Ejemplo n.º 1
0
 public static void ReqPhase(BattleCutPhase NextPhase)
 {
     BattleCutManager.CheckNextBattleState(NextPhase);
     BattleCutManager._iNowPhase = ((NextPhase != BattleCutPhase.NightBattle) ? NextPhase : BattleCutPhase.DayBattle);
     BattleCutManager.Instance._clsState.AddState(new StatementMachine.StatementMachineInitialize(BattleCutManager._listBattleCutState.get_Item((int)BattleCutManager._iNowPhase).Init), new StatementMachine.StatementMachineUpdate(BattleCutManager._listBattleCutState.get_Item((int)BattleCutManager._iNowPhase).Run), new StatementMachine.StatementMachineTerminate(BattleCutManager._listBattleCutState.get_Item((int)BattleCutManager._iNowPhase).Terminate));
     BattleCutManager.SetTitleText(NextPhase);
 }
Ejemplo n.º 2
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        public void Play(Action onFinished)
        {
            UIBattleCutNavigation navigation = BattleCutManager.GetNavigation();

            navigation.SetNavigationInCommand(this._iCtrlModel);
            navigation.Show(Defines.PHASE_FADE_TIME, null);
            this._actOnFinished = onFinished;
            BattleCutManager.SetTitleText(BattleCutPhase.Command);
            this.Show(delegate
            {
                this._clsState.AddState(new StatementMachine.StatementMachineInitialize(this.InitSurfaceSelect), new StatementMachine.StatementMachineUpdate(this.UpdateSurfaceSelect));
            });
        }
Ejemplo n.º 3
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        public void Play(Action onFinished)
        {
            UIBattleCutNavigation navigation = BattleCutManager.GetNavigation();

            navigation.SetNavigationInCommand(_iCtrlModel);
            navigation.Show(Defines.PHASE_FADE_TIME, null);
            _actOnFinished = onFinished;
            BattleCutManager.SetTitleText(BattleCutPhase.Command);
            Show(delegate
            {
                _clsState.AddState(InitSurfaceSelect, UpdateSurfaceSelect);
            });
        }
Ejemplo n.º 4
0
        public override bool Init(object data)
        {
            BattleCutManager.SetTitleText(BattleCutPhase.Battle_End);
            ProdBattleEnd prodBattleEnd = ProdBattleEnd.Instantiate(BattleCutManager.GetPrefabFile().prefabProdBattleEnd.GetComponent <ProdBattleEnd>(), BattleCutManager.GetSharedPlase());

            prodBattleEnd.Play(delegate
            {
                BattleDefines.SOUND_KEEP.BGMVolume = SingletonMonoBehaviour <SoundManager> .Instance.soundVolume.BGM;
                SingletonMonoBehaviour <SoundManager> .Instance.soundVolume.BGM = BattleDefines.SOUND_KEEP.BGMVolume * 0.5f;
                SingletonMonoBehaviour <SoundManager> .Instance.rawBGMVolume    = BattleDefines.SOUND_KEEP.BGMVolume * 0.5f;
                this._prodWinRunkJudge = ProdWinRankJudge.Instantiate(BattleCutManager.GetPrefabFile().prefabProdWinRunkJudge.GetComponent <ProdWinRankJudge>(), BattleCutManager.GetSharedPlase(), BattleCutManager.GetBattleManager().GetBattleResult(), true);
                Observable.FromCoroutine(new Func <IEnumerator>(this._prodWinRunkJudge.StartBattleJudge), false).Subscribe(delegate(Unit _)
                {
                    BattleCutManager.ReqPhase(BattleCutPhase.Result);
                });
            });
            return(false);
        }