// 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;
        }
Example #3
0
 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);
     }
 }
Example #4
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        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();
        }
Example #5
0
        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;
        }
Example #6
0
        public DataCard()
        {
            int idx = 0;
            while(idx < (int)EnPlayerCareer.ePCTotal)
            {
                m_cardListArr[idx] = new List<CardItemBase>();
                ++idx;
            }

            m_cardSetChangedDisp = new AddOnceEventDispatch();
        }
Example #7
0
        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
        }
Example #8
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        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);
        }
Example #9
0
        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();
        }
Example #10
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        public override void dispose()
        {
            m_moveDestEventDispatch.clearEventHandle();
            m_moveDestEventDispatch = null;

            base.dispose();
        }
Example #11
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        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();
        }
Example #12
0
 override public void dispose()
 {
     m_attackEndDisp.clearEventHandle();
     m_attackEndDisp = null;
     base.dispose();
 }
Example #13
0
 public CanOutAniControl(SceneCardBase rhv) :
     base(rhv)
 {
     m_onEnterHandleEntryDisp = new AddOnceAndCallOnceEventDispatch();
 }
Example #14
0
 public GridElementBase()
 {
     m_bValid = true;
     m_needUpdateDisp = new AddOnceEventDispatch();
     m_elemState = GridElementState.eNormal;
 }
Example #15
0
        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();
        }
Example #16
0
        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();
        }
Example #17
0
 public void copyFrom(EventDispatch rhv)
 {
     foreach(var handle in rhv.handleList.list)
     {
         m_handleList.Add(handle);
     }
 }
Example #18
0
        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();
        }
Example #19
0
 public MoveEffect(EffectRenderType renderType) :
     base(renderType)
 {
     m_moveControl = new EffectMoveControl(this);
     m_moveDestEventDispatch = new AddOnceAndCallOnceEventDispatch();
 }
Example #20
0
        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();
        }
Example #21
0
 public MoveEffect(EffectRenderType renderType) :
     base(renderType)
 {
     m_moveControl           = new EffectMoveControl(this);
     m_moveDestEventDispatch = new AddOnceAndCallOnceEventDispatch();
 }