/* * Each storyboard function called moment: * CreateScene => after finish load scene before play enter animation(only call after load from prefab or asset bundle, read cache from MgrScene will not called). * WillEnterScene => after CreatScene, at the begin of play enter animation. * EnterScene => at the end of play enter animation. * * WillExitScene => at the begin of play exit animation. * ExitScene => at the end of play exit animation. * DestroyScene => when destroy the scene(before destroy). * * OverlayBegan => when scene overlaid(only XLAF popup). * OverlayEnded => when scene overlaid object disappear(only XLAF popup). * AndroidGoBack => in Android, user press back button. * UpdateLanguage => when update language or after CreatScene. */ public override void CreateScene(object obj) { BindAllButtonsClickEvent(); Log.Debug("scene1 creat_scene", obj); // string fn = ModUtils.documentsDirectory + "/test.jsn"; // string def = ModUtils.streamingDirectory + "/test.jsn"; // MgrData.AddSetting ("test", fn, def); MgrAudio.PlayMusic("m_start.mp3", 0.5f); ModDispatcher.AddListener("dia2", (XLAF_Event e) => { Log.Debug("dia2:", e.ToString()); }); MgrBackdoor.SetBackdoor(ModUIUtils.GetChild(transform, "lbl_text"), (isHandled, cmd) => { Log.Debug(isHandled, cmd); }); // Transform txt = ModUIUtils.GetChild (transform, "lbl_text"); // ModUIUtils.AddTouchEvent (txt.gameObject, e => { // Log.Debug (e); // if(e.phase==Phase.Up){ // ModUIUtils.RemoveTouchEvent(e.target); // } // }); }
// Use this for initialization void Start() { Init(); MgrScene.SetViewRoot(ModUIUtils.GetChild <Transform> (transform, "SceneViewRoot")); MgrPopup.SetPopupRoot(ModUIUtils.GetChild <Transform> (transform, "PopupViewRoot")); MgrScene.GotoScene("Scene1", "main", SceneAnimation.none, 0.3f, () => { Log.Debug("main Scene1 Done~", ModUtils.documentsDirectory); }); }
/* * Each storyboard function called moment: * CreateScene => after finish load scene before play enter animation(only call after load from prefab or asset bundle, read cache from MgrScene will not called). * WillEnterScene => after CreateScene, at the begin of play enter animation. * EnterScene => at the end of play enter animation. * * WillExitScene => at the begin of play exit animation. * ExitScene => at the end of play exit animation. * DestroyScene => when destroy the scene(before destroy). * * OverlayBegan => when scene overlaid(only XLAF dialog). * OverlayEnded => when scene overlaid object disappear(only XLAF dialog). * AndroidGoBack => in Android, user press back button. * UpdateLanguage => when update language or after CreateScene. */ public override void CreateScene(object obj) { BindAllButtonsClickEvent(); callback = (Action <bool, string>)obj; inputField = ModUIUtils.GetChild <InputField> (transform, "cmd"); }