Esempio n. 1
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        public virtual IEnumerator <float> FleeBattleSequence()
        {
            Timing.RunCoroutine(BattleMusicManager.StopAudio(1));
            BattleEvents.FleeBattleEvent.Raise();
            BattleInput._controls.Disable();
            EventSystem.current.sendNavigationEvents = false;

            yield return(Timing.WaitForSeconds(0.5f));

            foreach (var member in membersForThisBattle.Where(member => !member.IsDead))
            {
                var position    = member.Unit.transform.position;
                var newPosition = new Vector3(position.x, position.y, position.z - 15);

                member.Unit.EmptyAnimations();

                member.Unit.anim.SetInteger(AnimationHandler.AnimState, 0);
                member.Unit.anim.SetFloat(AnimationHandler.HorizontalHash, -1);
                member.Unit.anim.SetBool(AnimationHandler.IsWalkingHash, true);
                member.Unit.anim.SetBool(AnimationHandler.IsRunningHash, true);

                member.Unit.transform.DOMove(newPosition, 2);
            }

            //yield return Timing.WaitForSeconds(1.5f);
            MainInventory.ResetHealingItems();
            SceneLoadManager.LoadOverworld();
        }
Esempio n. 2
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        private IEnumerator <float> BackToStartCoroutine()
        {
            AudioController.StopAudio(theme, true, 2);
            yield return(Timing.WaitForSeconds(1));

            SceneLoadManager.LoadScene("Start");
        }
 void Start()
 {
     //该单例脚本是避免跳转场景时出现多个该物体
     if (instance != null)
     {
         return;
     }
     else
     {
         instance = this;
         //避免场景加载时该对象销毁
         DontDestroyOnLoad(gameObject);
     }
     //新的方法 利用lambda表达式代替OnLevelWasLoaded回调方法
     SceneManager.sceneLoaded += (var, var2) =>
     {
         //根据不同场景给游戏对象变换不同位置
         if (var.buildIndex == 1)
         {
             transform.position = new Vector3(2, 3, 4);
         }
         if (var.buildIndex == 0)
         {
             transform.position = new Vector3(4, 4, 5);
         }
     };
 }
Esempio n. 4
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    IEnumerator WinAnim()
    {
        yield return(new WaitForSeconds(14f));

        SceneLoadManager.aimChoose = 3;
        SceneLoadManager.LoadScene(0);
    }
Esempio n. 5
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    static int LoadAsync(IntPtr L)
    {
        try
        {
            ToLua.CheckArgsCount(L, 3);
            SceneLoadManager obj       = (SceneLoadManager)ToLua.CheckObject(L, 1, typeof(SceneLoadManager));
            string           arg0      = ToLua.CheckString(L, 2);
            Void_String      arg1      = null;
            LuaTypes         funcType3 = LuaDLL.lua_type(L, 3);

            if (funcType3 != LuaTypes.LUA_TFUNCTION)
            {
                arg1 = (Void_String)ToLua.CheckObject(L, 3, typeof(Void_String));
            }
            else
            {
                LuaFunction func = ToLua.ToLuaFunction(L, 3);
                arg1 = DelegateFactory.CreateDelegate(typeof(Void_String), func) as Void_String;
            }

            obj.LoadAsync(arg0, arg1);
            return(0);
        }
        catch (Exception e)
        {
            return(LuaDLL.toluaL_exception(L, e));
        }
    }
 private void Awake()
 {
     Instance = this;
     Load("");
     Load("");
     Load("");
 }
Esempio n. 7
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 // Update is called once per frame
 void Update()
 {
     if (Input.GetKeyDown(KeyCode.Space))
     {
         SceneLoadManager.ChangeSceneTo(SceneName.Lobby);
     }
 }
Esempio n. 8
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    // Use this for initialization
    void Start()
    {
        backtoM.onClick.AddListener(delegate()
        {
            SceneLoadManager.LoadScene("Main", delegate(float progress)
            {
                //Debug.LogFormat("进度:{0}", progress);
            }, delegate()
            {
                //Debug.Log("jiesu");
            });
        });

        clickBtn = btns.GetComponentsInChildren <Button>();
        machines = Mergemachines.GetComponentsInChildren <Transform>(true);
        for (int i = 0; i < machines.Length - 1; i++)
        {
            int j = i + 1;
            clickBtn[i].GetComponentInChildren <Text>().text = machines[i + 1].name;

            clickBtn[i].onClick.AddListener(delegate()
            {
                BtnClickHideOrShow(j);
            });
        }

        origin = clickBtn[0].colors;
    }
Esempio n. 9
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        private IEnumerator WaitForReady()
        {
            DateTime t = DateTime.Now;

            EB.Debug.Log("WaitForReady=====>_{0}", t.ToString("yyyy-MM-dd hh:mm:ss fff"));
            while (!HudLoadManager.IsReady)
            {
                if (!HudLoadManager.IsLoadingConfig)
                {
                    HudLoadManager.LoadConfigAsync();
                }
                yield return(null);
            }
            LoadingLogic.AddCustomProgress(5);
            while (!SceneLoadManager.IsReady)
            {
                if (!SceneLoadManager.IsLoadingConfig)
                {
                    SceneLoadManager.LoadConfigAsync();
                }
                yield return(null);
            }
            LoadingLogic.AddCustomProgress(5);

            Mgr.SetGameState <GameStateLoadGame>();

            t = DateTime.Now;
            EB.Debug.Log("<=====WaitForReady_{0}", t.ToString("yyyy-MM-dd hh:mm:ss fff"));
        }
Esempio n. 10
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        private EB.Collections.Queue <Vector3> FindTransferPath(string npc_id, bool allPath, out Vector3 startPoint)
        {
            startPoint = Vector3.zero;
            SceneRootEntry sceneRoot = SceneLoadManager.GetSceneRoot(SceneLoadManager.CurrentSceneName);

            if (sceneRoot == null)
            {
                EB.Debug.LogError("sceneRoot is null");
                return(null);
            }

            Transform pathRoot = sceneRoot.m_SceneRoot.transform.GetComponentInChildren <LevelHelper>().transform.Find("TransportPaths/" + npc_id);

            startPoint = new Vector3(pathRoot.GetChild(0).position.x, mDMono.transform.position.y, pathRoot.GetChild(0).position.z);
            EB.Collections.Queue <Vector3> posQue = new EB.Collections.Queue <Vector3>();

            int nextpointIndex = AlliancesManager.Instance.TransferDartInfo.NextTransferPoint;

            if (allPath)
            {
                nextpointIndex = pathRoot.childCount - 2;
            }
            //else nextpointIndex = nextpointIndex == 0 ? 0 : nextpointIndex-1;//没到第一个检查点强行设置为第一个
            float localPlayerY = mDMono.transform.position.y;

            for (int pointindex = pathRoot.childCount - nextpointIndex - 1; pointindex < pathRoot.childCount; ++pointindex)
            {
                Transform t   = pathRoot.GetChild(pointindex);
                Vector3   pos = new Vector3(t.position.x, localPlayerY, t.position.z);
                posQue.Enqueue(pos);
            }
            return(posQue);
        }
Esempio n. 11
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 public void OnQuitButton()
 {
     TimeManager.ResumeTime();
     RuntimeDataReset.ResetData();
     SceneLoadManager.LoadScene("Start");
     gameObject.SetActive(false);
 }
Esempio n. 12
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        public override IEnumerator <float> FleeBattleSequence()
        {
            // TODO: Prevent Flee Option
            //StopAllCoroutines();
            BattleEvents.FleeBattleEvent.Raise();

            yield return(Timing.WaitForSeconds(0.5f));

            foreach (var member in membersForThisBattle.Where(member => !member.IsDead))
            {
                var position    = member.Unit.transform.position;
                var newPosition = new Vector3(position.x, position.y, position.z - 15);

                member.Unit.EmptyAnimations();

                member.Unit.anim.SetInteger(AnimationHandler.AnimState, 0);
                member.Unit.anim.SetFloat(AnimationHandler.HorizontalHash, -1);
                member.Unit.anim.SetBool(AnimationHandler.IsWalkingHash, true);
                member.Unit.anim.SetBool(AnimationHandler.IsRunningHash, true);

                member.Unit.transform.DOMove(newPosition, 2);
            }
            yield return(Timing.WaitForSeconds(1.5f));

            SceneLoadManager.LoadOverworld();
        }
Esempio n. 13
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        private static IEnumerator <float> StartTutorialCoroutine()
        {
            yield return(Timing.WaitForSeconds(0.5f));

            // Time.timeScale = 0.01f;
            // Time.fixedDeltaTime = 0.02F * Time.timeScale;
            SceneLoadManager.LoadBattle();
        }
Esempio n. 14
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    IEnumerator animationLoad(Animator targetAnimator)
    {
        targetAnimator.SetTrigger("Start");

        yield return(new WaitForSeconds(1));

        SceneLoadManager.getInstance().loadNextScene();
    }
Esempio n. 15
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 void Start()
 {
     m_sceneLoadManager   = FindObjectOfType <SceneLoadManager>();
     m_waveStartText      = m_waveStartObj.GetComponent <Text>();
     m_skillPanelAnimator = m_skillPanelObj.GetComponent <Animator>();
     m_gameOverAnimator   = m_gameOverTextObj.GetComponent <Animator>();
     m_gameClearAnimator  = m_gameClearTextObj.GetComponent <Animator>();
 }
Esempio n. 16
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        private IEnumerator <float> StartGameCoroutine()
        {
            AudioController.StopAudio(theme, true, 2);
            yield return(Timing.WaitForSeconds(1));

            //SceneLoadManager.Instance.LoadScene(scene.name);
            SceneLoadManager.LoadScene("FAE_Demo1");
        }
Esempio n. 17
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 public override void OnEnter()
 {
     LegionLogic.GetInstance();
     GuideManager.Instance.InitGuideState();//tOdo为什么删掉了
     //预先加载主城场景
     LoadingLogic.AddCustomProgress(2);
     SceneLoadManager.LoadOTALevelGroupAsync("MainLandView", SceneLoadBegin, SceneLoadFailed, SceneLoadLoading, SceneLoadFinished);
 }
Esempio n. 18
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 public void OnRetryButton()
 {
     if (Battle.Engine != Battle.MainEngine)
     {
         Battle.OverrideEngine(Battle.Engine);
     }
     SceneLoadManager.LoadBattle(true);
 }
Esempio n. 19
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 private void MoveToNextSpawn()
 {
     PlayerPositionManager.SpawnId = Id;
     PlayerPositionManager.ResetPosition();
     SceneRotationManager.ResetRotation();
     SceneRotationManager.ResetRotationVariable();
     SceneLoadManager.LoadScene(connectedScene);
 }
Esempio n. 20
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 void Update()
 {
     if (Input.GetMouseButtonDown(0) && !Tap)
     {
         Tap = true;
         SceneLoadManager.LoadScene("Game");
     }
 }
Esempio n. 21
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        protected virtual IEnumerator <float> WonBattleSequence()
        {
            //AudioController.StopAudio(CommonAudioTypes.MainBattleTheme, true, 2);
            Timing.RunCoroutine(BattleMusicManager.StopAudio(2));

            yield return(Timing.WaitForSeconds(2));

            CommonMMFeedbacks.VictoryFeedback.PlayFeedbacks();
            yield return(Timing.WaitForSeconds(1));

            AudioController.PlayAudio(CommonAudioTypes.VictoryThemeBattle, true);

            membersForThisBattle.ForEach(member => member.Unit.anim.SetTrigger(AnimationHandler.VictoryTrigger));

            yield return(Timing.WaitForSeconds(2f));

            battleResults.SetActive(true);
            var battleResultsUI = battleResults.GetComponent <BattleResultsUI>();

            battleResultsUI.DisableUI();

            foreach (var member in membersForThisBattle)
            {
                member.ResetLevelUpAmount();

                var totalXp = expGivers.Sum(giver =>
                                            giver.CalculateExperience(member.level, member));

                var totalClassXp = expGivers.Sum(giver =>
                                                 giver.CalculateExperience(member.currentClass.level, member.currentClass));

                member.BattleExpReceived = totalXp;

                member.AdvanceTowardsNextLevel(totalXp);
                member.currentClass.AdvanceTowardsNextLevel(totalClassXp);
            }

            yield return(Timing.WaitUntilTrue(() => membersForThisBattle.
                                              TrueForAll(m => m.Unit.expCoroutineDone && m.Unit.classExpCoroutineDone)));

            //yield return Timing.WaitUntilTrue(() => BattleInput._controls.Battle.Confirm.triggered);
            yield return(Timing.WaitForSeconds(0.5f));

            yield return(Timing.WaitUntilTrue(() => BattleInput._controls.Battle.Confirm.triggered));

            Timing.RunCoroutine(battleResultsUI.ShowLevelUps());
            yield return(Timing.WaitForSeconds(0.3f));

            yield return(Timing.WaitUntilFalse(() => battleResultsUI.showingLevelUps));

            BattleInput._controls.Disable();
            SceneLoadManager.LoadOverworld();

            membersForThisBattle.ForEach(m =>
            {
                m.currentClass.statsToIncrease = new List <CharacterStat>();
            });
        }
Esempio n. 22
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    private void Awake()
    {
        if (instance != null)
        {
            Destroy(this.gameObject);
        }


        instance = this;
    }
Esempio n. 23
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 private void LoadtheScene(int index)
 {
     SceneLoadManager.LoadScene(index.ToString(), delegate(float progress)
     {
         //Debug.LogFormat("进度:{0}", progress);
     }, delegate()
     {
         //Debug.Log("jiesu");
     });
 }
Esempio n. 24
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    public void Awake()
    {
        gameMaster       = FindObjectOfType <GameMaster> ();
        sceneLoadManager = FindObjectOfType <SceneLoadManager> ();

        if (gameMaster.HasSave)
        {
            continueButton.SetActive(true);
        }
    }
Esempio n. 25
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 public void OnPointerClick(PointerEventData eventData)
 {
     tx.fontSize /= 1.5f;
     SceneLoadManager.LoadScene("Main", delegate(float progress)
     {
         //Debug.LogFormat("进度:{0}", progress);
     }, delegate()
     {
         //Debug.Log("jiesu");
     });
 }
Esempio n. 26
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 private void Awake()
 {
     if (Instance != null && Instance != this)
     {
         Destroy(gameObject);
     }
     else
     {
         Instance = this;
     }
 }
Esempio n. 27
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 private void Awake()
 {
     if (m_instance == null)
     {
         m_instance = this;
     }
     else if (m_instance != this)
     {
         Destroy(gameObject);
     }
 }
Esempio n. 28
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 private void Awake()
 {
     if (_instance != null && _instance != this)
     {
         Destroy(this.gameObject);
     }
     else
     {
         _instance = this;
     }
     DontDestroyOnLoad(this);
 }
Esempio n. 29
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 private async void OnClickChooseRole()
 {
     if (await ServerSessionManager.RoleManager.UseRole(Global.accountData.roles[currentIndex].Id) == true)
     {
         SceneLoadManager.StartLoadScene("Main", GameState.MAIN);
     }
     else
     {
         //TODO: 弹出提示
         Debug.LogError("选择角色失败");
     }
 }
 void Awake()
 {
     if (instance == null)
     {
         instance = this;
     }
     else if (instance != this)
     {
         Destroy(gameObject);
     }
     DontDestroyOnLoad(gameObject);
 }