Esempio n. 1
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        public override void ViewDidLoad()
        {
            base.ViewDidLoad();

            //Loading the dark theme from Dark.car file in Resources
            View.Appearance = new NSAppearance(@"Dark", null);

            //Setting the initial state of the state machine
            stateMachine = new ViewStateMachine(States.Idle);
            stateMachine.SetupInitialView();

            lyricsHelper = new LyricsHelper();

            ErrorView.RetryButtonClicked += HandleRetryButtonClick;
        }
Esempio n. 2
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    protected override void OnInit()
    {
        base.OnInit();

        m_ViewStateMachine = new ViewStateMachine <UIWaiGongFang>(this, m_UI.m_ViewState);
        m_ViewStateMachine.AddViewState(Enum.GetName(typeof(EViewState), EViewState.BuyList), new BuyListState());
        m_ViewStateMachine.AddViewState(Enum.GetName(typeof(EViewState), EViewState.SelectSkillType), new SelectXinFaState());
        m_ViewStateMachine.AddViewState(Enum.GetName(typeof(EViewState), EViewState.SelectSkill), new SelectCanBenState());
        m_ViewStateMachine.AddViewState(Enum.GetName(typeof(EViewState), EViewState.SelectPupil), new SelectPupilState());
        m_ViewStateMachine.AddViewState(Enum.GetName(typeof(EViewState), EViewState.CreatingBeforeChoke), new CreatingBeforeChokeState());
        m_ViewStateMachine.AddViewState(Enum.GetName(typeof(EViewState), EViewState.Choking), new ChokingState());
        m_ViewStateMachine.AddViewState(Enum.GetName(typeof(EViewState), EViewState.SelectPlace), new SelectPlaceState());
        m_ViewStateMachine.AddViewState(Enum.GetName(typeof(EViewState), EViewState.CreatingBeforeEvent), new CreatingBeforeEventState());
        m_ViewStateMachine.AddViewState(Enum.GetName(typeof(EViewState), EViewState.SelectEvent), new SelectEventState());
        m_ViewStateMachine.AddViewState(Enum.GetName(typeof(EViewState), EViewState.CreatingAfterEvent), new CreatingAfterEventState());
        m_ViewStateMachine.AddViewState(Enum.GetName(typeof(EViewState), EViewState.CreateFinished), new CreateFinishedState());

        // 按钮绑定
        m_UI.m_BtnBack.onClick.Set(ViewBack);                 // 返回
        m_UI.m_BtnSelectBookFinish.onClick.Set(OnSelectBookFinish);

        m_UI.m_Progress.max   = 1;
        m_UI.m_Progress.value = 0;

        m_UI.m_CreatingBookInfo.onAddedToStage.Set(OnRefreshCreatingBookInfo);
        m_UI.m_CreateSkillInfo.onAddedToStage.Set(OnRefreshCreateSkillInfo);

        var prefab = Resources.Load("Art_A/Effect/prefabs/UI_wx_zz_ldl");
        var go     = UnityEngine.Object.Instantiate(prefab) as GameObject;

        go.transform.localScale = new Vector3(100, 100, 1);
        m_UI.m_FireEffect.SetNativeObject(new GoWrapper(go));

        prefab = Resources.Load("Art_A/Effect/prefabs/UI_wx_yd_xh");
        go     = UnityEngine.Object.Instantiate(prefab) as GameObject;
        go.transform.localScale = new Vector3(100, 100, 1);
        m_UI.m_CreatingEffect.SetNativeObject(new GoWrapper(go));

        prefab = Resources.Load("Art_A/Effect/prefabs/UI_wx_yd_xh_1");
        go     = UnityEngine.Object.Instantiate(prefab) as GameObject;
        go.transform.localScale = new Vector3(100, 100, 1);
        m_UI.m_CreatingEffect1.SetNativeObject(new GoWrapper(go));
    }
 void Awake()
 {
     Instance = FindObjectOfType <ViewStateMachine>();
 }
Esempio n. 4
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 protected override void OnInit()
 {
     base.OnInit();
     m_ViewStateMachine = new ViewStateMachine <StateViewWin <T> >(this, null);
 }