Esempio n. 1
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 public UnitSceneEventData(STransportSceneBehaviour behaviour)
 {
     levelId     = behaviour.levelId;
     position    = behaviour.position;
     eventId     = behaviour.eventId;
     state       = behaviour.state;
     defalutUnit = false;
     RefreshAfterSetConfigData();
 }
Esempio n. 2
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    protected override void OnDestroy()
    {
        base.OnDestroy();

        m_isEnding = false;
        m_teamMembers.Clear();

        m_teamLeader   = null;
        m_normalMember = null;
        m_tempTransportSceneBehaviour = null;
        m_allMemberTransportOver      = false;
        m_moveOverCreature.Clear();
    }
Esempio n. 3
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    protected override void OnTransportScene(STransportSceneBehaviour behaviour)
    {
        //单机直接跳转
        if (modulePVE.isStandalonePVE)
        {
            base.OnTransportScene(behaviour);
            return;
        }

        m_tempTransportSceneBehaviour = behaviour;
        moduleTeam.StartTransportScene();
        moduleBattle.parseInput = false;
        modulePVE.DispathTransportSceneToUI(true);
#if AI_LOG
        Module_AI.LogBattleMsg(player, "[begin to transport scene......behaviour is {0}]", behaviour.ToString());
#endif
    }
Esempio n. 4
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 private void OnTransportScene(STransportSceneBehaviour b)
 {
     InitTouchAndMoveAlpha();
 }
Esempio n. 5
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 private void OnTransportScene(STransportSceneBehaviour b)
 {
     //重置界面参数
     m_pveEventObj.SetActive(false);
 }
Esempio n. 6
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 /// <summary>
 /// 开始组队模式开始转移场景
 /// 必须收到服务器的所有玩家可以转移场景通知后才可调用
 /// </summary>
 /// <param name="behaviour"></param>
 protected override void HandleTransportScene(STransportSceneBehaviour behaviour)
 {
     base.HandleTransportScene(behaviour);
     //foreach (var member in m_teamMembers) member.enableUpdate = false;
 }