacheObjDic = new Dictionary <string, UObject>(); }
public override void OnResume() { base.OnResume(); NetworkManager.RegisterServerMessageHandler(MsgCode.SellItemMessage, HandleSellItemFeedback); NetworkManager.RegisterServerMessageHandler(MsgCode.UseItemMessage, HandleUseItemFeedback); MessageDispatcher.AddObserver(OpenGainItemWindow, Constants.MessageType.OpenGainItemWindow); MessageDispatcher.AddObserver(RefreshBagView, Constants.MessageType.RefreshBagView); }
private void RegisterServerMessageHandler() { NetworkManager.RegisterServerMessageHandler(ServerType.SocialServer, MsgCode.RelationListMessage, HandleRelationListFeedback); NetworkManager.RegisterServerMessageHandler(ServerType.SocialServer, MsgCode.SendChatMessage, HandleSendChatFeedback); NetworkManager.RegisterServerMessageHandler(ServerType.SocialServer, MsgCode.RelationApplicationMessage, HandleRelationApplicationFeedback); MessageDispatcher.AddObserver(RefreshChatData, Constants.MessageType.RefreshPlayerChatData); MessageDispatcher.AddObserver(RefreshHornNotificationData, Constants.MessageType.RefreshHornNotificationData); }
public override void OnResume() { base.OnResume(); NetworkManager.RegisterServerMessageHandler(MsgCode.StoreBuyMessage, HandleStoreBuyS2CFeedback); NetworkManager.RegisterServerMessageHandler(MsgCode.StoreExchangeMessage, HandleStoreExchangeS2CFeedback); NetworkManager.RegisterServerMessageHandler(ServerType.SocialServer, MsgCode.GIFT_ITEMS, HandleGiftItemsFeedback); NetworkManager.RegisterServerMessageHandler(ServerType.SocialServer, MsgCode.RelationListMessage, HandleRelationListFeedback); MessageDispatcher.AddObserver(OpenGainItemWindow, Constants.MessageType.OpenGainItemWindow); }
public override void OnResume() { base.OnResume(); NetworkManager.RegisterServerMessageHandler(MsgCode.JoinArmyMessage, HandleJoinBattleListFeedback); NetworkManager.RegisterServerMessageHandler(MsgCode.BuySciencePageMessage, HandleBuySkillArrributeFeedback); NetworkManager.RegisterServerMessageHandler(MsgCode.ChangeScienceSkillMessage, HandleChangeScienceSkillFeedback); MessageDispatcher.AddObserver(RefreshArmyManagement, Constants.MessageType.RefreshPlayerUnitsData); MessageDispatcher.AddObserver(RefreshArmyManagement, Constants.MessageType.RefreshPlayerBattleListData); }
public void RegisterServerMessage() { NetworkManager.RegisterServerMessageHandler(ServerType.SocialServer, MsgCode.RelationApplicationMessage, HandleRelationApplicationFeedback); NetworkManager.RegisterServerMessageHandler(ServerType.SocialServer, MsgCode.RelationListMessage, HandleRelationListFeedback); NetworkManager.RegisterServerMessageHandler(ServerType.SocialServer, MsgCode.RelationSearchMessage, HandleSearchPlayerFeedback); NetworkManager.RegisterServerMessageHandler(ServerType.SocialServer, MsgCode.RelationRecommendMessage, HandleRecommendPlayerFeedback); NetworkManager.RegisterServerMessageHandler(ServerType.SocialServer, MsgCode.GIFT_CURRENCIES, HandleGiftCurrenciesFeedback); NetworkManager.RegisterServerMessageHandler(ServerType.SocialServer, MsgCode.RelationScreenedMessage, HandleRelationScreenedFeedback); MessageDispatcher.AddObserver(RefreshRedBubble, Constants.MessageType.RefreshSocialServerRedBubble); }
public override void OnResume() { base.OnResume(); // add event listeners MessageDispatcher.AddObserver(RefreshCurrency, Constants.MessageType.RefreshCurrency); MessageDispatcher.AddObserver(RefreshPlayerName, Constants.MessageType.RefreshPlayerName); MessageDispatcher.AddObserver(RefreshPlayerUpLevel, Constants.MessageType.RefreshPlayerUpLevelData); NetworkManager.RegisterServerMessageHandler(ServerType.GameServer, MsgCode.InvitationNoticeMessage, HandleInvationNoticeFeedback); }
public override void OnDestroy() { base.OnDestroy(); MessageDispatcher.RemoveObserver(AddBuildingBuffMessage, MessageType.AddBuildingBuffMessage); MessageDispatcher.RemoveObserver(AdjustTimer, MessageType.BattleTimeChanged); MessageDispatcher.RemoveObserver(SetEmber, MessageType.CoinChanged); MessageDispatcher.RemoveObserver(Unit_Destroy, MessageType.SoldierDeath); MessageDispatcher.RemoveObserver(KillIdolNotice, MessageType.BattleUIKillIdolNotice); MessageDispatcher.RemoveObserver(NoticeHandle, MessageType.BattleUIKillUnitNotice); MessageDispatcher.RemoveObserver(BattleResultReceived, MessageType.ShowBattleResultView); MessageDispatcher.AddObserver(RemoveBuildingBuffMessage, MessageType.RemoveBuildingBuffMessage); }
void Awake() { if (dataManager == null) { dataManager = DataManager.GetInstance(); } GameObject.Instantiate(GameResourceLoadManager.GetInstance().LoadAsset <GameObject>("HealthbarControl")); logicWorld = new LogicWorld(); renderWorld = new RenderWorld(); MessageDispatcher.AddObserver(InitMap, MessageType.LoadBattleComplete); MessageDispatcher.AddObserver(MapShowEffectStart, MessageType.MapShowEffectStart); }
private NetworkManager() { clients = new Dictionary <ServerType, NetworkClient>(); currentServerType = ServerType.NoneServer; for (ServerType type = ServerType.LoginServer; type <= ServerType.SocialServer; type++) { NetworkClient client = new NetworkClient(); clients.Add(type, client); } MessageDispatcher.AddObserver(OnChangePlayerId, MessageType.ChangePlayerId); }
void Awake() { instance = this; musicAudioSource = gameObject.AddComponent <AudioSource>(); unusedSoundAudioSourceList = new List <AudioSource>(); usedSoundAudioSourceList = new List <AudioSource>(); audioClipDict = new Dictionary <int, AudioClip>(); aloneSoundPlayingDict = new Dictionary <int, AudioSource>(); MessageDispatcher.AddObserver(OnMusicVolumeChanged, Constants.MessageType.MusicVolume); MessageDispatcher.AddObserver(OnSoundVolumeChanged, Constants.MessageType.SoundVolume); }
public void InitializeMapData1v1() { BlueBaseTransform = transform.Find("Function/Base_blue/BottomBlueBase").transform; RedBaseTransform = transform.Find("Function/Base_red/TopRedBase").transform; BlueDeployArea = transform.Find("Path/2v2Map BottomBlueBornArea").gameObject; RedDeployArea = transform.Find("Path/2v2Map TopRedBornArea").gameObject; SetCrystalsList(); SetNPCPosition(); SetInstitutePosition(); SetTowerBasePosition(); SetFormationPoint(); MessageDispatcher.AddObserver(ShowDeployAreas, Constants.MessageType.ShowDeployAreas); MessageDispatcher.AddObserver(CloseDeployAreas, Constants.MessageType.CloseDeployAreas); }
public void InitComponent() { //MessageDispatcher.AddObserver( ToggleSelect, MessageType.SelectObjectInBattle ); MessageDispatcher.AddObserver(SelectFeedback, MessageType.BattleUIOperationFeedBack); type = (BattleUIControlType)DataManager.GetInstance().unitOperationChoose; itemImage = transform.Find("ItemImage").GetComponent <Image>(); selectionOverlay = transform.Find("ItemImage/SelectionOverlay").gameObject; unitHealth = transform.Find("Item_HP").GetComponent <Image>(); clickButton = transform.Find("OnClickButton").GetComponent <Button>(); unitNameText = transform.Find("UnitName").GetComponent <Text>(); unitHealth.gameObject.SetActive(false); selectionOverlay.SetActive(false); battleView = transform.root.GetComponentInChildren <BattleView>(); shakeCark = gameObject.AddComponent <ShakeCard>(); clickButton.AddListener(OnClickButton); }
public void Awake() { MessageDispatcher.AddObserver(ReceiveSquads, Constants.MessageType.InitBattleUISquads); MessageDispatcher.AddObserver(FillSquads, Constants.MessageType.FillBattleUISquads); MessageDispatcher.AddObserver(HandleUnitHpChanged, Constants.MessageType.SyncUnitHp); //MessageDispatcher.AddObserver( Squad_Heal, Constants.MessageType.SoldierHeal ); MessageDispatcher.AddObserver(AdjustTimer, Constants.MessageType.BattleTimeChanged); MessageDispatcher.AddObserver(Unit_Destroy, Constants.MessageType.SoldierDeath); MessageDispatcher.AddObserver(SetEmber, Constants.MessageType.CoinChanged); MessageDispatcher.AddObserver(BattleResultReceived, Constants.MessageType.ShowBattleResultView); MessageDispatcher.AddObserver(GenerateSoldier, Constants.MessageType.GenerateSoldier); MessageDispatcher.AddObserver(DeploySquadMessage, Constants.MessageType.BattleUIOperationFeedBack); MessageDispatcher.AddObserver(PowerUpNotification, Constants.MessageType.SpawnPowerUp); MessageDispatcher.AddObserver(OpenInstitutePopUp, Constants.MessageType.OpenInstitutePopUp); MessageDispatcher.AddObserver(OpenBuildInstitutePopUp, Constants.MessageType.OpenBuildInstiutePopUp); MessageDispatcher.AddObserver(OpenTowerPopUp, Constants.MessageType.OpenTowerPopUp); MessageDispatcher.AddObserver(CloseTowerPopUp, Constants.MessageType.CloseTowerPopUp); MessageDispatcher.AddObserver(BuildTower, Constants.MessageType.BuildTower); MessageDispatcher.AddObserver(TapTower, Constants.MessageType.TapTower); MessageDispatcher.AddObserver(BuildInstitute, Constants.MessageType.BuildInstitute); MessageDispatcher.AddObserver(DeployTramCar, Constants.MessageType.BuildTramCar); MessageDispatcher.AddObserver(DeployDemolisher, Constants.MessageType.BuildDemolisher); MessageDispatcher.AddObserver(BuildingLevelUpFeedBack, Constants.MessageType.BuildingLevelUpOperationFeedBack); MessageDispatcher.AddObserver(InstituteSkillUpgradeFeedBack, Constants.MessageType.InstituteSkillOperationFeedBack); MessageDispatcher.AddObserver(AddBuildingBuffMessage, Constants.MessageType.AddBuildingBuffMessage); MessageDispatcher.AddObserver(RemoveBuildingBuffMessage, Constants.MessageType.RemoveBuildingBuffMessage); MessageDispatcher.AddObserver(DestroyTown, Constants.MessageType.TownDestroy); MessageDispatcher.AddObserver(DestroyedTower, Constants.MessageType.TowerDestroyed); MessageDispatcher.AddObserver(DestroyedInstitute, Constants.MessageType.InstituteDestroyed); MessageDispatcher.AddObserver(DestroyedTramCar, Constants.MessageType.TramCarDestroyed); MessageDispatcher.AddObserver(DestroyedDemolisher, Constants.MessageType.DemolisherDestroyed); MessageDispatcher.AddObserver(OnQuitBattleHandler, MessageType.SurrenderTipsHandler); MessageDispatcher.AddObserver(OnNoticeRespond, MessageType.BattleSituationResponse); MessageDispatcher.AddObserver(KillIdolNotice, MessageType.BattleUIKillIdolNotice); MessageDispatcher.AddObserver(NoticeHandle, MessageType.BattleUIKillUnitNotice); MessageDispatcher.AddObserver(OpenTutorialResult, MessageType.TutorialShowResult); NetworkManager.RegisterServerMessageHandler(ServerType.SocialServer, MsgCode.BattleChatsMessage, ChatFeedBack); NetworkManager.RegisterServerMessageHandler(ServerType.SocialServer, MsgCode.ForwardBattleChatsMessage, ForwardChatsFeedback); }
public void InitEndlessMode() { datamanager = DataManager.GetInstance(); conscriptSoldierCache = new List <ConscriptSoldier>(); for (int i = 0; i < 15; i++) { ConscriptSoldier temp = new ConscriptSoldier(); temp.Reset(); temp.isExpired = true; conscriptSoldierCache.Add(temp); } InitData(); MessageDispatcher.AddObserver(DestorySoldier, MessageType.SoldierDeath); MessageDispatcher.AddObserver(BattleStop, MessageType.BattleEnd); MessageDispatcher.AddObserver(PassiveDetectionAI, MessageType.BuildTower); MessageDispatcher.AddObserver(SoldierCommand, MessageType.SimUnitEnterIdleState); MessageDispatcher.AddObserver(DestroyDemolisher, MessageType.DemolisherDestroyed); //MessageDispatcher.AddObserver( BattlePause, MessageType.BattlePause ); }
public PlayBackViewControler(PlayBackView v) { viewBase = v; view = v; dataManager = DataManager.GetInstance(); attributeEffectData = dataManager.attributeEffectProtoData; unitsProtoData = dataManager.unitsProtoData; currentBattleType = dataManager.GetBattleType(); mark = dataManager.GetForceMark(); battlers = dataManager.GetBattlers(); battleDuration = dataManager.GetSimBattleDuration(); SetBattlers(); MessageDispatcher.AddObserver(AddBuildingBuffMessage, MessageType.AddBuildingBuffMessage); MessageDispatcher.AddObserver(AdjustTimer, MessageType.BattleTimeChanged); MessageDispatcher.AddObserver(SetEmber, MessageType.CoinChanged); MessageDispatcher.AddObserver(Unit_Destroy, MessageType.SoldierDeath); MessageDispatcher.AddObserver(KillIdolNotice, MessageType.BattleUIKillIdolNotice); MessageDispatcher.AddObserver(NoticeHandle, MessageType.BattleUIKillUnitNotice); MessageDispatcher.AddObserver(BattleResultReceived, MessageType.ShowBattleResultView); MessageDispatcher.AddObserver(RemoveBuildingBuffMessage, MessageType.RemoveBuildingBuffMessage); }
public NewbieGuideController(NewbieGuideView v) { view = v; dataManager = DataManager.GetInstance(); battleType = dataManager.GetBattleType(); MessageDispatcher.AddObserver(TutorialModeReady, Constants.MessageType.TutorialModeReady); MessageDispatcher.AddObserver(view.GoNext, Constants.MessageType.TutorialGoNext); MessageDispatcher.AddObserver(view.TutorialStop, Constants.MessageType.TutorialStop); MessageDispatcher.AddObserver(view.TutorialFinish, Constants.MessageType.TutorialStageComplete); normallyGuidePathDic.Add(1, "BattleScreen,BattleBottomPanel/SquadCardItemGroup/SquadCard_Item"); normallyGuidePathDic.Add(2, "BattleScreen,BattleBottomPanel/SquadCardItemGroup/SquadCard_Item (1)"); normallyGuidePathDic.Add(3, "BattleScreen,BattleBottomPanel/SquadCardItemGroup/SquadCard_Item (2)"); normallyGuidePathDic.Add(4, "BattleScreen,BattleLeftPanel/DragUnitCardPanel/UnitCardItemGroup/UnitCard_Item"); normallyGuidePathDic.Add(10, "BattleScreen,BattleRightPanel/ControlRoot/ControlAni/ConcentratedFire/IconImage"); bulidingGuidePathDic.Add(3, "AlertUI(Clone),ConfirmButton"); bulidingGuidePathDic.Add(5, "BattleScreen,BattleCenterPanel/InstitutePopUp/DragInstituteSkillPanel/InstituteSkillGroup/InstituteSkillItem_0"); bulidingGuidePathDic.Add(6, "BattleScreen,BattleCenterPanel/InstitutePopUp/LevelUpButton"); bulidingGuidePathDic.Add(7, "BattleScreen,BattleCenterPanel/InstitutePopUp/CloseButton"); bulidingGuidePathDic.Add(9, "BattleScreen,BattleCenterPanel/TowerPopUp/DragTowerItemPanel/TowerItemGroup/TowerItem_0/ClickButton"); }
public void InitTutorialMode() { //TODO:Need add more logic. stageIndexLimit = new Dictionary <TutorialModeStage, int>(); stageIndexLimit.Add(TutorialModeStage.NormallyControlOperation_Stage, 99); //TODO:This 99 is temp number when finished tutorial the number must be equal index limit. stageIndexLimit.Add(TutorialModeStage.BuildingControlOperation_Stage, 99); //TODO:This 99 is temp number when finished tutorial the number must be equal index limit. tutorialIndex = 0; DebugUtils.Log(DebugUtils.Type.Tutorial, string.Format("InitTutorialMode and registerMessage, now tutorialIndex is {0}", tutorialIndex)); dataManager = DataManager.GetInstance(); inputHandler = InputHandler.Instance; aiHoldSoldierID = new List <long>(); mainCamera.SetCameraVector2Position(mapData.GetTutorialCameraPos(TutorialModeStage.NormallyControlOperation_Stage, 1)); MessageDispatcher.AddObserver(TutorialUpdate, MessageType.TutorialUpData); MessageDispatcher.AddObserver(TutorialModeManagerFeedBack, MessageType.InitNewbieGuideSucceed); MessageDispatcher.AddObserver(TutorialModePathPointFirstStage, MessageType.TutorialPathPointMessageSend); MessageDispatcher.AddObserver(DestorySoldier, MessageType.SoldierDeath); NetworkManager.RegisterServerMessageHandler(ServerType.GameServer, MsgCode.NoviceGuidanceMessage, ServerFeedBack); NetworkManager.RegisterServerMessageHandler(ServerType.SocialServer, MsgCode.NoviceGuidanceMessage, SocialServerFeedBack); }
void Awake() { MessageDispatcher.AddObserver(SelectFeedback, MessageType.BattleUIOperationFeedBack); tyep = (BattleUIControlType)DataManager.GetInstance().unitOperationChoose; }
public SignControler(SignView v) { viewBase = v; signView = v; MessageDispatcher.AddObserver(ViewRefresh, Constants.MessageType.RefreshSignView); }
void Awake() { MessageDispatcher.AddObserver(Init, MessageType.InitMiniMap); }
public override void OnResume() { base.OnResume(); MessageDispatcher.AddObserver(RefreshRedBubble, Constants.MessageType.RefreshSocialServerRedBubble); }
// Use this for initialization void Start() { currentAnimator = "Idle"; MessageDispatcher.AddObserver(BattleEnd, MessageType.BattleEnd); }
void Awake() { goBackGround = transform.Find("Background").gameObject; MessageDispatcher.AddObserver(OnShowMainBackground, MessageType.ShowMainBackground); }
void Start() { currentAnimator = TRIGGER_IDLE; MessageDispatcher.AddObserver(BattleEnd, MessageType.BattleEnd); }