public override void execute(Fix64 deltaTime) { base.execute(deltaTime); switch (subState) { case SubState.Wait: if (timer < game.fbWorld.config.replayTimeAfterGoal) { return; } game.fbWorld.setEnableBT(true); LogicEvent.fire2Rendering("onBeginGoalShow"); resetTimer(); subState = SubState.Show; return; case SubState.Show: if (timer < game.fbWorld.config.goalShowTime) { return; } game.onShowReplayLogo(); resetTimer(); subState = SubState.ShowLogo; return; case SubState.ShowLogo: if (timer < (Fix64)0.3f) { return; } game.changeState(GameState.Replay); return; } }
void changeLockState(bool isLock) { if (mainActor) { LogicEvent.fire2Rendering("onEnableRecordInput", isLock); } }
public static void doDone(BallLastDetachAction actionObject) { var scene = SceneViews.instance.getCurFBScene(); scene.ballDetach(actionObject.objectID); LogicEvent.fire2Rendering("onBallLastDetached", actionObject.objectID); }
public void onBeginReplay(uint beginFrame, uint endFrame, ushort goalTime, ushort replayTime, ulong goaler, Location door, ushort blueScore, ushort redScore, uint gkId, float positionRandomValue, float shootRandomValue, float goalRandomValue, bool selfGoal) { generateRenderAction <RAL.ReplayBeginAction>(beginFrame, endFrame, goalTime, replayTime, goaler, door, blueScore, redScore, gkId, positionRandomValue, shootRandomValue, goalRandomValue, goalTeam); LogicEvent.fire2Rendering("onBeginReplay", door, gkId, positionRandomValue, shootRandomValue, goalRandomValue); }
public static void doDone(GoalAction actionObject) { LogicEvent.fire2Rendering("onBallGoal", actionObject.team, actionObject.door, actionObject.objectID); LogicEvent.fire2Lua("onGoal", actionObject.door == Location.kLeftDoor); var scene = SceneViews.instance.getCurFBScene(); scene.recordingAnimatorState = false; scene.setActorsAnimatorController(true); }
public void onGameReady(CampType camp) { LogicEvent.fire2Rendering("onGameReady", camp); if (m_currentRenderActionList != null) { generateRenderAction <RAL.GameReadyAction>(); } else { generateRenderActionToTargetList <RAL.GameReadyAction>(RenderActionListType.kLogicBefore); } }
IEnumerator asynLoadScene(string name) { //Debug.Log("asynLoadScene:" +name); var asyn = SceneManager.LoadSceneAsync(name, LoadSceneMode.Additive); yield return(asyn); //Debug.Log("LoadSceneAsync done" + name); Scene scene = SceneManager.GetSceneByName(name); if (scene.IsValid()) { SceneManager.SetActiveScene(scene); } //Debug.Log("asynLoadScene is done"); LogicEvent.fire2Rendering("onSceneLoaded"); }
public override void execute(Fix64 deltaTime) { base.execute(deltaTime); switch (subState) { case SubState.Wait: if (timer < game.fbWorld.config.showEnemyMoment) { return; } var enemys = game.fbWorld.getEnemys(game.mainActorTeam, false); if (enemys != null && enemys.Count > 0) { var randomIdx = (int)(enemys.Count * (float)game.fbWorld.randomUnit); if (randomIdx >= enemys.Count) { randomIdx = enemys.Count - 1; } var randomEnemy = enemys[randomIdx]; LogicEvent.fire2Rendering("onShowEnemy", randomEnemy.id); } subState = SubState.ShowEnemy; return; case SubState.ShowEnemy: if (timer < game.fbWorld.config.enterShowTime) { return; } LogicEvent.fire2Lua("onEnterShowFinished", (int)game.mainActorTeam); LogicEvent.fire("onWaitForSync"); subState = SubState.WaitForSync; return; case SubState.WaitForSync: return; } }
//释放焦点 public virtual void releaseFocus(ActorView actor) { LogicEvent.fire2Rendering("onEndKillerSkill", actor); }
//请求焦点 public virtual void requestFocus(ActorView actor) { actor.playSkillEffect(); LogicEvent.fire2Rendering("onBeginKillerSkill", actor); }
public static void doDone(HitCompletedAction actionObject) { LogicEvent.fire2Rendering("onHitCompleted"); }
public static void doDone(EndHitAction actionObject) { LogicEvent.fire2Rendering("onEndHit"); }
public static void doDone(BeginHitAction actionObject) { var scene = SceneViews.instance.getCurFBScene(); LogicEvent.fire2Rendering("onBeginHit", scene.getActor(actionObject.objectID), scene.getActor(actionObject.victim)); }
public void onEnableRecordInput(bool enable) { LogicEvent.fire2Rendering("onEnableRecordInput", enable); }