private void ClickCustom(GameObject game, BaseEventData baseEvent) { switch (game.name) { case "customsPass": SceneStateController.Instance.SetState(SceneType.CombatScene, typeof(CombatScene)); break; case "cardUpgrade": UnityTool.M_Debug("卡牌升级界面"); break; case "role": UnityTool.M_Debug("人物属性界面"); break; case "stop": UnityTool.M_Debug("商城"); break; case "cardBag": UnityTool.M_Debug("卡包"); break; } }
void Start() { UnityTool.M_Debug("游戏初始挂载"); //加载到一号场景 m_SceneStateController.SetState(SceneType.RoleSelectScene, typeof(RoleSelectScene)); }
public override void Initialize(UIType UIName) { base.Initialize(UIName); UnityTool.M_Debug("游戏选择角色界面UI"); m_userModel = new RoleSelectModel(UIName); m_userView = new RoleSelectView(m_userModel, m_RootUI); m_userControl = new RoleSelectControl(m_userModel, m_userView); }
public override void Initialize(UIType UIName) { base.Initialize(UIName); UnityTool.M_Debug("游戏主界面UI"); m_userModel = new MainModel(UIName); m_userView = new MainView(m_userModel, m_RootUI); m_userControl = new MainControl(m_userModel, m_userView); }
public override void Initialize(UIType UIName) { base.Initialize(UIName); UnityTool.M_Debug("过渡场景游戏UI"); m_userModel = new TransitionModel(UIName); m_userView = new TransitionView(m_userModel, m_RootUI); m_userControl = new TransitionControl(m_userModel, m_userView); }
//关闭 public void Hide(UIType uIType) { if (m_DataPool.ContainsKey(uIType)) { m_DataPool[uIType].Hide(); UnityTool.M_Debug("关闭" + uIType.ToString()); } }
/// <summary> /// 通知事件 /// </summary> /// <param name="eventNmae"></param> /// <param name="notification"></param> public void Inform(UIEentName eventNmae, Notification notification = null) { if (!m_event.ContainsKey(eventNmae)) { UnityTool.M_Debug("未注册UI事件"); return; } m_event[eventNmae](notification); }
//显示 public void Show(UIType uIType) { if (m_DataPool.ContainsKey(uIType)) { m_DataPool[uIType].Show(); m_current = m_DataPool[uIType]; UnityTool.M_Debug("显示" + uIType.ToString()); } }
public override void Initialize() { but_system = UnityTool.FindChildComponent <Button>(RootUI, "but_system"); if (but_system != null) { but_system.onClick.AddListener(() => { UnityTool.M_Debug("打开设置UI"); }); } }
/// <summary> /// 加载场景 /// </summary> /// <param name="LoadSceneName"></param> private void SetScene(SceneType LoadSceneName) { UnityTool.M_Debug("状态场景切换"); //加载过渡场景 m_transitionScene.StateBegin(); SceneManager.LoadScene(SceneType.TransitionScene.ToString()); m_bRunBegin = false; // 异步加载场景 AsyncLoadScene(LoadSceneName.ToString()); // 前一个场景结束 if (m_State != null) { m_State.StateEnd(); } }
//添加 public void AddUI(UIType uIType, Type type) { //如果存在则结束 if (m_DataPool.ContainsKey(uIType)) { return; } //通过反射实例对象 IUIBace user = null; object obj2 = Activator.CreateInstance(type, uIType); //动态创建实例 if (obj2 is IUIBace) { user = ((IUIBace)obj2).GetUserInterface(); m_DataPool[uIType] = user; user = null; } UnityTool.M_Debug("加载UI"); }
/// <summary> /// 获得初始HP /// </summary> /// <returns></returns> public override int GetMaxHP() { UnityTool.M_Debug("享元模式获得最大血量"); return(m_MaxHP); }
public RoleSelectScene(SceneStateController Controller) : base(Controller) { UnityTool.M_Debug("游戏人物选择场景"); this.StateName = SceneType.RoleSelectScene; }
public TransitionScene(SceneStateController Controller) : base(Controller) { UnityTool.M_Debug("游戏过渡场景"); this.StateName = SceneType.TransitionScene; }
public CombatScene(SceneStateController Controller) : base(Controller) { UnityTool.M_Debug("关卡主场景"); this.StateName = SceneType.CombatScene; }
public MainSecene(SceneStateController Controller) : base(Controller) { UnityTool.M_Debug("游戏主场景"); this.StateName = SceneType.MainSecene; }
public SoldierAttr() { UnityTool.M_Debug("角色数值类"); }