void ChangeState(StageScene stage) { switch (stage) { case StageScene.FIRST_PLAY: Time.timeScale = 0; GetComponent<SpriteRenderer>().enabled = true; break; case StageScene.RUNNING: Time.timeScale = 1; GetComponent<SpriteRenderer>().enabled = false; break; case StageScene.DEATH: Time.timeScale = 0; GetComponent<SpriteRenderer>().enabled = true; break; } this._stage = stage; }
void ChangeState(StageScene stage) { switch (stage) { case StageScene.FIRST_PLAY: Time.timeScale = 0; GetComponent <SpriteRenderer>().enabled = true; break; case StageScene.RUNNING: Time.timeScale = 1; GetComponent <SpriteRenderer>().enabled = false; break; case StageScene.DEATH: Time.timeScale = 0; GetComponent <SpriteRenderer>().enabled = true; break; } this._stage = stage; }
public override void Destroy() { mScene = null; mRes = null; mEndModule = null; EventSystem.Instance.removeEventListener(StageEndUIEvent.STAGE_END_FINISH, onGameOver); }
public StageSceneBalanceComponent(StageScene scene) { mScene = scene; mRes = mScene.GetStageRes(); EventSystem.Instance.addEventListener(StageEndUIEvent.STAGE_END_FINISH, OnStageEndFinish); }
public StageSceneReliveComponent(StageScene scene) { mScene = scene; mRes = mScene.GetStageRes(); EventSystem.Instance.addEventListener(StageReliveEvent.STAGE_RELIVE_REQUEST, onReliveRequest); EventSystem.Instance.addEventListener(StageReliveEvent.STAGE_RELIVE_RESPOND, onReliveRespond); }
// 销毁 public override void Destroy() { mScene = null; mRes = null; EventSystem.Instance.removeEventListener(StageReliveEvent.STAGE_RELIVE_REQUEST, onReliveRequest); EventSystem.Instance.removeEventListener(StageReliveEvent.STAGE_RELIVE_RESPOND, onReliveRespond); }
public ActiveSceneBalanceComponent(StageScene scene) { mScene = scene; mRes = mScene.GetStageRes(); EventSystem.Instance.addEventListener(StageEndUIEvent.STAGE_END_FINISH, onGameOver); Init(); }
override public BaseScene CreateScene(int resId) { BaseScene scene = new StageScene(); if (!InitScene(scene, resId)) { return(null); } return(scene); }
// AwakeメソッドはStartメソッドよりも先に実行したい初期化処理を記述します。 void Awake() { // 生成されたインスタンス(自分自身)をstaticな変数に保存 instance = this; // Resourcesフォルダーからステージのプレハブを読み込む var prefabName = string.Format("stage{0}", stageNo); var stagePrefab = Resources.Load <GameObject>(prefabName); Instantiate(stagePrefab, transform); }
public static IEnumerator LoadMatch(byte[] stageInfo) { IEnumerator itor = AnimationLoader.LoadStageSceneAnimation(RoomData.PlayMusciInfo.m_strMusicSource, RoomData.PlaySongMode); while (itor.MoveNext()) { yield return(null); } CSceneInfo sceneInfo = StaticData.SceneDataMgr.GetSceneByID((byte)RoomData.PlayScene); if (sceneInfo != null) { itor = SceneLoader.LoadStageScene(sceneInfo.m_strSceneStage); while (itor.MoveNext()) { yield return(null); } } StageScene stageScene = null; if (CSceneBehaviour.Current != null) { stageScene = CSceneBehaviour.Current.gameObject.AddComponent <StageScene>(); CSceneBehaviour.Current.CurScene = stageScene; } itor = UIMgr.ShowUIAsync(UIFlag.ui_taigu, null); while (itor.MoveNext()) { yield return(null); } itor = CMatchBase.CurrentMatch.PrepareMatch(true, true, stageInfo); while (itor.MoveNext()) { yield return(null); } if (stageScene != null) { stageScene.gameObject.SendMessage("PlayerEnterScene", true, SendMessageOptions.RequireReceiver); } CMatchBase.CurrentMatch.BeginMatch(); }
public bool CheckPicksable(string pickname) { bool usable = CheckTempMoney(); StageScene bs = SceneManager.Instance.GetCurScene() as StageScene; if (bs == null) { return(false); } List <Pick> picks = bs.SearchObjsByAlias <Pick>(pickname); if (picks == null || picks.Count == 0) { GameDebug.Log("当前没有pickbuff"); return(false); } GameDebug.Log("设置buf状态:" + usable + "pick_buff数目:" + picks.Count); if (usable && isShowPrompt) { PromptUIManager.Instance.AddNewPrompt(StringHelper.GetString("buy_daibi")); } foreach (var pick in picks) { if (usable) { pick.ChangeAlpha(1); pick.mIsPickable = true; } else { pick.ChangeAlpha(0.3f); pick.mIsPickable = false; } } return(true); }
// 初始化数据 private void Init() { BaseScene scene = SceneManager.Instance.GetCurScene(); if (scene == null) { return; } if (!typeof(StageScene).IsAssignableFrom(scene.GetType())) { return; } StageScene stage = scene as StageScene; mRes = stage.GetStageRes(); if (mRes == null) { return; } if (mModule == null) { mModule = ModuleManager.Instance.FindModule <StageBalanceModule>(); } mOKBtn.SetActive(false); mNormalPanel.SetActive(false); mExtraPanel.SetActive(false); mAwardPanel.SetActive(false); mExtraAwardPanel.SetActive(false); mNormalEffectUI.Stop(); mExtraEffectUI.Stop(); // 不显示普通翻牌 if (mRes.mRandomAwardTimes < 1 || mRes.mRandomAwardBoxId < 0) { mLeftAwardTimes = 0; mState = UIState.STATE_3; } else { mNormalPanel.SetActive(true); mLeftAwardTimes = mRes.mRandomAwardTimes; mState = UIState.STATE_0; } mNormalTimesLabel1.text = GetCardTypeText(mRes.mRandomAwardCostId); foreach (StageBalanceItemUI item in mItemNormalList) { item.SetCostId(mRes.mRandomAwardCostId); item.AddListener(); } UpdateAwardTimes(); //RandomAward(); // 不显示钻石翻牌 if (mRes.mExtraAwardTimes < 1 || mRes.mExtraAwardBoxId < 0) { mLeftExtraAwardTimes = 0; if (mState == UIState.STATE_3) { mState = UIState.STATE_DESTROY; mOKBtn.SetActive(true); } } else { mLeftExtraAwardTimes = mRes.mExtraAwardTimes; } mExtraTimesLabel1.text = GetCardTypeText(mRes.mExtraAwardCostId); foreach (StageBalanceItemUI item in mItemExtraList) { item.SetCostId(mRes.mExtraAwardCostId); item.AddListener(); } UpdateExtraAwardTimes(); //RandomExtraAward(); }
public TDBalanceComponent(StageScene scene) : base(scene) { }
public MonsterFloodBlanceComponent(StageScene scene) : base(scene) { }