private void SetLoadingVisible(ELoadingStyle dlgType, bool bVisible) { //switch (dlgType) //{ // case ELoadingStyle.LoadingWait: // if (bVisible) // { // EventDispatch.Broadcast(EventsBase.OnLoadingWaitUIShow); // } // else // { // EventDispatch.Broadcast(EventsBase.OnLoadingWaitUIHide); // } // break; // case ELoadingStyle.LoadingNormal: // if (bVisible) // { // EventDispatch.Broadcast(Events.DlgLoadingShow); // } // else // { // EventDispatch.Broadcast(Events.DlgLoadingHide); // } // break; //} if (bVisible) { EventDispatch.Broadcast(Events.DlgLoadingShow); } else { EventDispatch.Broadcast(Events.DlgLoadingHide); } }
private void SetLoadingVisible(ELoadingStyle dlgType, bool bVisible) { switch (dlgType) { case ELoadingStyle.LoaidngWait: EventDispatch.Broadcast(this.m_sLoadWaitUIEvent); break; case ELoadingStyle.LoadingNormal: EventDispatch.Broadcast(this.m_sLoadNormalUIEvent); break; } }
/// <summary> /// 设置不同加载类型的加载界面是否显示 /// </summary> /// <param name="dlgType"></param> /// <param name="bVisible"></param> private void SetLoadingVisible(ELoadingStyle dlgType, bool bVisible) { switch (dlgType) { case ELoadingStyle.LoaidngWait: break; case ELoadingStyle.LoadingNormal: break; default: break; } }
/// <summary> /// 改变游戏状态,进行改变的处理 /// </summary> /// <param name="eGameState"></param> /// <param name="loadingStyle"></param> /// <param name="callBackWhenChangeFinished"></param> public void ChangeGameState(EnumGameState eGameState, ELoadingStyle loadingStyle, Action callBackWhenChangeFinished) { if (this.IsChangingState) { StateChangeArgs item = new StateChangeArgs { GameState = eGameState, LoadingStyle = loadingStyle, CallBack = callBackWhenChangeFinished }; this.m_GameStateQueue.Enqueue(item); } else { this.m_ClientStateMachine.ConvertToState(eGameState, loadingStyle, callBackWhenChangeFinished); this.RegisterCallBackOnChangedFinished(new Action(this.ChangeGameStateQueue)); } }
/// <summary> /// 改变游戏状态 /// </summary> /// <param name="eGameState"></param> /// <param name="loadingStyle"></param> /// <param name="callBackWhenChangeFinished"></param> public void ChangeGameState(string eGameState, ELoadingStyle loadingStyle, Action callBackWhenChangeFinished) { if (this.IsInChangingState) { ClientStateChangeArgs item = new ClientStateChangeArgs { sClientState = eGameState, eLoadingStyle = loadingStyle, aCallBack = callBackWhenChangeFinished }; this.m_qClientStateQueue.Enqueue(item); } else { this.m_oClientStateMachine.ConvertToState(eGameState, loadingStyle, callBackWhenChangeFinished); this.RegisterCallBackOnChangedFinished(new Action(this.ChangeGameStateQueue)); } }
public void ConvertToState(string nextGameState, ELoadingStyle loadingStyle, Action callBackOnChangeFinished, string specialStateLoad = "BattleMainState") { try { if (!nextGameState.Equals(this.CurrentGameState)) { this.NextGameState = nextGameState; this.m_eCurrentLoadingStyle = loadingStyle; this.m_aCallBackWhenChangeFinished += callBackOnChangeFinished; if ("Max" != this.CurrentGameState) { if (ELoadingStyle.DefaultRule == this.m_eCurrentLoadingStyle) { if (specialStateLoad == this.CurrentGameState) { this.m_eCurrentLoadingStyle = ELoadingStyle.LoadingNormal; } else { this.m_eCurrentLoadingStyle = ELoadingStyle.LoadingWait; } } this.SetLoadingVisible(this.m_eCurrentLoadingStyle, true); } this.IsInChanging = true; if ("Max" != this.CurrentGameState) { this.m_oCurrentClientState.OnLeave(); WWWResourceManager.Instance.SetAllUnLoadFinishedEventHandler(delegate(bool o) { this.DoChangeToNewState(); }); } else { this.DoChangeToNewState(); } } } catch (Exception e) { Debug.LogException(e); } }
public void ConvertToState(EnumGameState nextGameState, ELoadingStyle loadingStyle, Action callback) { if (nextGameState != this.CurrentGameState) { this.NextGameState = nextGameState; this.m_currentLoadingStyle = loadingStyle; this.m_callBackWhenChangeFinished = (Action)Delegate.Combine(this.m_callBackWhenChangeFinished, callback); if (ELoadingStyle.DefaultRule == this.m_currentLoadingStyle) { if (EnumGameState.eState_GameMain == this.CurrentGameState) { this.m_currentLoadingStyle = ELoadingStyle.LoadingNormal; } else { this.m_currentLoadingStyle = ELoadingStyle.LoaidngWait; } } //加载界面显示 this.SetLoadingVisible(this.m_currentLoadingStyle, true); } this.IsChangingState = true; if (this.CurrentGameState != EnumGameState.eState_Max) { //如果不是中间状态的话,就离开该状态 this.m_currentClientState.OnLeave(); //设置资源全部卸载完成之后回调 ResourceManager.singleton.SetAllUnLoadFinishedEventHandler(delegate(bool o) { this.DoChangeToNewState(); }); } else { this.DoChangeToNewState(); } }
public void ConvertToState(string nextGameState, ELoadingStyle loadingStyle, Action callBackOnChangeFinished, string specialStateLoad = "") { if (!nextGameState.Equals(this.CurrentGameState)) { this.NextGameState = nextGameState; this.m_eCurrentLoadingStyle = loadingStyle; this.m_aCallBackWhenChangeFinished = (Action)Delegate.Combine(this.m_aCallBackWhenChangeFinished, callBackOnChangeFinished); if ("Max" != this.CurrentGameState) { if (ELoadingStyle.DefaultRule == this.m_eCurrentLoadingStyle) { if (specialStateLoad == this.CurrentGameState) { this.m_eCurrentLoadingStyle = ELoadingStyle.LoadingNormal; } else { this.m_eCurrentLoadingStyle = ELoadingStyle.LoaidngWait; } } this.SetLoadingVisible(this.m_eCurrentLoadingStyle, true); } this.IsInChanging = true; if ("Max" != this.CurrentGameState) { this.m_oCurrentClientState.OnLeave(); ResourceManager.singleton.SetAllUnLoadFinishedEventHandler(delegate(bool o) { this.DoChangeToNewState(); }); } else { this.DoChangeToNewState(); } } }
public void ChangeGameState(EnumGameState eGameState, ELoadingStyle loadingStyle) { this.ChangeGameState(eGameState, loadingStyle, null); }