Esempio n. 1
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    public void ReadAllSkills()
    {
        object[] obj = Util.CallMethod("TableSkillCtrl", "Get_All_Skills");

        LuaTable skills = obj[0] as LuaTable;

        Debug.Log("skills.Length: " + skills.Length);

        for (int i = 1; i <= skills.Length; i++)
        {
            LuaTable skill = skills[i] as LuaTable;

            if (skill != null)
            {
                Debug.Log(skill.GetStringField("id"));

                Debug.Log(skill.GetStringField("name"));

                Debug.Log(skill.GetStringField("desc"));

                Debug.Log(skill.GetStringField("skill_icon"));

                Debug.Log("------------------------");
            }
        }
    }
Esempio n. 2
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        public void SetData()
        {
            object[] data   = Util.CallMethod("UIMainModule", "GetStages");
            LuaTable stages = data[0] as LuaTable;

            _opponentOriTotalHp = 0;
            _myOriTotalHp       = 0;
            DicOpponentBoss.Clear();
            DicMyBossHp.Clear();
            DicOriOpponentBoss.Clear();
            for (int i = 1; i <= stages.Length; i++)
            {
                LuaTable MyStage = stages[i] as LuaTable;
                if (MyStage != null)
                {
                    int LevelID = int.Parse(MyStage.GetStringField("id"));
                    int ID      = int.Parse(MyStage.GetStringField("boss_id"));
                    int HP      = int.Parse(MyStage.GetStringField("boss_hp"));
                    OpponentBossId[i - 1] = ID;
                    LevelId[i - 1]        = LevelID;
                    DicOpponentBoss.Add(ID, HP);
                    DicOriOpponentBoss.Add(ID, HP);
                    MyBossId[i - 1] = i;

                    int mybossHp = 0;
                    if (i == 1)
                    {
                        mybossHp = UIFight.MyBoss1Hp;
                    }
                    else if (i == 2)
                    {
                        mybossHp = UIFight.MyBoss2Hp;
                    }
                    else if (i == 3)
                    {
                        mybossHp = UIFight.MyBoss3Hp;
                    }

                    DicMyBossHp.Add(MyBossId[i - 1], mybossHp);
                    _myOriTotalHp += mybossHp;

                    _opponentOriTotalHp += HP;
                }
            }

            if (stages.Length < 3)
            {
                DebugUtil.Error("不足三个场景");
            }

            moduleFight.SetData();
        }
Esempio n. 3
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    public void ReadSkillInLua()
    {
        object[] obj = Util.CallMethod("TableSkillCtrl", "Get_1_Skill", 1002);

        LuaTable skill = obj[0] as LuaTable;

        Debug.Log("skill length: " + skill.Length);

        string ski_name = skill.GetStringField("name");

        string ski_desc = skill.GetStringField("desc");

        Debug.Log(ski_name + "  " + ski_desc);
    }
Esempio n. 4
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        /// <summary>
        /// 异步加载场景
        /// </summary>
        /// <param name="newStage">场景Lua状态</param>
        /// <param name="activeImmediate">场景加载完成后是否立即切换</param>
        public void LoadSceneViaPreloading(LuaTable newStage, bool activeImmediate)
        {
            LuaTable lastStage = curStage;

            curStage = newStage;

            //下个场景名
            string sceneName = newStage.GetStringField("stageName");

            nextSceneName = sceneName;

            //过滤场景名
            string transitScene = newStage.GetStringField("transitScene");

            stageLoader = new LoadStageAsync(sceneName, activeImmediate);

            CallFunction(lastStage, "onExit");

            SceneManager.LoadScene(transitScene);
        }
Esempio n. 5
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        /// <summary>
        /// 加载切块的场景
        /// </summary>
        /// <param name="newStage">场景Lua状态</param>
        public void LoadChunkScene(LuaTable newStage)
        {
            LuaTable lastStage = curStage;

            curStage = newStage;

            //下个场景名
            string sceneName = newStage.GetStringField("stageName");

            nextSceneName = sceneName;

            //过渡场景名
            string transitScene = newStage.GetStringField("transitScene");

            stageLoader = new StageLoader();

            CallFunction(lastStage, "onExit");

            UnityEngine.SceneManagement.SceneManager.LoadScene(transitScene);
        }
Esempio n. 6
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        /// <summary>
        /// 异步加载场景
        /// </summary>
        /// <param name="newStage">场景Lua状态</param>
        /// <param name="activeImmediate">场景加载完成后是否立即切换</param>
        public void LoadSceneChunk(LuaTable newStage, bool activeImmediate)
        {
            LuaTable lastStage = curStage;

            curStage = newStage;

            //下个场景名
            string sceneName = newStage.GetStringField("stageName");

            nextSceneName = sceneName;

            stageLoader = new LoadStageAsync();

            CallFunction(lastStage, "onExit");

            SceneManager.LoadScene(sceneName + "_Base");
        }
Esempio n. 7
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        private void OnFightResultDataCBK(object data)
        {
            if (data != null)
            {
                LuaTable msg     = data as LuaTable;
                int      result  = int.Parse(msg.GetStringField("result"));
                object[] dataVal = Util.CallMethod("FightModule", "GetAwardTrophy");
//				DebugUtil.Info("too large:" + dataVal[0].ToString());
                int jiangBei = int.Parse(dataVal[0].ToString());
                dataVal = Util.CallMethod("FightModule", "GetAwardG_money");
//				DebugUtil.Info("too large:" + dataVal[0].ToString());
                int money = int.Parse(dataVal[0].ToString());

                Util.CallMethod("UIMainCtrl", "Recalculate_Gold_Trophy_After_Fight");


                EventDispatcher.TriggerEvent <int>(UIFight.BossKillEvent, 2);
                StartCoroutine(ShowUI(result == (int)Result.FIGHT_WIN, jiangBei, money));
            }
        }
Esempio n. 8
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    public void LoadTutorialTable()
    {
#if USE_TUTORIAL
        _guides  = new Dictionary <string, TutorialExector>();
        _dataMap = new Dictionary <int, TutorialData>();
        object[] element = Util.CallMethod("TableTutorialCtrl", "GetDataCount");
        int      count   = int.Parse(element[0].ToString());
        for (int i = 1; i <= count; i++)
        {
            element = Util.CallMethod("TableTutorialCtrl", "GetDataByIndex", i);
            LuaTable MyData = element[0] as LuaTable;
            if (MyData != null)
            {
                TutorialData CData = new TutorialData();
                CData.ID             = int.Parse(MyData.GetStringField("id"));
                CData.Name           = MyData.GetStringField("name");
                CData.Scene          = int.Parse(MyData.GetStringField("scene_index"));
                CData.Level          = int.Parse(MyData.GetStringField("level_id"));
                CData.Condition      = int.Parse(MyData.GetStringField("condition"));
                CData.Operator       = int.Parse(MyData.GetStringField("condition_operator"));
                CData.ConditionValue = int.Parse(MyData.GetStringField("condition_value"));
                CData.ExeTimes       = int.Parse(MyData.GetStringField("execute_times"));
                CData.bAfterExeSub   = int.Parse(MyData.GetStringField("after_execute")) == 1 ? true : false;
                CData.NextStepID     = int.Parse(MyData.GetStringField("next_step"));
                CData.StartSound     = MyData.GetStringField("sound");
                CData.Script         = MyData.GetStringField("script");
                _dataMap.Add(CData.ID, CData);
            }
        }
#endif
    }
Esempio n. 9
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        public void LoadScene(LuaTable newStage)
        {
            string sceneName = newStage.GetStringField("stageName");

            luaMgr.StartCoroutine(loadScene(sceneName, newStage));
        }
Esempio n. 10
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        public void AddTestData()
        {
                        #if !FightTest
            object[] obj = Util.CallMethod("TableSkillCtrl", "Get_All_Skills");

            LuaTable skills = obj[0] as LuaTable;

            DebugUtil.Info("skills.Length: " + skills.Length);

            SkillModule skill = null;

            for (int i = 1; i <= skills.Length; i++)
            {
                skill = new SkillModule();
                LuaTable _skill = skills[i] as LuaTable;
                skill.Id               = int.Parse(_skill.GetStringField("id"));
                skill.Name             = _skill.GetStringField("name");
                skill.Desc             = _skill.GetStringField("desc");
                skill.SkillTypeMain    = (E_SkillTypeMain)int.Parse(_skill.GetStringField("skill_type_main"));
                skill.SkillTypeDetail  = (E_SkillTypeDetail)int.Parse(_skill.GetStringField("skill_type_detail"));
                skill.EffectNum        = _skill.GetStringField("effect_num");
                skill.NeedEnergy       = int.Parse(_skill.GetStringField("need_energy"));
                skill.HarmPara         = float.Parse(_skill.GetStringField("harm_para"));
                skill.CoolDown         = int.Parse(_skill.GetStringField("cooldown"));
                skill.SkillIcon        = _skill.GetStringField("skill_icon");
                skill.AnimationName    = _skill.GetStringField("animation_name");
                skill.AttackFashion    = int.Parse(_skill.GetStringField("attack_fashion"));
                skill.Effect           = _skill.GetStringField("effect");
                skill.AttackPrefabName = _skill.GetStringField("attack_prefab_name");
                skill.AudioName        = _skill.GetStringField("audio_name");

                if (_minNeedEnergy > skill.NeedEnergy)
                {
                    _minSkillId    = skill.Id;
                    _minNeedEnergy = skill.NeedEnergy;
                }

                AddSkill(skill);
            }
                        #else
            //1001 造成大额伤害
            SkillModule skill = new SkillModule();
            skill.Id              = 1001;
            skill.SkillTypeMain   = E_SkillTypeMain.Active;
            skill.SkillTypeDetail = E_SkillTypeDetail.DoHarm;
            skill.EffectNum       = "";
            skill.SkillIcon       = "icon-9";
            skill.NeedEnergy      = 0;
            skill.HarmPara        = 2;
            skill.AnimationName   = string.Empty;
            skill.AudioName       = string.Empty;
            skill.CoolDown        = 0;
            skill.AttackFashion   = 1;
            skill.Effect          = string.Empty;
            AddSkill(skill);

            //1007 增加5步(可以突破上限)
            skill                 = new SkillModule();
            skill.Id              = 1002;
            skill.SkillTypeMain   = E_SkillTypeMain.Active;
            skill.SkillTypeDetail = E_SkillTypeDetail.AddMoves;
            skill.EffectNum       = "5";
            skill.SkillIcon       = "icon-7";
            skill.NeedEnergy      = 0;
            skill.HarmPara        = 2;
            skill.AnimationName   = string.Empty;
            skill.AudioName       = string.Empty;
            skill.CoolDown        = 0;
            skill.AttackFashion   = 1;
            skill.Effect          = string.Empty;
            AddSkill(skill);

            //1003 放置障碍
            skill                 = new SkillModule();
            skill.Id              = 1003;
            skill.SkillTypeMain   = E_SkillTypeMain.Active;
            skill.SkillTypeDetail = E_SkillTypeDetail.AddBlocks;
            skill.EffectNum       = "4";
            skill.SkillIcon       = "icon-8";
            skill.NeedEnergy      = 0;
            skill.HarmPara        = 2;
            skill.AnimationName   = string.Empty;
            skill.AudioName       = string.Empty;
            skill.CoolDown        = 0;
            skill.AttackFashion   = 1;
            skill.Effect          = string.Empty;
            AddSkill(skill);

            //1004 冰封对手
            skill                 = new SkillModule();
            skill.Id              = 1004;
            skill.SkillTypeMain   = E_SkillTypeMain.Active;
            skill.SkillTypeDetail = E_SkillTypeDetail.ForbidAttack;
            skill.EffectNum       = "2.5";
            skill.SkillIcon       = "icon-10";
            skill.NeedEnergy      = 0;
            skill.HarmPara        = 2;
            skill.AnimationName   = string.Empty;
            skill.AudioName       = string.Empty;
            skill.CoolDown        = 0;
            skill.AttackFashion   = 1;
            skill.Effect          = string.Empty;
            AddSkill(skill);
                        #endif
        }