public void Update() { if (Input.GetKeyUp(KeyCode.Escape)) { ApplicationStatusManager.GetStatus <StartStatus>().EnterToStart(); } }
public static void NextLine() { s_currentLine++; s_questionTime = Time.time; if (s_currentLine < currentPoemData.m_content.Length) { if (currentPoemData.m_content[s_currentLine].Contains("space")) { GlobalEvent.DispatchEvent(GameEventEnum.CreateSpace); s_currentLine++; } CreateAnswer(); } else { if (s_GameModel == GameModel.normal) { ApplicationStatusManager.GetStatus <GameStatus>().OpenFinishUI(); } else { NewPoem(); GlobalEvent.DispatchEvent(GameEventEnum.NextPoem); } } }
// 按键消息接受 public void OnStart() { m_bIsActive = false; StopCoroutine("TextAnim"); ApplicationStatusManager.GetStatus <StartStatus> ().EnterToLobby(); // ApplicationStatusManager.EnterStatus<GameStatus>(); }
void ReceviceSocketStatus(InputNetworkConnectStatusEvent e) { isConnect = false; if (e.m_status == NetworkState.Connected) { ApplicationStatusManager.GetStatus <LoginState>().Login(SystemInfo.deviceUniqueIdentifier, UserData.NickName); } }
// Start Action public override void Start() { Debug.Log("[Action_EnterMap] : Start : "); MapManager kMapManager = ApplicationStatusManager.GetStatus <GameStatus>().GetLogicMain().GetModule("MapManager") as MapManager; kMapManager.EnterMap(m_iMapID); End(); }
// 按钮消息接受 public void OnRecvClick(InputUIOnClickEvent e) { MessageManager.Message kMsg = new MessageManager.Message(); kMsg.m_eType = MessageManager.MessageType.MT_DialogClick; kMsg.m_dicParams = new Dictionary <string, string> (); MessageManager kMessageManager = ApplicationStatusManager.GetStatus <GameStatus>().GetLogicMain().GetModule("MessageManager") as MessageManager; kMessageManager.AddMessage(kMsg); Debug.Log("Dialog Window On Clicked"); }
public void EnterMap(int iMapID) { if (iMapID == m_iCurMapID) { return; } ApplicationStatusManager.GetStatus <GameStatus>().ChangeMapScene(m_iCurMapID, iMapID); m_iCurMapID = iMapID; }
public void Update() { if (Input.GetKeyUp(KeyCode.F12)) { ApplicationStatusManager.GetStatus <GameStatus>().SaveGame("save_0.txt"); } else if (Input.GetKey(KeyCode.F11)) { ApplicationStatusManager.GetStatus <GameStatus>().LoadGame("save_0.txt"); } }
static int GetStatus(IntPtr L) { try { ToLua.CheckArgsCount(L, 1); string arg0 = ToLua.CheckString(L, 1); IApplicationStatus o = ApplicationStatusManager.GetStatus(arg0); ToLua.PushObject(L, o); return(1); } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e)); } }
private void _ProcessMsg(Message kMsg) { if (kMsg.m_eType == MessageType.MT_DialogClick) { StoryManager kStoryManager = ApplicationStatusManager.GetStatus <GameStatus>().GetLogicMain().GetModule("StoryManager") as StoryManager; Story curstory = kStoryManager.GetCurrentStory(); if (curstory == null) { Debug.LogError("[MessageManager] : MessageType.MT_DialogClick Error,Story is null"); return; } Action_Dialog kActionDialog = curstory.GetCurrentAction() as Action_Dialog; if (kActionDialog == null) { Debug.LogError("[MessageManager] : MessageType.MT_DialogClick Error,Story is null"); return; } // 需要判断story的下一个是否仍旧是dialog类型 kActionDialog.OnDialogEnd(); } }
public void OnDialogEnd() { // 对话结束的时候,需要判定一下是否需要隐藏界面,依据是下一个动作是否仍旧是action_dialog类型 bool isneeddel = true; StoryManager kStoryManager = ApplicationStatusManager.GetStatus <GameStatus>().GetLogicMain().GetModule("StoryManager") as StoryManager; Story curstory = kStoryManager.GetCurrentStory(); if (curstory != null) { Action_Dialog kNextAction = curstory.GetNextAction() as Action_Dialog; if (kNextAction != null) { isneeddel = false; } } if (isneeddel) { ApplicationStatusManager.GetStatus <GameStatus>().OnDialogEnd(isneeddel); } // 结束本动作 End(); }
// Start Action public override void Start() { Debug.Log("[Action_Dialog] : Start : " + m_dialogcontent); ApplicationStatusManager.GetStatus <GameStatus>().OnDialog(m_dialogcontent, m_roleid); }
public void ClickBack(InputUIOnClickEvent e) { ApplicationStatusManager.GetStatus <ModelSelectState>().Back(); }
public void ClickArcadeModel(InputUIOnClickEvent e) { ApplicationStatusManager.GetStatus <ModelSelectState>().ArcadeModel(); }
void FinsihCountDown() { ApplicationStatusManager.GetStatus <GameStatus>().FinishCountDown(); }
void OnClickAgain(InputUIOnClickEvent e) { ApplicationStatusManager.GetStatus <GameStatus>().PlayAgain(); }
static void LevelJudge(bool isError) { if (isError) { ComboCount = 0; //Score -= 30; GlobalEvent.DispatchEvent(GameEventEnum.ShowScoreLevel, ScoreLevel.bad); if (s_GameModel == GameModel.Arcade) { HP--; GlobalEvent.DispatchEvent(GameEventEnum.ScoreChange); if (HP == 0) { ApplicationStatusManager.GetStatus <GameStatus>().OpenFinishUI(); } } } else { ComboCount++; if (ComboCount > s_maxCombo) { s_maxCombo = ComboCount; } float useTime = Time.time - s_questionTime; int scoreTmp = 0; ScoreLevel level = ScoreLevel.normal; if (useTime < 4) { level = ScoreLevel.perfect; scoreTmp = 50; } else if (useTime < 6) { level = ScoreLevel.nice; scoreTmp = 20; } else if (useTime < 10) { level = ScoreLevel.good; scoreTmp = 10; } else { level = ScoreLevel.normal; scoreTmp = 5; } Score += ComboCount * scoreTmp; GlobalEvent.DispatchEvent(GameEventEnum.ShowScoreLevel, level); if (s_GameModel == GameModel.Arcade) { GlobalEvent.DispatchEvent(GameEventEnum.ScoreChange); } } }