Esempio n. 1
0
        void Update()
        {
            Character.Update();
            if (MYXZInputManager.Instance.GetKeyDown(KeyCode.Escape))
            {
                EscSignal.Dispatch();
            }
            mTimer += Time.deltaTime;
            if (mTimer > 60)    //测试使用,每60s随机变换一次天气
            {
                WeatherSystem.ChangeWeather(CurrentSceneWeather[Random.Range(0, CurrentSceneWeather.Length)]);
                mTimer = 0;
            }

            if (MYXZInputManager.Instance.GetKeyDown(KeyCode.Alpha1))
            {
                UseSkillSignal.Dispatch(KeyCode.Alpha1);
            }
        }
Esempio n. 2
0
    public void ChangeWeather(WeatherType weather)
    {
        switch (weather)
        {
        case WeatherType.Foggy:
        {
            weatherSys.ChangeWeather(1);
            ClearState(WeatherType.Foggy);
            if (!fog.isPlaying)
            {
                fog.Play();
            }
            break;
        }

        case WeatherType.Rain:
        {
            weatherSys.ChangeWeather(12);
            //rain.gameObject.SetActive(true);
            ClearState(WeatherType.Rain);
            if (!rain.isPlaying)
            {
                rain.Play();
                NotificationCenter.DefaultCenter().PostNotification(this, "STARTRAIN");
            }
            break;
        }

        case WeatherType.Sunny:
        {
            weatherSys.ChangeWeather(8);
            ClearState(WeatherType.Sunny);
            break;
        }

        case WeatherType.FallLeaves:
        {
            weatherSys.ChangeWeather(13);
            ClearState(WeatherType.FallLeaves);
            if (!leaves.isPlaying)
            {
                leaves.Play();
            }

            break;
        }

        case WeatherType.Snow:
        {
            weatherSys.ChangeWeather(2);
            ClearState(WeatherType.Snow);
            if (!snow.isPlaying)
            {
                snow.Play();
            }

            break;
        }

        case WeatherType.Bugs:
        {
            weatherSys.ChangeWeather(10);
            ClearState(WeatherType.Bugs);
            if (bugs.isPaused)
            {
                bugs.Play();
            }

            break;
        }

        default:
        {
            break;
        }
        }
    }