public override void Enter(GameStateParameter parameter) { base.Enter(parameter); _fState = FSubState.SelectHero; _selectedHeros = new Dictionary <int, int>(); FightStateParameter fsParameter = (FightStateParameter)parameter; _stageName = fsParameter.nextType; EventSys.Instance.AddHander(InputEvent.FightExit, OnExitEvent); EventSys.Instance.AddHander(InputEvent.FightReady, OnFightReadyEvent); EventSys.Instance.AddHander(InputEvent.FightNodeClicked, OnClickFightNodeEvent); EventSys.Instance.AddHander(InputEvent.FightDragOnNode, OnFightDragOnNode); EventSys.Instance.AddHander(InputEvent.FightDragOnHero, OnFightDragOnHero); EventSys.Instance.AddHander(InputEvent.FightDragAllOnNode, OnFightDragAllOnNode); EventSys.Instance.AddHander(LogicEvent.FightLoseReturnToStage, OnFightLoseReturnToStage); EventSys.Instance.AddHander(LogicEvent.FightWinReturnToStage, OnFightWinReturnToStage); EventSys.Instance.AddHander(InputEvent.StageNodeClicked, OnStateNodeClicked); EventSys.Instance.AddHander(InputEvent.StageHeroNodeClicked, OnStateHeroNodeClicked); EventSys.Instance.AddHander(InputEvent.FightNodeDetailComfirmed, (param1, param2) => { }); EventSys.Instance.AddHander(InputEvent.RewardNodeDetailComfirmed, (param1, param2) => { }); EventSys.Instance.AddHander(InputEvent.RewardNodeGet, GetReward); }
void OnFightReadyEvent(object p1, object p2) { if (_selectedHeros.Count > 0) { _fState = FSubState.Mapping; EventSys.Instance.AddEventNow(LogicEvent.CreateFightHeroData, _selectedHeros); EventSys.Instance.AddEvent(ViewEvent.FightSubStateMapping, FightDataMgr.Instance.GetHeros()); } else { EventSys.Instance.AddEvent(ViewEvent.ShowTipSelectHero); } }