Ejemplo n.º 1
0
    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;
        }
    }
Ejemplo n.º 2
0
    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));
    }
Ejemplo n.º 3
0
 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);
 }
Ejemplo n.º 4
0
 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);
 }
Ejemplo n.º 5
0
 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);
 }
Ejemplo n.º 6
0
 //关闭
 public void Hide(UIType uIType)
 {
     if (m_DataPool.ContainsKey(uIType))
     {
         m_DataPool[uIType].Hide();
         UnityTool.M_Debug("关闭" + uIType.ToString());
     }
 }
Ejemplo n.º 7
0
 /// <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);
 }
Ejemplo n.º 8
0
 //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());
     }
 }
Ejemplo n.º 9
0
 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");
         });
     }
 }
Ejemplo n.º 10
0
    /// <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();
        }
    }
Ejemplo n.º 11
0
    //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");
    }
Ejemplo n.º 12
0
 /// <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);
 }
Ejemplo n.º 13
0
 public RoleSelectScene(SceneStateController Controller) : base(Controller)
 {
     UnityTool.M_Debug("游戏人物选择场景");
     this.StateName = SceneType.RoleSelectScene;
 }
Ejemplo n.º 14
0
 public TransitionScene(SceneStateController Controller) : base(Controller)
 {
     UnityTool.M_Debug("游戏过渡场景");
     this.StateName = SceneType.TransitionScene;
 }
Ejemplo n.º 15
0
 public CombatScene(SceneStateController Controller) : base(Controller)
 {
     UnityTool.M_Debug("关卡主场景");
     this.StateName = SceneType.CombatScene;
 }
Ejemplo n.º 16
0
 public MainSecene(SceneStateController Controller) : base(Controller)
 {
     UnityTool.M_Debug("游戏主场景");
     this.StateName = SceneType.MainSecene;
 }
Ejemplo n.º 17
0
 public SoldierAttr()
 {
     UnityTool.M_Debug("角色数值类");
 }