Example #1
0
    private void BuildingBtnClick(object name)
    {
        string n = name.ToString();

        CityMediator cityMediator = GameFacade.GetMediator <CityMediator> ();

        switch (n)
        {
        case "details":
            EventManager.GetInstance().SendEvent("Private_HideBuildingButtons");
            UIManager.GetInstance().OpenUI("CityInfoUI");
            break;

        case "levelUp":
            int s = cityMediator.curSlot;
            SendBuildingLevelUp(cityMediator.GetDataBySlot(s).guid);
            break;

        case "training":
            UIManager.GetInstance().OpenUI("TroopTrainUI");
            break;

        case "collect":

            break;

        case "research":
            UIManager.GetInstance().OpenUI("ResearchUI");
            break;
        }
    }
Example #2
0
    private void BuildingSelected(object obj)
    {
        int num = (int)obj;

        curSlot = num;
        if (num == -1)
        {
            if (selectType != null)
            {
                selectType(null);
            }
            return;
        }

        CityMediator cityMediator = GameFacade.GetMediator <CityMediator> ();
        BuildingData data         = cityMediator.GetDataBySlot(curSlot);

        if (data != null)
        {
            if (selectType != null)
            {
                selectType(typeDic[data.type]);
            }
        }
        else
        {
                        #if UNITY_EDITOR
            Game.StartCoroutine(AAA());
                        #endif
        }
    }
Example #3
0
    public void RefreshData()
    {
        CityMediator cityMediator = GameFacade.GetMediator <CityMediator>();


        List <Tab_CityBuildingDefault> defaults = TableManager.GetCityBuildingDefaultByID(cityMediator.curSlotType);

        Tab_CityBuildingDefault building = defaults[0];

        PlayerProxy proxy = GameFacade.GetProxy <PlayerProxy> ();

        cityID   = building.Id;
        cityName = building.Name;

        Dictionary <int, List <Tab_CityBuildingLevel> > dict = TableManager.GetCityBuildingLevel();

        List <Tab_CityBuildingLevel> levels = TableManager.GetCityBuildingLevelByID(cityID);


        for (int i = 0; i < proxy.city.buildList.Count; i++)
        {
            var data = proxy.city.buildList[i];
            if (data.type == cityID)
            {
                cityLevel = data.level;
            }
        }

        EventManager.GetInstance().SendEvent("Private_RefreshCityInfoBase");
    }
    public void CloseClick()
    {
        UIManager.GetInstance().CloseUI("CityInfoUI", false);
        CityMediator cityMediator = GameFacade.GetMediator <CityMediator> ();

        cityMediator.view.ShowCurSlotCenter();
        cityMediator.view.ShowBtns();
    }
    void Awake()
    {
        mediator = new CityMediator();
        GameFacade.AddMediator <CityView> (mediator, gameObject);
        mediator.PlayerProxyUpdate(null);

        EventManager.GetInstance().AddEventListener("Private_RefreshBuildingLevel", BuildingLevelUp);
    }