protected override void onExit(SceneProcedure nextProcedure) { LayoutTools.UNLOAD_LAYOUT(LAYOUT_TYPE.LT_STAND_BY); LayoutTools.UNLOAD_LAYOUT(LAYOUT_TYPE.LT_BUTTOM_PROMPT); LayoutTools.UNLOAD_LAYOUT(LAYOUT_TYPE.LT_RETURN); LayoutTools.UNLOAD_LAYOUT(LAYOUT_TYPE.LT_SELECT_ROLE); LayoutTools.UNLOAD_LAYOUT(LAYOUT_TYPE.LT_VOLUME_SETTING); mSceneSystem.unloadScene(GameDefine.ROLE_DISPLAY); // 清空所有角色的所有状态 mRoleSystem.clearAllRoleState(); // 隐藏所有选择用的角色 mRoleSystem.hideAllSelectRole(); }
protected override void onKeyProcess(float elapsedTime) { if (mGameInputManager.getKeyCurrentDown(KeyCode.A)) { LayoutTools.UNLOAD_LAYOUT(LAYOUT_TYPE.LT_BUTTOM_PROMPT); CommandGameSceneManagerEnter cmd = newCmd(out cmd); cmd.mSceneType = GAME_SCENE_TYPE.GST_MAIN; pushCommand(cmd, mGameSceneManager); GameTools.PLAY_AUDIO_UI(mScriptGlobalAudio.getAudioWindow(), SOUND_DEFINE.SD_CLICK_BUTTON); return; } if (mGameInputManager.getKeyCurrentDown(KeyCode.Y)) { CommandGameSceneChangeProcedure cmd = newCmd(out cmd); cmd.mProcedure = PROCEDURE_TYPE.PT_START_SELECT_TRACK; pushCommand(cmd, mGameScene); GameTools.PLAY_AUDIO_UI(mScriptGlobalAudio.getAudioWindow(), SOUND_DEFINE.SD_CLICK_BUTTON); return; } }
protected override void onExit(SceneProcedure nextProcedure) { LayoutTools.UNLOAD_LAYOUT(LAYOUT_TYPE.LT_LOGIN); }