void BtnRebattle_OnClickEventHandler(UIButton sender) { Time.timeScale = 1f; WndManager.DestoryDialog <CombatSchedulerWnd>(); BSC.AntiAllRegisterHooks(); SceneM.Load(ViewStageScene.GetSceneName(), false, null, false); }
/// <summary> /// 战前NPC对话 /// </summary> private void DoStartTalks(List <CounterPartDialogUnit> ltalk) { if (ltalk.Count == 0) { return; } MyHead.btnCombat.enabled = false; List <int> lNpcID = new List <int>(); List <string> lStrTalks = new List <string>(); List <NpcDirection> lWndDirs = new List <NpcDirection>(); foreach (CounterPartDialogUnit t in ltalk) { lNpcID.Add(t.npcid); lStrTalks.Add(t.talk); lWndDirs.Add((NpcDirection)t.position); } NpcTalksWnd wnd = WndManager.GetDialog <NpcTalksWnd>(); wnd.SetData(lNpcID, lStrTalks, lWndDirs); ViewStageScene scene = SceneM.GetCurIScene() as ViewStageScene; if (scene != null && scene.GoldTransform != null) { Transform tGoldRoom = scene.GoldTransform; LifeObj obj = tGoldRoom.GetComponent <LifeObj>(); if (obj != null) { Vector3 pos = obj.GetLife().GetLifeProp().HelpPoint.GetVauleByKey(BuildHelpPointName.guidePos).transform.position; wnd.SetWndStyle(2, pos); } } }
public void DoEvent(UIButton sender) { BattleEnvironmentM.SetBattleEnvironmentMode(BattleEnvironmentMode.CombatPVE); //获取关卡信息 StageDC.SetCompaignStage(m_Type, m_StageID); SceneM.Load(ViewStageScene.GetSceneName(), false, false); }
void BtnStage_OnClickEventHandler(UIButton sender) { BattleEnvironmentM.SetBattleEnvironmentMode(BattleEnvironmentMode.CombatPVE); //获取关卡信息 StageDC.SetCompaignStage(m_type, m_StageID); SceneM.Load(ViewStageScene.GetSceneName(), false, null, false); }
// 登记所有的场景处理器 private static void RegisterScene() { SceneM.RegisterScene(CombatScene.GetSceneName(), new CombatScene()); SceneM.RegisterScene(MainTownScene.GetSceneName(), new MainTownScene()); SceneM.RegisterScene(ViewStageScene.GetSceneName(), new ViewStageScene()); SceneM.RegisterScene(TreasureScene.GetSceneName(), new TreasureScene()); SceneM.RegisterLoadingAnim(CombatScene.GetSceneName(), new LoadingMainTown()); SceneM.RegisterLoadingAnim(MainTownScene.GetSceneName(), new LoadingMainTown()); SceneM.RegisterLoadingAnim(ViewStageScene.GetSceneName(), new LoadingMainTown()); SceneM.RegisterLoadingAnim(TreasureScene.GetSceneName(), new LoadingMainTown()); }
private void BackMainScence(UIButton sender) { //下一个战役 if (m_IsPve == true) { if (m_nMode == 0) { SceneM.Load(MainTownScene.GetSceneName(), false, null, false); MainTownInit.s_currentState = MainTownState.StageMap; } //再来一次 else { SceneM.Load(ViewStageScene.GetSceneName(), false, null, false); } } }
public void Back(UIButton sender) { BSC.AntiAllRegisterHooks(); if (BattleEnvironmentM.GetBattleEnvironmentMode() == BattleEnvironmentMode.CombatPVE) { SceneM.Load(ViewStageScene.GetSceneName(), false, null, false); } else { WndManager.DestoryDialog <SelectSoldierwnd>(); WndManager.DestoryDialog <CombatWnd>(); CombatInfoWnd wnd = WndManager.GetDialog <CombatInfoWnd>(); if (wnd != null) { wnd.SetWndMode(CombatInfoMode.view); } WndManager.GetDialog <CombatCountDownWnd>(); MainCameraM.s_Instance.EnableDrag(true); } }
/// <summary> /// 资源载入入口 /// </summary> //private AsyncOperation async; public override IEnumerator Load() { async = Application.LoadLevelAsync(ViewStageScene.GetSceneName()); return(null); }