/// <summary>打开UI</summary> public async void _openUI(params object[] args) { _args = args; showLoading(); GameObject obj = await GameFrameEntry.GetModule <UIModule>().LoadUI(UIPath, UINode.ToString()); if (m_isDispose) //UI已经销毁掉了 { GameObject.DestroyImmediate(obj); return; } if (obj == null) { return; } openTopUI(); initGameObject(obj); addCanvas(); closeLoading(); Refresh(); //GuideTrigger.OpenUI(this); if (OpenAnim == EUIAnim.Customize) { await OpenAnimCustomize(); } else { await GameFrameEntry.GetModule <UIModule>().UIAnim(obj, OpenAnim); } OpenLater(); MsgDispatcher.SendMessage(GlobalEventType.OpenUI, this); }
/// <summary> /// 返回到游戏菜单 /// </summary> public static void BackToGameGameMenu() { MsgDispatcher.SendMessage(GlobalEventType.ReadyExitGame); IsGoGameMenu = true; //跳转到过度场景 UnityEngine.SceneManagement.SceneManager.LoadScene("GameFrameworkLoad"); }
private void OnEndCall(int audioGuid) { m_NowPlayAudio = null; MsgDispatcher.SendMessage(GlobalEventType.AudioPlayEnd, audioGuid); if (m_WaitPlayAudio != null) { m_NowPlayAudio = this.m_WaitPlayAudio; this.m_NowPlayAudio.Play(); this.m_WaitPlayAudio = null; } }
/// <summary> /// 设置音量 /// </summary> /// <param name="voiceType">音效类型</param> /// <param name="value"></param> public void SetMusicGameVolume(VoiceType voiceType, float value) { switch (voiceType) { case VoiceType.Music: GlobalData.MusicGameVolume = value; break; case VoiceType.Sound: GlobalData.SoundGameVolume = value; break; } MsgDispatcher.SendMessage(GlobalEventType.GlobalVolumeChange, voiceType, value); }
private void OnEndCall(int audioGuid) { if (!m_IsStop) { DequeueAudio(); } MsgDispatcher.SendMessage(GlobalEventType.AudioPlayEnd, audioGuid); if (!m_IsStop) { AudioActionBase nextAction = PeekAudio(); if (nextAction != null) { nextAction.Play(); } } }
/// <summary> /// 开始某个游戏 /// </summary> public static void StarGame(string AppName, string GameMenuScene = "") { if (!CheckAppInProject(AppName)) { CLog.Error($"当前工程未包含[{AppName}]游戏"); return; } if (!string.IsNullOrEmpty(GameMenuScene)) { GameMenuSceneName = GameMenuScene; } MsgDispatcher.SendMessage(GlobalEventType.ReadyExitGame); IsGoGameMenu = false; GlobalData.MineAppName = AppName; //跳转到过度场景 UnityEngine.SceneManagement.SceneManager.LoadScene("GameFrameworkLoad"); }
/// <summary>关闭UI</summary> public async void _closeUI() { CloseBefore(); if (CloseAnim == EUIAnim.Customize) { await CloseAnimCustomize(); } else { await GameFrameEntry.GetModule <UIModule>().UIAnim(gameObject, CloseAnim); } m_isDispose = true; await new WaitForEndOfFrame(); Dispose(); GameObject.DestroyImmediate(gameObject); await new WaitForEndOfFrame(); MsgDispatcher.SendMessage(GlobalEventType.CloseUI, this); }
private void OnEndCall(int audioGuid) { this.RemoveAudio(audioGuid); MsgDispatcher.SendMessage(GlobalEventType.AudioPlayEnd, audioGuid); }
private void OnStartCall(int audioGuid, AudioActionBase action) { this.AddAudio(audioGuid, action); MsgDispatcher.SendMessage(GlobalEventType.AudioPlayStart, audioGuid); }
private void ClearAll() { _instance = new MsgDispatcher(); }
internal override void Start() { MsgDispatcher.AddEventListener(GlobalEventType.GamePause, GamePause); }
private void OnStartCall(int audioGuid) { MsgDispatcher.SendMessage(GlobalEventType.AudioPlayStart, audioGuid); }