/// <summary>
    /// 在倒计时时间内直接出兵,战斗开始
    /// </summary>
    /// <param name="eventType"></param>
    /// <param name="obj"></param>
    private void OnFightRealBegin(string eventType, object obj)
    {
        EventDispather.RemoveEventListener(GameEvents.BATTLE_SPAWN, OnFightRealBegin);
        EventDispather.DispatherEvent(BACK_TIME_FIGHT_START);
        GameObject backTimeWin = UIMananger.Instance.ShowWin("PLG_Fight", "UIFightBackTimePanel");
        UISprite   sprite      = backTimeWin.GetComponent <UISprite>();

        PanelUtil.SetPanelAnchors(sprite, UIMananger.Instance.uiLayer.transform, new Vector4(0.5f, 0.5f, 1, 1), new Vector4(-sprite.width * 0.5f, sprite.width * 0.5f, -sprite.height, 0));
        backTimeWin.GetComponent <UIFightBackTimeWnd>().SetTimeAndType(2, 180);
    }
 public override void Destroy()
 {
     if (gatherIcon != null)
     {
         gatherIcon.GetComponent <CollectResIconUI>().OnClickEvent -= GatherResource;
         GameObject.Destroy(gatherIcon);
         gatherIcon = null;
     }
     EventDispather.RemoveEventListener(GameEvents.RESOURCE_CHANGE, OnResourceChange);
     base.Destroy();
 }
 private void OnFightRealEnd(string eventType, object obj)
 {
     EventDispather.RemoveEventListener(GameEvents.BATTLE_END, OnFightRealEnd);
     UIMananger.Instance.CloseWin("UIFightBackTimePanel");
     UIMananger.Instance.CloseWin("UIFightReplayBackTimePanel");
     if (GameWorld.Instance.worldType == WorldType.Battle)
     {
         DelayManager.Instance.AddDelayCall(ShowFightResultWin, 1.2f);
     }
     else if (GameWorld.Instance.worldType == WorldType.Replay)
     {
         DelayManager.Instance.AddDelayCall(ShowFightReplayResultWin, 1.2f);
     }
 }
 public void BackTimeOver(int type)
 {
     if (BACK_TIME_FIGHT_PREPARE == type)
     {
         //战斗准备期结束
         GameObject backTimeWin = UIMananger.Instance.ShowWin("PLG_Fight", "UIFightBackTimePanel");
         UISprite   sprite      = backTimeWin.GetComponent <UISprite>();
         PanelUtil.SetPanelAnchors(sprite, UIMananger.Instance.uiLayer.transform, new Vector4(0.5f, 0.5f, 1, 1), new Vector4(-sprite.width * 0.5f, sprite.width * 0.5f, -sprite.height, 0));
         backTimeWin.GetComponent <UIFightBackTimeWnd>().SetTimeAndType(2, 180);
         EventDispather.DispatherEvent(BACK_TIME_FIGHT_START);
         //战斗默认开始了
         BattleManager.Instance.StartBattle();
         //倒计时正常结束,不需要监听本事件
         EventDispather.RemoveEventListener(GameEvents.BATTLE_SPAWN, OnFightRealBegin);
     }
     else if (BACK_TIME_FIGHT_OVER == type)
     {
         //战斗结束
         UIMananger.Instance.CloseWin("UIBackTimePanel");
         BattleManager.Instance.ForceBattleEnd();
         ShowFightResultWin();
     }
 }
Exemple #5
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 public override void Destroy()
 {
     EventDispather.RemoveEventListener(GameEvents.TRAP_REFILL, OnTrapRefill);
     base.Destroy();
 }
Exemple #6
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 public override void Destroy()
 {
     EventDispather.RemoveEventListener(GameEvents.SKILL_UP, OnSkillUpEvent);
     base.Destroy();
 }