void OnReturn(GameObject obj) { UILabel rank = FindChildComponent <UILabel>(BattleSummary.Singleton.m_curRank); if (rank != null) { rank.gameObject.SetActive(false); } m_tick = false; // 进入floor前 如果背包 获得卡牌 大于背包容量 则 跳转 if (CardBag.Singleton.IsPopSizeMax()) { PopWnd.Singleton.Show(); } m_quitBox.SetActive(false); BattleSummary.Singleton.m_fastPrizeCard = false; // 退出结算界面后才转到 主界面 StateMainUI mainState = new StateMainUI(); MainGame.Singleton.TranslateTo(mainState); HideWindow(); }
// 战斗结算 服务器的回调 public void BattleSummaryDungeonEnd(bool bVictory) { // 隐藏LOADING Loading.Singleton.Hide(); // 关卡胜利 if (bVictory) { // 计算卡牌技能升级情况 TeamCardSkillLevelUpSummary(); // 如果是手动退出 if (m_manualQuit) { StateMainUI mainState = new StateMainUI(); MainGame.Singleton.TranslateTo(mainState); } else { NotifyChanged((int)ENPropertyChanged.enShow, null); } } // 关卡失败 else { ShowFail(); } }
void OnClose(GameObject obj) { // 退出结算界面后才转到 主界面 StateMainUI mainState = new StateMainUI(); MainGame.Singleton.TranslateTo(mainState); HideWindow(); }
public void OnMessageRespond(MessageRespond res) { NotifyChanged(0, res); switch ((ENMessageRespond)res.RespondCode) { case ENMessageRespond.enDungeonIDNotFound: { if (!(MainGame.Singleton.CurrentState is StateMainUI)) { StateMainUI mainState = new StateMainUI(); MainGame.Singleton.TranslateTo(mainState); } } break; } }
private System.Collections.IEnumerator CoroutineOnFinished(bool manual, bool victory) { m_manualQuit = manual; // 如果不是手动退出 if (false == m_manualQuit) { float time = 2f; WorldParamInfo worldParamInfo = GameTable.WorldParamTableAsset.Lookup((int)ENWorldParamIndex.enBattleFinishTime); if (null != worldParamInfo) { time = worldParamInfo.FloatTypeValue; } yield return(new WaitForSeconds(time)); } Debug.Log(" 退出战斗 CoroutineOnFinished:"); // 关卡胜利 if (victory) { m_passStageTime = (int)(Time.time - BattleArena.Singleton.StageStartTime); m_maxComboCount = BattleArena.Singleton.MaxComboNumber; m_reliveCount = BattleArena.Singleton.ReliveCount; m_killBossCount = BattleArena.Singleton.KillBossCount; List <int> DropList = BattleArena.Singleton.DropCardsIdList; // 如果是单机 if (GameSettings.Singleton.m_isSingle) { // 如果手动退出 if (m_manualQuit) { StateMainUI mainState = new StateMainUI(); MainGame.Singleton.TranslateTo(mainState); } else { OnShowBattleSummary(); } } // 联网 else { m_curRank = GetRank(); // 显示 战斗结算界面 m_desExp = (int)(GetBaseExp() * GetExpParam()); m_desMoney = (int)(GetBaseMoney() * GetMoneyParam()); Debug.Log("OnFinished:m_desExp " + m_desExp + ",m_desMoney:" + m_desMoney); // 显示LOADING Loading.Singleton.SetLoadingTips(1); // 发送服务器 战斗结束了 //int curRankID = 0; //FloorRankInfo curRankInfo = GameTable.floorRankTableAsset.LookUp(m_curRank); //if (null != curRankInfo) //{ // curRankID = curRankInfo.m_rankID; //} int totalScore = GetKilledBossScore() + GetElapsedTimeScore() + GetMaxComboScore() + GetReliveScore(); //todo IMiniServer.Singleton.SendDungeonSettlement(StageMenu.Singleton.m_curFloorId, m_passStageTime, m_maxComboCount, m_killBossCount, m_reliveCount, totalScore, m_desExp, m_desMoney, 1, DropList); //IMiniServer.Singleton.SendDungeonSettlement(curRankID, StageMenu.Singleton.m_curFloorId, m_desExp, m_desMoney,1); Debug.Log(" 退出战斗 战斗结算:" + StageMenu.Singleton.m_curFloorId + "," + m_passStageTime + "," + m_maxComboCount + "," + m_killBossCount + "," + m_reliveCount + "," + totalScore + "," + m_desExp + "," + m_desMoney + "," + DropList); } } // 关卡失败 else { // 如果是单机 if (GameSettings.Singleton.m_isSingle) { // 如果手动退出 if (m_manualQuit) { StateMainUI mainState = new StateMainUI(); MainGame.Singleton.TranslateTo(mainState); } else { StateMainUI mainState = new StateMainUI(); MainGame.Singleton.TranslateTo(mainState); } } // 联网 else { IMiniServer.Singleton.SendExitDungeon(StageMenu.Singleton.m_curFloorId); } Debug.Log(" 关卡失败 退出战斗 战斗结算:"); } }