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

        Table.SCENE sceneTable = SceneManager.CurrentSceneTable;
        Resource    res        = ResourceManager.Instance.LoadResource(string.Format("{0}.unity3d", sceneTable.hero_name), false);

        res.onLoaded += OnHeroLoaded;
    }
Esempio n. 2
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 public override void Init()
 {
     base.Init();
     Level.Instance.Init();
     Level.Instance.onTriggerFinish -= OnTriggerFinish;
     Level.Instance.onTriggerFinish += OnTriggerFinish;
     CopyUI.Instance.Show();
     Table.SCENE sceneTable = SceneManager.CurrentSceneTable;
     PlayerAttr.Instance.Init(sceneTable.blood, sceneTable.jump_count, OnPlayerAttrChange);
 }
Esempio n. 3
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    /// <summary>
    /// 切换带有场景的状态
    /// </summary>
    /// <param name="sceneID"></param>
    public void ChangeStateWithScene(uint iSceneID)
    {
        m_LastSceneTable = m_CurrentSceneTable;

        if (SceneTableManager.Instance.TryGetValue(iSceneID, out m_CurrentSceneTable) == false)
        {
            return;
        }

        GameStateManager.Instance.ChangeState(CopyState.Instance);
    }
Esempio n. 4
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    /// <summary>
    /// 刷新属性
    /// </summary>
    public void RefreshAttr()
    {
        Table.SCENE sceneTable = SceneManager.CurrentSceneTable;

        m_lbBlood.text = PlayerAttr.Instance.Blood.ToString();
        int blood = PlayerAttr.Instance.Blood - sceneTable.blood;

        if (blood != 0)
        {
            m_lbBlood.text += string.Format("({0}{1}[-])", blood > 0 ? "[00FF00]+" : "[FF0000]", blood);
        }

        m_lbJump.text = PlayerAttr.Instance.JumpCount.ToString();
        int jump = PlayerAttr.Instance.JumpCount - sceneTable.jump_count;

        if (jump != 0)
        {
            m_lbJump.text += string.Format("({0}{1}[-])", jump > 0 ? "[00FF00]+" : "[FF0000]", jump);
        }

        m_lbScore.text = CopyState.Instance.Score.ToString();
    }