// 添加分发器 public void addEventDispatch(int groupID, EventDispatch disp) { if (!m_groupID2DispatchDic.ContainsKey(groupID)) { m_groupID2DispatchDic[groupID] = disp; } }
protected int m_uniqueId; // 战斗回合唯一 Id public FightRoundItemBase(SceneDZData data) { m_sceneDZData = data; m_OneAttackAndHurtEndDisp = new AddOnceAndCallOnceEventDispatch(); m_uniqueId = ID_ALLOC_IDX; ++ID_ALLOC_IDX; }
public AuxBasicButton(GameObject pntNode = null, string path = "", BtnStyleID styleId = BtnStyleID.eBSID_None) { m_eventDisp = new EventDispatch(); if (pntNode != null) { m_selfGo = UtilApi.TransFindChildByPObjAndPath(pntNode, path); updateBtnCom(null); } }
protected EventDispatch m_dragOutEntityDisp; // 按下拖动移动出去事件分发 public CardRenderBase(SceneEntityBase entity_) : base(entity_) { m_clickEntityDisp = new AddOnceEventDispatch(); m_downEntityDisp = new AddOnceEventDispatch(); m_upEntityDisp = new AddOnceEventDispatch(); m_dragOverEntityDisp = new AddOnceEventDispatch(); m_dragOutEntityDisp = new AddOnceEventDispatch(); }
protected bool m_bIdleStateDetect; // 是否在 Idle State 状态监测中 public AnimatorControl() { m_stateHashId = Animator.StringToHash("StateId"); m_oneAniPlayEndDisp = new AddOnceEventDispatch(); m_startPlay = false; m_bIdleStateDetect = false; m_bNeedReload = false; m_controlPath = null; m_selfGoChanged = false; }
public DataCard() { int idx = 0; while(idx < (int)EnPlayerCareer.ePCTotal) { m_cardListArr[idx] = new List<CardItemBase>(); ++idx; } m_cardSetChangedDisp = new AddOnceEventDispatch(); }
protected int m_uniqueId; // 战斗回合唯一 Id public FightRound(SceneDZData data) { m_sceneDZData = data; m_curFightData = null; m_cacheList = new MList<FightRoundItemBase>(); m_roundEndDisp = new AddOnceAndCallOnceEventDispatch(); m_bSvrRoundEnd = false; m_uniqueId = ID_ALLOC_IDX; ++ID_ALLOC_IDX; FightRoundItemBase.CLEAR_ID_ALLOC_IDX(); // 需要重置每一个战斗 ID }
protected bool m_bAutoRemove; // 特效播放完成是否自动移除 public EffectBase(EffectRenderType renderType) { if (EffectRenderType.eSpriteEffectRender == renderType) { m_render = new SpriteEffectRender(this); } else if (EffectRenderType.eShurikenEffectRender == renderType) { m_render = new ShurikenEffectRender(this); } else if (EffectRenderType.eFxEffectRender == renderType) { m_render = new FxEffectRender(this); } m_playEndEventDispatch = new AddOnceAndCallOnceEventDispatch(); effectRender.addPlayEndEventHandle(onEffectPlayEnd); }
protected EventDispatch m_allHurtExecEndDisp; // 所有 Hurt Item 执行结束事件分发 public HurtData() { m_hurtList = new MList<HurtItemBase>(); m_allHurtExecEndDisp = new AddOnceEventDispatch(); }
public override void dispose() { m_moveDestEventDispatch.clearEventHandle(); m_moveDestEventDispatch = null; base.dispose(); }
protected EventDispatch m_texLoadedDisp; // 图像加载完成事件分发,改变 GameObject 或者 Image 图像内容都会分发 public AuxDynTexImage() { m_texLoadedDisp = new EventDispatch(); }
override public void dispose() { m_attackEndDisp.clearEventHandle(); m_attackEndDisp = null; base.dispose(); }
public CanOutAniControl(SceneCardBase rhv) : base(rhv) { m_onEnterHandleEntryDisp = new AddOnceAndCallOnceEventDispatch(); }
public GridElementBase() { m_bValid = true; m_needUpdateDisp = new AddOnceEventDispatch(); m_elemState = GridElementState.eNormal; }
protected EventDispatch m_hurtExecEndDisp; // Hurt Item 执行结束事件分发 public ImmeHurtItemBase(EImmeHurtType hurtType) { m_hurtType = hurtType; m_execState = EImmeHurtExecState.eNone; m_hurtExecEndDisp = new AddOnceAndCallOnceEventDispatch(); }
public void copyFrom(EventDispatch rhv) { foreach(var handle in rhv.handleList.list) { m_handleList.Add(handle); } }
protected EventDispatch m_attackEndDisp; // 整个攻击结束,从发起攻击,到回到原地 public ImmeAttackItemBase(EImmeAttackType attackType) { m_attackType = attackType; m_attackEndDisp = new AddOnceAndCallOnceEventDispatch(); }
public MoveEffect(EffectRenderType renderType) : base(renderType) { m_moveControl = new EffectMoveControl(this); m_moveDestEventDispatch = new AddOnceAndCallOnceEventDispatch(); }
protected EventDispatch m_imageLoadedDisp; // 图像加载完成事件分发,改变 GameObject 或者 Image 图像内容都会分发 public AuxDynAtlasImage() { m_imageLoadedDisp = new EventDispatch(); }