public void Exit() { EventCenter.RemoveListener <FEvent>((Int32)GameEventEnum.IntoLobby, OnEvent); EventCenter.RemoveListener((Int32)GameEventEnum.GameEvent_SdkLogOff, SdkLogOff); EventCenter.Broadcast((Int32)GameEventEnum.GameEvent_UserExit); }
public void ChangeCoin(int num) { _Coin += num; EventCenter.Broadcast(EventType.Play_CoinUpdate, _Coin); }
private void OnBackButtonClick() { EventCenter.Broadcast(EventDefine.PlayButtonAudio); EventCenter.Broadcast(EventDefine.ShowMianPlane); gameObject.SetActive(false); }
public void OnButtonClick() { AudioMgr.Instance.PlayEffectMusic(StringMgr.Button_Clip); UIMgr.Instance.Show(UIPanelName.LevelIntroducePanel); EventCenter.Broadcast(EventType.LevelIntroduceUpdate, id); }
private void LuckType(int rand) { int rand1 = Random.Range(0, 10); EventCenter.Broadcast(EventDefine.ReduceLuck); EventCenter.Broadcast(EventDefine.UpdateLuckText); if (rand <= 2) { if (isTool == false) { EventCenter.Broadcast(EventDefine.DoubleScore, 50); EventCenter.Broadcast(EventDefine.Hint, "本局+50分"); } else { EventCenter.Broadcast(EventDefine.Hint, "该模式不支持得分"); } } if (rand > 2 && rand <= 6) { if (isTool == false) { EventCenter.Broadcast(EventDefine.DoubleScore, 12); EventCenter.Broadcast(EventDefine.Hint, "本局+12分"); } else { EventCenter.Broadcast(EventDefine.Hint, "该模式不支持得分"); } } if (rand == 7) { EventCenter.Broadcast(EventDefine.Hint, "+40钻总数"); GameManager.Instance.UpdateAllDiamond(40); } if (rand > 7 && rand <= 12) { EventCenter.Broadcast(EventDefine.Hint, "+20钻总数"); GameManager.Instance.UpdateAllDiamond(20); } if (rand > 12 && rand <= 20) { EventCenter.Broadcast(EventDefine.Hint, "幸运将在下次降临"); } if (rand > 20 && rand <= 95) { if (rand1 == 6) { if (GameManager.Instance.GetSkinUnlocked(3) == false) { EventCenter.Broadcast(EventDefine.Hint, "僵尸解锁"); GameManager.Instance.SetSkinUnloacked(3); } else { EventCenter.Broadcast(EventDefine.Hint, "已兑换成100钻石"); GameManager.Instance.UpdateAllDiamond(100); } } else { EventCenter.Broadcast(EventDefine.Hint, "幸运将在下次降临"); } } }
public void ChangeHeadID() { EventCenter.Broadcast((Int32)GameEventEnum.GameEvent_ChangeHeadID); }
public override void OnResume() { this.gameObject.SetActive(true); EventCenter.Broadcast(EventType.PlayBGSound, Audios.Sound_Bg_Moderate); }
/// <summary> /// /// </summary> private void AddGameDiaond() { gameDiamond++; EventCenter.Broadcast(EventDefine.UpdateDiamondText, gameDiamond); }
public void SendTaskStart(Int32 gameEnd, Int32 gameStart) { EventCenter.Broadcast(gameStart, gameEnd); }
/// <summary> /// 增加钻石 /// </summary> private void GetDiamond() { gameDiamond++; EventCenter.Broadcast(EventDefine.UpdateDmdOfPanel, gameDiamond); }
public void Exit() { EventCenter.Broadcast((Int32)GameEventEnum.GameEvent_SocialExit); }
public void SetGameUserLv(Int16 lv) { UserLevel = lv; EventCenter.Broadcast(EGameEvent.eGameEvent_ChangeUserLevel); }
/// <summary> /// 游戏帐号当前金币 /// </summary> /// <param name="num"></param> public void GameUserCurGold(UInt64 value) { mGameUserGold = value; EventCenter.Broadcast(EGameEvent.eGameEent_ChangeMoney); }
private void OnConnectServerFail() { EventCenter.Broadcast <EMessageType>((Int32)GameEventEnum.GameEvent_ShowMessage, EMessageType.EMT_Disconnect); }
private void Update() { // 是否点击到gameobject,如果点击到则return掉,诺物体取消射线接收则该函数失效 // 点击屏幕左边的暂停按钮不让人物往左跳跃 /* 用这两个if情况测会有bug,就是死了之后再点一下才会判断死亡,人物还会再跳一下叫一下 * if (Application.platform == RuntimePlatform.Android || * Application.platform == RuntimePlatform.IPhonePlayer) * { * int fingerId = Input.GetTouch(0).fingerId; * if (EventSystem.current.IsPointerOverGameObject(fingerId)) * { * return; * } * } * if (Application.isMobilePlatform) * { * int fingerId = Input.GetTouch(0).fingerId; * if (EventSystem.current.IsPointerOverGameObject(fingerId)) * { * return; * } * } * else * { * if (EventSystem.current.IsPointerOverGameObject()) * { * return; * } * } */ if (IsPointerOverGameObject(Input.mousePosition)) { return; } // 如果游戏结束或者或者游戏暂停或者游戏未开始则不能动 if (GameManager.Instance.IsGameOver || GameManager.Instance.IsGamePause || GameManager.Instance.IsGameStarted == false) { return; } if (Input.GetMouseButton(0) && isJumping == false && nextPlatformLeft != Vector3.zero) { if (isMove == false) { EventCenter.Broadcast(EventDefine.PlayerMove); isMove = true; } EventCenter.Broadcast(EventDefine.DecidePath); // 每点击一下生成路径1个 isJumping = true; Vector3 mousePos = Input.mousePosition; // 获取点击位置 if (mousePos.x < Screen.width / 2) // 点击屏幕左边 { isMoveLeft = true; } if (mousePos.x > Screen.width / 2) // 点击屏幕右边 { isMoveLeft = false; } Jump(); } // 游戏结束1 if (my_Body.velocity.y < -4f && IsRayPlatform() == false && GameManager.Instance.IsGameOver == false) { spriteRenderer.sortingLayerName = "Default"; GetComponent <BoxCollider2D>().enabled = false; GameManager.Instance.IsGameOver = true; m_AudioSource.PlayOneShot(vars.fallClip); // 播放掉落声音 // 调用结束面板 StartCoroutine("DelayShowGameOverPanel"); } // 游戏结束2 if (isJumping && IsRayObstacle() && GameManager.Instance.IsGameOver == false) { // 播放死亡特效 GameObject go = ObjectPool.Instance.GetDeathEffect(); go.transform.position = this.transform.position; go.SetActive(true); GameManager.Instance.IsGameOver = true; spriteRenderer.enabled = false; m_AudioSource.PlayOneShot(vars.hitClip); // 播放撞死声音 // 调用结束面板 StartCoroutine("DelayShowGameOverPanel"); } if (transform.position.y - Camera.main.transform.position.y < -6 && GameManager.Instance.IsGameOver == false) { GameManager.Instance.IsGameOver = true; m_AudioSource.PlayOneShot(vars.fallClip); // 播放掉落声音 StartCoroutine("DelayShowGameOverPanel"); } //Debug.DrawRay(rayDown.position, Vector2.down * .5f, Color.red); //Debug.DrawRay(rayLeft.position, Vector2.left * .15f, Color.red); //Debug.DrawRay(rayRight.position, Vector2.right * .15f, Color.red); IsRayPlatform(); }
public override void OnPointerDown(PointerEventData eventData) { if (inventoryMng.isUseItem || inventoryMng.IsSellItem || inventoryMng.IsBuyItem || inventoryMng.IsPickedItem) { inventoryMng.InitBool(); } EventCenter.Broadcast(EventType.HideToolTip); if (eventData.button == PointerEventData.InputButton.Left) { if (inventoryMng.IsPickedItem == false && transform.childCount > 0) { ItemUI currentItemUI = transform.GetChild(0).GetComponent <ItemUI>(); Item itemTemp = currentItemUI.Item; DestroyImmediate(currentItemUI.gameObject); //脱掉放到背包里面 transform.parent.parent.SendMessage("PutOff", itemTemp); } } if (eventData.button != PointerEventData.InputButton.Left) { return; } // 手上有 东西 //当前装备槽 有装备 //无装备 // 手上没 东西 //当前装备槽 有装备 //无装备 不做处理 bool isUpdateProperty = false; if (inventoryMng.IsPickedItem == true) { //手上有东西的情况 ItemUI pickedItem = inventoryMng.PickedItem; if (transform.childCount > 0) { ItemUI currentItemUI = transform.GetChild(0).GetComponent <ItemUI>();//当前装备槽里面的物品 if (IsRightItem(pickedItem.Item)) { inventoryMng.PickedItem.Exchange(currentItemUI); isUpdateProperty = true; } } else { if (IsRightItem(pickedItem.Item)) { this.StoreItem(inventoryMng.PickedItem.Item); inventoryMng.RemoveItem(1); isUpdateProperty = true; } } } else { //手上没东西的情况 if (transform.childCount > 0) { ItemUI currentItemUI = transform.GetChild(0).GetComponent <ItemUI>(); inventoryMng.PickupItem(currentItemUI.Item, currentItemUI.Amount); Destroy(currentItemUI.gameObject); isUpdateProperty = true; } } if (isUpdateProperty) { transform.parent.parent.SendMessage("UpdatePropertyText"); } }
public void ChangeNickName() { EventCenter.Broadcast((Int32)GameEventEnum.GameEvent_ChangeNickName); }
/// <summary> /// 返回按钮点击 /// </summary> private void OnBackButtonClick() { gameObject.SetActive(false); EventCenter.Broadcast(EventDefine.ShowLoginPanel); }
public void Enter() { EventCenter.Broadcast((Int32)GameEventEnum.GameEvent_PresonInfoEnter); }
private void logoutBtn_Click(object sender, RoutedEventArgs e) { this.Close(); EventCenter.Broadcast(EventType.Logout); }
//对拖动结束事件的响应 //对装备栏或仓库进行操作 public void DragAndDrop_OnLeftEndDrag(Transform prevTransfrom, Transform enterTransfrom) { //隐藏中间图标 //icon.GetComponent<RectTransform>().anchoredPosition = new Vector2(-100f, -100f); //icon.SetActive(false); ModuleSelectUI msu; ModuleSlot prevms; ModuleSlot enterms; //首先判断被拖动起始位置是什么格子 if (prevTransfrom.tag.Equals("ModuleSelection"))//如果起始位置是仓库 { //获取起始位置的引用 msu = prevTransfrom.GetComponent <ModuleSelectUI>(); //接下来判断拖动结束位置 if (enterTransfrom.tag.Equals("ModuleSlot"))//如果结束位置是装备栏,则提取仓库中的模块赋值给装备栏对应位置 { enterms = enterTransfrom.GetComponent <ModuleSlot>(); PlayerManager.instance.ModuleMap[enterms.rawIndex, enterms.rolIndex] = PlayerManager.instance.GetModule(msu.Index); mSlots.UpdateModuleShow(); } else //除此之外的其他地方什么都不做 { } } else if (prevTransfrom.tag.Equals("ModuleSlot"))//如果起始位置是装备栏 { //获取起始位置的引用 prevms = prevTransfrom.GetComponent <ModuleSlot>(); //接下来判断拖动结束位置 if (enterTransfrom.tag.Equals("ModuleSlot"))//如果结束位置是装备栏,则与装备栏对应模块换位 { enterms = enterTransfrom.GetComponent <ModuleSlot>(); PlayerManager.instance.SwitchModule(prevms.rawIndex, prevms.rolIndex, enterms.rawIndex, enterms.rolIndex); //mSlots.UpdateModuleShow(); } else //如果是其他位置,则将原位置设为空模块 { PlayerManager.instance.ModuleMap[prevms.rawIndex, prevms.rolIndex] = PlayerManager.instance.NewModule(ModuleType.None); } //更新模块显示 mSlots.UpdateModuleShow(); } //判断是否报错 if (PlayerManager.instance.CheckModNum()) { if (!PlayerManager.instance.CheckCore()) { EventCenter.Broadcast <string>(EventCode.ShowErrMsg, "机甲只能装备一个核心"); } else { EventCenter.Broadcast(EventCode.HideErrMsg); } } PlayerManager.instance.PowerCal(); }
public void Exit() { EventCenter.Broadcast(EGameEvent.eGameEvent_ExtraBonusExit); }
private void AddDiamond() { gameDiamond++; EventCenter.Broadcast(EventType.updateDiamondText, gameDiamond); }
public void Enter() { EventCenter.Broadcast(EGameEvent.eGameEvent_ExtraBonusEnter); }
private void Update() { t2 = t2 + Time.deltaTime; if (Input.GetKeyDown(KeyCode.A)) { if (t2 > 1.2f) { int rand = Random.Range(0, 25); if (GameManager.Instance.GetLuck() != 0) { LuckType(rand); t2 = 0f; } else { EventCenter.Broadcast(EventDefine.Hint, "幸运器不足"); t2 = 0f; } } else { EventCenter.Broadcast(EventDefine.Hint, "操作频繁"); } } if (IsPointerOverGameObject(Input.mousePosition)) { return; } if (GameManager.Instance.IsGameStarted == false || GameManager.Instance.IsGameOver == true || GameManager.Instance.IsPause == true)//游戏开始或者游戏未结束玩家可移动 { return; } if (Input.GetMouseButtonDown(0) && isJumping == false) { if (isMove == false) { EventCenter.Broadcast(EventDefine.PlayerMove); isMove = true; } m_AudioSource.PlayOneShot(vars.jumpClip); EventCenter.Broadcast(EventDefine.DecidePath); Vector3 mousePos = Input.mousePosition; isJumping = true; //点击的是左边屏幕 if (mousePos.x <= Screen.width / 2) { Debug.Log("左"); isMoveLeft = true; } //点击的右边屏幕 else if (mousePos.x > Screen.width / 2) { Debug.Log("右"); isMoveLeft = false; } Jump(); } if (my_Body.velocity.y < 0 && IsRayPlatform() == false && GameManager.Instance.IsGameOver == false) { m_AudioSource.PlayOneShot(vars.fallClip); spriteRenderer.sortingLayerName = "Default"; GetComponent <BoxCollider2D>().enabled = false; GameManager.Instance.IsGameOver = true; StartCoroutine(DealyShowGameOverPanel()); } if (isJumping && IsRayObstacle() && GameManager.Instance.IsGameOver == false) { m_AudioSource.PlayOneShot(vars.hitClip); GameObject go = ObjectPool.Instance.GetDeathEffect(); go.SetActive(true); go.transform.position = transform.position; spriteRenderer.enabled = false; GameManager.Instance.IsGameOver = true; //游戏结束 StartCoroutine(DealyShowGameOverPanel()); } if (transform.position.y - Camera.main.transform.position.y < -6 && GameManager.Instance.IsGameOver == false) { m_AudioSource.PlayOneShot(vars.fallClip); GameManager.Instance.IsGameOver = true;//游戏结束 StartCoroutine(DealyShowGameOverPanel()); } }
public void Enter() { EventCenter.Broadcast((Int32)GameEventEnum.GameEvent_ExtraBonusEnter); }
public void ChangeRound() { EventCenter.Broadcast(EventType.Play_NowRoundUpdate, nowRound); }
private IEnumerator DelayShowGameOverPanel() { yield return(new WaitForSeconds(2f)); EventCenter.Broadcast(EventDefine.ShowGameOverPanel); }
public void Exit() { EventCenter.Broadcast((Int32)GameEventEnum.GameEvent_GameSettingExit); }
/// <summary> /// 点击登录按钮 /// </summary> public void OnLoginBtnClicked() { EventCenter.Broadcast(EventTypes.RequestAuth, null); }