//功能暂时屏蔽 private void Update() { if (Input.GetKeyDown(KeyCode.Escape)) { if (scene.Count > 0) { //如果在游戏界面,并且打开了胜利界面,直接进到下一关的游戏 if (SceneManager.GetActiveScene().buildIndex == Const.SCENE_MAINGAME && DialogController.instance.IsDialogShowing(DialogType.Win)) { WinDialog.instance.NextClick(false); } //先判断弹窗是否是打开的是的话,就关闭弹窗 else if (DialogController.instance.IsDialogShowing()) { DialogController.instance.CloseCurrentDialog(); } //如果在游戏界面,没有任何弹窗弹出的情况下,弹出暂停。 else if (showPauseIndex.Contains(SceneManager.GetActiveScene().buildIndex)) { DialogController.instance.ShowDialog(DialogType.Pause); PauseDialog pause = DialogController.instance.current.GetComponent <PauseDialog> (); if (pause != null) { if (SceneManager.GetActiveScene().buildIndex == Const.SCENE_MAINGAME) { pause.SetMenuIndex(Const.SCENE_MAP); } else { pause.SetMenuIndex(Const.SCENE_DAILY); } } } else { BackLastScene(); } } else { Application.Quit(); } } }
public override void OnButtonClick() { base.OnButtonClick(); DialogController.instance.ShowDialog(DialogType.Pause, DialogShow.DONT_SHOW_IF_OTHERS_SHOWING); PauseDialog pause = DialogController.instance.current.GetComponent <PauseDialog> (); if (pause != null) { pause.SetMenuIndex(menuIndex); } }