// Use this for initialization void Start() { SignalFactory.GetInstance <WarBuildChangeLegion>().AddListener(changeLegion); Vector3 v11 = new Vector3(0f, 6f, -6f); Vector3 v21 = new Vector3(-1f, 6f, -6f); Vector3 v22 = new Vector3(1f, 6f, -6f); Vector3 v31 = new Vector3(-1f, 8.5f, -6f); Vector3 v32 = new Vector3(1f, 8.5f, -6f); Vector3 v33 = new Vector3(-1f, 5.5f, -6f); Vector3 v41 = new Vector3(-1f, 8.5f, -6f); Vector3 v42 = new Vector3(1f, 8.5f, -6f); Vector3 v43 = new Vector3(-1f, 5.5f, -6f); Vector3 v44 = new Vector3(1f, 5.5f, -6f); buffPosDic[11] = v11; buffPosDic[21] = v21; buffPosDic[22] = v22; buffPosDic[31] = v31; buffPosDic[32] = v32; buffPosDic[33] = v33; buffPosDic[41] = v41; buffPosDic[42] = v42; buffPosDic[43] = v43; buffPosDic[44] = v44; }
void OnEnable() { if (state == StarState.Doing) { SignalFactory.GetInstance <WarBuildChangeLegion>().AddListener(OnBuildChangeTeam); } }
/** 兵营改变势力 */ public void OnBuildChangeTeam(UnitData buildUnitData, int preTeam, int targetTeam) { if (buildUnitData.initLegionId == War.ownLegionData.legionId && buildUnitData.heroData != null) { state = StarState.Fail; SignalFactory.GetInstance <WarBuildChangeLegion>().RemoveListener(OnBuildChangeTeam); } }
public void OnButtonClick() { SignalFactory.GetInstance <GMSignal>().Dispatch(vo, meInput.text); // C_GM_GameCommand_0x40 msg = new C_GM_GameCommand_0x40(); // msg.content = vo.enPart + " " + meInput.label.text; // Debugger.Log("GM : " + msg.content); // packetManager.SendMessage<C_GM_GameCommand_0x40>(msg); }
protected override void OnAwake() { base.OnAwake(); Init(); // 初始化更新器 InitUpdateHandle(); // 监听--建筑归属改变 SignalFactory.GetInstance <WarBuildChangeLegion>().AddListener(OnBuildChangeLegion); }
protected override void OnDestroy() { Debug.LogFormat("<color=wihte> war scene destorey</color>"); //Coo.plotTalkManager.cleanTipsInfo(); base.OnDestroy(); StopAllCoroutines(); CearPathCache(); SignalFactory.GetInstance <WarBuildChangeLegion>().RemoveListener(OnBuildChangeLegion); if (War.scene == this) { War.scene = null; } }
public void BuildChangeLegion(int legionId) { RevokeBuildSpotConfig(); if (buildLevelConfig != null) { RemoveBuildModule(buildLevelConfig.basepropConfig); RemoveBuildModule(buildLevelConfig.produceConfig); RemoveBuildModule(buildLevelConfig.turretConfig); RemoveBuildModule(buildLevelConfig.spotConfig); } int preLegionId = this.legionId; float hp = this.hp; this.legionId = legionId; this.RevokeAll(); SignalFactory.GetInstance <WarBuildChangeLegion>().Dispatch(this, preLegionId, this.legionId); this.changeTeaming = true; if (this.level > 1) { this.level -= 1; } build_addMaxLevel = 0; avatarConfig = buildLevelConfig.avatarConfig; // 势力--战前属性 this.AppProps(legionData.buildInitAttachPropData); // 势力--附加建筑属性 legionData.buildPropContainer.UnitApp(this); AppBuildModules(); AddBuildModule(buildLevelConfig.basepropConfig); AddBuildModule(buildLevelConfig.produceConfig); AddBuildModule(buildLevelConfig.turretConfig); AddBuildModule(buildLevelConfig.spotConfig); // 建筑初始属性 InitHP this.AppProps(War.sceneData.GetBuildInitProps(id), true); this.hp = hp; if (float.IsNaN(hp)) { Debug.Log(string.Format("<color=red>hp={0}</color>", hp)); } sos = false; }
void OnDisable() { SignalFactory.GetInstance <WarBuildChangeLegion>().RemoveListener(OnBuildChangeTeam); }
public void SetFail() { state = StarState.Fail; SignalFactory.GetInstance <WarBuildChangeLegion>().RemoveListener(OnBuildChangeTeam); }
public override void SetSuccess() { base.SetSuccess(); SignalFactory.GetInstance <WarBuildChangeLegion>().RemoveListener(OnBuildChangeTeam); }
void Awake() { SignalFactory.GetInstance <GMSignal>().AddListener(OnGM); }
void OnDisable() { SignalFactory.GetInstance <WarDarkScreenVisible>().RemoveListener(Set); }
void OnEnable() { Set(War.darkScreenVisible); SignalFactory.GetInstance <WarDarkScreenVisible>().AddListener(Set); }
void OnDestroy() { SignalFactory.GetInstance <WarBuildChangeLegion>().RemoveListener(changeLegion); }
void OnTweenHideComplete() { Alhpa = 0F; UpdateView(); SignalFactory.GetInstance <MsgScrollCompleteSignal>().Dispatch(); }