Esempio n. 1
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 void BtnRebattle_OnClickEventHandler(UIButton sender)
 {
     Time.timeScale = 1f;
     WndManager.DestoryDialog <CombatSchedulerWnd>();
     BSC.AntiAllRegisterHooks();
     SceneM.Load(ViewStageScene.GetSceneName(), false, null, false);
 }
Esempio n. 2
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    /// <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);
            }
        }
    }
Esempio n. 3
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 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);
 }
Esempio n. 4
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 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);
 }
Esempio n. 5
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    // 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());
    }
Esempio n. 6
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 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);
         }
     }
 }
Esempio n. 7
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 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);
     }
 }
Esempio n. 8
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 /// <summary>
 /// 资源载入入口
 /// </summary>
 //private AsyncOperation async;
 public override IEnumerator Load()
 {
     async = Application.LoadLevelAsync(ViewStageScene.GetSceneName());
     return(null);
 }