private void InitUI()
    {
        this.mAchieveCtrl.Show(false);
        this.mGoldCtrl.gameObject.SetActive(true);
        WindowUI.CloseCurrency();
        if (this.Button_Pause != null)
        {
            this.Button_Pause.gameObject.SetActive(!GameLogic.Hold.Guide.GetNeedGuide());
            this.Button_Pause.onClick = new Action(this.OnClickPause);
        }
        ReleaseModeManager mode = GameLogic.Release.Mode;

        mode.OnGotoNextRoom = (Action <RoomGenerateBase.Room>)Delegate.Combine(mode.OnGotoNextRoom, new Action <RoomGenerateBase.Room>(this.OnGotoNextRoom));
        GameLogic.Hold.Sound.PlayBackgroundMusic(SoundManager.BackgroundMusicType.eBattle);
        CameraControlM.Instance.PlayStartAnimate(null);
        if (this.mExpCtrl != null)
        {
            this.mExpCtrl.Init();
        }
        if (this.mHPCtrl != null)
        {
            this.mHPCtrl.Init();
        }
        this.mActionUpdateCtrl = new ActionUpdateCtrl();
        this.mActionUpdateCtrl.Init(false);
        this.UpdateGold();
        this.ShowBossHP(false);
        this.StartGame();
    }
Exemple #2
0
 protected override void OnClose()
 {
     WindowUI.CloseCurrency();
     if (this.onUIClose != null)
     {
         this.onUIClose();
     }
 }
Exemple #3
0
 protected override void OnClose()
 {
     if (this.show_currency)
     {
         this.show_currency = false;
         WindowUI.CloseCurrency();
     }
     this.mAdTurnCtrl.Deinit();
     this.mSeqPool.Clear();
     GameLogic.SetPause(false);
     RoomGenerateBase.EventCloseTransfer data = new RoomGenerateBase.EventCloseTransfer {
         windowid = WindowID.WindowID_GameTurnTable,
         data     = this.resultType
     };
     GameLogic.Release.Mode.RoomGenerate.EventClose(data);
 }
 protected override void OnClose()
 {
     this.KillSequence();
     WindowUI.CloseCurrency();
     GameLogic.SetPause(false);
 }
 protected override void OnClose()
 {
     WindowUI.CloseCurrency();
     this.mScrollInt.DeInit();
 }