Exemple #1
0
    /// <summary>
    /// 读完所有配置
    /// </summary>
    public override void afterReadConfigAllOne(int type)
    {
        base.afterReadConfigAllOne(type);

        switch (type)
        {
        case ConfigType.Global:
        {
            GGlobal.afterReadConfigAll();
        }
        break;

        case ConfigType.Function:
        {
            GFunctionConfig.afterReadConfigAll();
        }
        break;

        case ConfigType.Scene:
        {
            GSceneConfig.afterReadConfigAll();
        }
        break;

        case ConfigType.UI:
        {
            GUIConfig.afterReadConfigAll();
        }
        break;
        }
    }
Exemple #2
0
    /// <summary>
    /// 设置值到Config上
    /// </summary>
    public override void setToConfigOne(int type)
    {
        base.setToConfigOne(type);

        switch (type)
        {
        case ConfigType.Global:
        {
            GGlobal.readFromData((GGlobalReadData)global);
            GGlobal.afterReadConfig();
        }
        break;

        case ConfigType.Function:
        {
            GFunctionConfig.setGDic(gfunctionDic);
        }
        break;

        case ConfigType.Scene:
        {
            GSceneConfig.setGDic(gsceneDic);
        }
        break;

        case ConfigType.UI:
        {
            GUIConfig.setGDic(guiDic);
        }
        break;
        }
    }
Exemple #3
0
    private static DynValue HasItem(DynValue itemName)
    {
        ItemData item = ItemData.ItemByName(itemName.String);

        Assert.IsNotNull(item);
        return(Global.Instance().Lua.Marshal(GGlobal.Instance().Party.Inventory.HasItem(item)));
    }
Exemple #4
0
    private static void DeductItem(DynValue itemName)
    {
        ItemData item = ItemData.ItemByName(itemName.String);

        Assert.IsNotNull(item);
        GGlobal.Instance().Party.Inventory.DeductItem(item);
    }
Exemple #5
0
 public static GGlobal Instance()
 {
     if (instance == null)
     {
         GameObject globalObject = new GameObject();
         globalObject.hideFlags = HideFlags.HideAndDontSave;
         instance = globalObject.AddComponent <GGlobal>();
         instance.InstantiateManagers();
         instance.InitializeRPG();
     }
     return(instance);
 }
    public void Populate()
    {
        inventory  = GGlobal.Instance().Party.Inventory;
        categories = ItemCategory.AllCategories();

        scrollOffset         = 0;
        categoryCursor       = 0;
        transitioning        = false;
        ItemDescription.text = "";
        ImageIcon.sprite     = null;

        ReloadCategory();
        categoryMode = (categoryItems.Count == 0);
        UpdateDisplay();
    }
Exemple #7
0
    public static Global Instance()
    {
        if (instance == null)
        {
            GameObject globalObject = new GameObject();
            // debug-ish and we don't serialize scenes
            // globalObject.hideFlags = HideFlags.HideAndDontSave;
            instance = globalObject.AddComponent <Global>();
            instance.InstantiateManagers();
        }

        // this should be the only game/engine binding
        GGlobal.Instance();

        return(instance);
    }