void AttackNpc(EnemyController ec, eBattleType battletype) { if (ec != null) { GameStateLoadGame loadState = GameStateManager.Instance.GetGameState <GameStateLoadGame>(); if (GameFlowControlManager.Instance != null) { // FsmStateAction[] actions = GameFlowControlManager.Instance.m_StateMachine.Fsm.ActiveState.Actions; // if (actions == null) // return; if (battletype != eBattleType.AllianceCampaignBattle) { // for (int i = 0; i < actions.Length; i++) // { // if (actions[i] is BaseFlowAction && actions[i].State.Name == "MainLandView") // { // Hotfix_LT.Messenger.Raise("AttackEnemyImediatly", ec, battletype); // } // } if (GameFlowControlManager.Instance.ActiveStateName == "MainLandView") { Hotfix_LT.Messenger.Raise("AttackEnemyImediatly", ec, battletype); } } } } }
public static void LeaveResultScreen() { if (GameStateManager.Instance != null) { GameStateLoadGame loadState = GameStateManager.Instance.GetGameState <GameStateLoadGame>(); UIStack.Instance.ShowLoadingScreen(() => { if (loadState != null) { LTHotfixManager.GetManager <SceneManager>().EnterSceneByPlayState(); } }, false, true); } }
public static void DirectExitCombat() { string state = ""; DataLookupsCache.Instance.SearchDataByID <string>("playstate.state", out state); if (string.IsNullOrEmpty(state) || state.CompareTo("Combat") == 0) { MainLandLogic.GetInstance().RequestCombatResumeToScene(); } else { CombatLogic.Instance.ExitCombat(); if (Camera.main != null) { CombatCamera combat_camera = Camera.main.GetComponent <CombatCamera>(); if (combat_camera != null) { combat_camera.DisableBlurEffect(); combat_camera.HoldingCamera = false; } } if (GameStateManager.Instance != null) { GameStateLoadGame loadState = GameStateManager.Instance.GetGameState <GameStateLoadGame>(); UIStack.Instance.ShowLoadingScreen(() => { if (loadState != null) { LTHotfixManager.GetManager <SceneManager>().EnterSceneByPlayState(); } }, false, true); } } }