Example #1
0
 void BtnExit_OnClickEventHandler(UIButton sender)
 {
     Time.timeScale = 1f;
     StageDC.SendStageSettleRequest(StageDC.GetCompaignStageID(), null, null, true, false);
     WndManager.DestoryDialog <CombatSchedulerWnd>();
     BSC.AntiAllRegisterHooks();
     SceneM.Load(MainTownScene.GetSceneName(), false, null, false);
 }
Example #2
0
    void Start()
    {
        TextAsset binAsset = Resources.Load("Config/sdata", typeof(TextAsset)) as TextAsset;

        byte[] data = binAsset.bytes;
        sdata.StaticDataResponse sdResp = new sdata.StaticDataResponse();
        sdResp = protobufM.Deserialize(sdResp.ToString(), data) as sdata.StaticDataResponse;
        DataCenter.LoadStaticDataToLocal(sdResp);
        DataCenter.SimulationData();
        SceneM.Load(MainTownScene.GetSceneName(), false, null, false);
    }
Example #3
0
 /// <summary>
 /// 退出金银岛场景.
 /// </summary>
 public static void OutTreasureScene()
 {
     if (TreasureScene.m_SceneState == TreasureState.CanvasEdit)
     {
         MainTownInit.s_currentState = MainTownState.None;
     }
     SceneM.Load(MainTownScene.GetSceneName(), false, false);
     //		UniversalObj.s_instane.SetBackGroundByState(UniversalObjState.None);
     MainCameraM.s_Instance.EnableDrag(true);
     TreasureScene.m_SceneState = TreasureState.None;
 }
Example #4
0
    // 登记所有的场景处理器
    private static void RegisterScene()
    {
        SceneM.RegisterScene(CombatScene.GetSceneName(), new CombatScene());
        SceneM.RegisterScene(MainTownScene.GetSceneName(), new MainTownScene());
        SceneM.RegisterScene(ViewStageScene.GetSceneName(), new ViewStageScene());
        SceneM.RegisterScene(TreasureScene.GetSceneName(), new TreasureScene());

        SceneM.RegisterLoadingAnim(CombatScene.GetSceneName(), new LoadingMainTown());
        SceneM.RegisterLoadingAnim(MainTownScene.GetSceneName(), new LoadingMainTown());
        SceneM.RegisterLoadingAnim(ViewStageScene.GetSceneName(), new LoadingMainTown());
        SceneM.RegisterLoadingAnim(TreasureScene.GetSceneName(), new LoadingMainTown());
    }
Example #5
0
 private void BackMainScence(UIButton sender)
 {
     //下一个战役
     if (m_IsPve == true)
     {
         if (m_nMode == 0)
         {
             SceneM.Load(MainTownScene.GetSceneName(), false, null, false);
             MainTownInit.s_currentState = MainTownState.StageMap;
         }
         //再来一次
         else
         {
             SceneM.Load(ViewStageScene.GetSceneName(), false, null, false);
         }
     }
 }
Example #6
0
    private void YesCombatExit(UIButton sender)
    {
        BSC.AntiAllRegisterHooks();
        Time.timeScale = m_fCurTimeScale;
        if (BattleEnvironmentM.GetBattleEnvironmentMode() == BattleEnvironmentMode.CombatPVE)
        {
            MainTownInit.s_currentState = MainTownState.StageMap;
            //主动退出的时候需要发送事件
            StageDC.SendStageSettleRequest(StageDC.GetCompaignStageID(), null, null, true, false);
        }
        CombatWnd wnd = WndManager.FindDialog <CombatWnd>();

        if (wnd)
        {
            wnd.DestroyGuideFireEffect();
        }
        SceneM.Load(MainTownScene.GetSceneName(), false, null, false);
    }
Example #7
0
 void ClickClose(UIButton sender)
 {
     SceneM.Load(MainTownScene.GetSceneName(), false, false);
     MainTownInit.s_currentState = MainTownState.StageMap;
 }
Example #8
0
 /// <summary>
 /// 资源载入入口
 /// </summary>
 //private AsyncOperation async;
 public override IEnumerator Load()
 {
     async = Application.LoadLevelAsync(MainTownScene.GetSceneName());
     return(null);
 }
Example #9
0
 void BtnAbandon_OnClickEventHandler(UIButton sender)
 {
     MainTownInit.s_currentState = MainTownState.StageMap;
     SceneM.Load(MainTownScene.GetSceneName(), false, null, false);
 }
Example #10
0
 /// <summary>
 /// 战斗跳转到 船只编辑
 /// </summary>
 void BtnGotoShipEdit31_OnClickEventHandler(UIButton sender)
 {
     SceneM.Load(MainTownScene.GetSceneName(), false, null, false);
     MainTownInit.s_currentState = MainTownState.CanvasEdit;
 }
Example #11
0
 /// <summary>
 /// 战斗跳转到 炮弹兵背包
 /// </summary>
 private void BtnGotoPdbbb_OnClickEventHandler(UIButton sender)
 {
     SceneM.Load(MainTownScene.GetSceneName(), false, null, false);
     MainTownInit.s_currentState = MainTownState.MainMenuPdbbb;
 }
Example #12
0
 /// <summary>
 /// 战斗跳转到 陷阱背包
 /// </summary>
 void BtnGotoTrapList31_OnClickEventHandler(UIButton sender)
 {
     SceneM.Load(MainTownScene.GetSceneName(), false, null, false);
     MainTownInit.s_currentState = MainTownState.MainMenuTrapBb;
 }