/// <summary> /// 点击事件 /// </summary> public override bool OnClick() { TreasureScene.SetTreasureState(TreasureState.CanvasEdit); SceneM.Load(TreasureScene.GetSceneName(), false, false); return(true); }
void BtnRebattle_OnClickEventHandler(UIButton sender) { Time.timeScale = 1f; WndManager.DestoryDialog <CombatSchedulerWnd>(); BSC.AntiAllRegisterHooks(); SceneM.Load(ViewStageScene.GetSceneName(), false, null, false); }
void BtnStage_OnClickEventHandler(UIButton sender) { BattleEnvironmentM.SetBattleEnvironmentMode(BattleEnvironmentMode.CombatPVE); //获取关卡信息 StageDC.SetCompaignStage(m_type, m_StageID); SceneM.Load(ViewStageScene.GetSceneName(), false, null, false); }
public void DoEvent(UIButton sender) { BattleEnvironmentM.SetBattleEnvironmentMode(BattleEnvironmentMode.CombatPVE); //获取关卡信息 StageDC.SetCompaignStage(m_Type, m_StageID); SceneM.Load(ViewStageScene.GetSceneName(), false, false); }
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); }
private IEnumerator DestorySelfWnd(float delayTime) { yield return(new WaitForSeconds(delayTime)); //LoginM.Init(null); //LoginM.ConnectLoginServer(); SceneM.Load(BattleScene.GetSceneName()); WndManager.DestoryWnd <StarupWnd>(); }
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); }
/// <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; }
/// <summary> /// 0702 获取所有已造建筑回应 /// </summary> /// <param name="Info"></param> void CanCombat(int nErrorCode) { DataCenter.AntiRegisterHooks((int)gate.Command.CMD.CMD_702, CanCombat); if (nErrorCode == 0) { NGUIUtil.DebugLog("2:收到702 获取所有建筑请求 回应" + Time.time, "yellow"); SceneM.Load(CombatScene.GetSceneName(), false, null, false); } else { Debug.Log("获取数据失败:" + nErrorCode.ToString()); } }
void ClickCombat(UIButton sender) { CounterPartInfo Info = StageDC.GetCounterPartInfo(); if (Info == null) { return; } if (m_type != StageType.Normal) { int Times = StageDC.GetPassStageTimes(m_type, m_stageid); if (Times >= Info.times) { NGUIUtil.ShowTipWndByKey("88800031", 2); return; } } if (StageDC.GetPveMode() == PVEMode.Defense) { SoundPlay.PlayBackGroundSound("bgm_battle_loop", true, false); ShipCanvasInfo Canvas = new ShipCanvasInfo(); List <SoldierInfo> lSoldier = new List <SoldierInfo>(); List <ShipPutInfo> lBuild = new List <ShipPutInfo>(); ShipPlanDC.SetCurShipPlan(PlanType.Default); ShipPlan Plan = ShipPlanDC.GetCurShipPlan(); Plan.GetShipCansInfoPlan(ref Canvas, ref lSoldier, ref lBuild); CmCarbon.SetDefenseMap(Canvas); CmCarbon.SetDefenseBuild(lBuild); CmCarbon.SetDefenseSoldier(lSoldier); CmCarbon.SetDefenseFloor(UserDC.GetDeckLevel()); CmCarbon.SetDefenseUserInfo(Info, null); List <int> l = new List <int>(); foreach (SoldierInfo s in lSoldier) { l.Add(s.ID); } sender.enabled = false; //DataCenter.RegisterHooks((int)gate.Command.CMD.CMD_702, CanCombat); //StageDC.SendStageAttackRequest(m_stageid, l, 0); SceneM.Load(CombatScene.GetSceneName(), false, false); } else { sender.enabled = false; //SoldierDC.Send_SoldierBattleListRequest(0); //DataCenter.RegisterHooks((int)gate.Command.CMD.CMD_214, LoadStage); SceneM.Load(CombatScene.GetSceneName(), false, false); } }
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); } } }
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); }
public void Back(UIButton sender) { BSC.AntiAllRegisterHooks(); if (BattleEnvironmentM.GetBattleEnvironmentMode() == BattleEnvironmentMode.CombatPVE) { SceneM.Load(ViewStageScene.GetSceneName(), false, null, false); } else { WndManager.DestoryDialog <SelectSoldierwnd>(); WndManager.DestoryDialog <CombatWnd>(); CombatInfoWnd wnd = WndManager.GetDialog <CombatInfoWnd>(); if (wnd != null) { wnd.SetWndMode(CombatInfoMode.view); } WndManager.GetDialog <CombatCountDownWnd>(); MainCameraM.s_Instance.EnableDrag(true); } }
void BackToAthleticMainWnd() { SceneM.Load(TreasureScene.GetSceneName(), false, null, false); }
void LoadStage(int nErrorCode) { SceneM.Load(CombatScene.GetSceneName(), false, false); DataCenter.AntiRegisterHooks((int)gate.Command.CMD.CMD_214, LoadStage); }
void ClickClose(UIButton sender) { SceneM.Load(MainTownScene.GetSceneName(), false, false); MainTownInit.s_currentState = MainTownState.StageMap; }
/// <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; }
/// <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; }
private void loadScene() { LoginM.LoadServerListFromText(ConstantData.ServerListSavePath + ConstantData.ServerListFile); SceneM.Load(LoginScene.GetSceneName()); }
void BtnAbandon_OnClickEventHandler(UIButton sender) { MainTownInit.s_currentState = MainTownState.StageMap; SceneM.Load(MainTownScene.GetSceneName(), false, null, false); }
/// <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; }