コード例 #1
0
ファイル: MainUIScene.cs プロジェクト: midgithub/notes
    // Use this for initialization
    void Start()
    {
        //登入界面改成prefab加载,MainUI,首次进入LoginPanel add by lzp 2015/6/8
        if (bLoginPanel)
        {
            MainPanelMgr.gotoPanel("LoginPanel");
            //MainPanelMgr.gotoPanel("UILogin");
            bLoginPanel = false;
        }
        if (SceneManager.GetActiveScene().name != MapMgr.mainCityMapName)
        {
            // UI Init
            MainPanelMgr.Instance.Init();
        }
        //add by Alex 20150416 向核心入口传递当前场景的背景音乐源
        CoreEntry.g_CurrentSceneMusic = gameObject.GetComponent <AudioSource>();
        //控制MainUI的音乐
        AudioSource a = gameObject.GetComponent <AudioSource>();

        if (a != null)
        {
            a.mute = !CoreEntry.cfg_bMusicToggle;
            if (!a.mute)
            {
                a.Play();
            }
        }

        //StartCoroutine(testAudio());
    }
コード例 #2
0
ファイル: MainPanelMgr.cs プロジェクト: midgithub/notes
 protected virtual void OnDestroy()
 {
     if (m_instance == this)
     {
         LogMgr.UnityLog("[SingletonMonoBehaviour] destory singleton. type=" + typeof(MainPanelMgr).ToString());
         m_instance = null;
     }
 }
コード例 #3
0
        //注意这里返回值一定是 IEnumerator
        IEnumerator loadScene()
        {
            int displayProgress = 0;
            int toProgress      = 0;

            int randPro = UnityEngine.Random.Range(40, 70);

            while (!_realLoad)
            {
                while (displayProgress < randPro)    //预加载
                {
                    ++displayProgress;
                    SetProgressBar(displayProgress);
                    yield return(_wait);
                }
                yield return(_wait);
            }

            CoreEntry.gSceneMgr.InitPools(MapMgr.Instance.GetCurSceneID());
            if (ModuleServer.MS.GSkillCastMgr != null)
            {
                ModuleServer.MS.GSkillCastMgr.Disable();
            }

            while (_sceneStep < 0.90f)
            {
                toProgress = (int)(_sceneStep * 100);
                while (displayProgress < toProgress)
                {
                    ++displayProgress;
                    SetProgressBar(displayProgress);
                    yield return(_wait);
                }
                yield return(_wait);
            }

            MainPanelMgr.ClearTexture2D();
            yield return(StartCoroutine(MainPanelMgr.LoadStreamTexture(ClientSetting.Instance.GetStringValue(string.Format("Bg_loading{0}", UnityEngine.Random.Range(0, 4))), "Bg_loading")));

            toProgress = 100;
            while (displayProgress < toProgress)
            {
                ++displayProgress;
                SetProgressBar(displayProgress);
                yield return(_wait);
            }

            if (null != _sceneOperat)
            {
                _sceneOperat.allowSceneActivation = true;
            }

            CoreEntry.gEventMgr.TriggerEvent(GameEvent.GE_LOADSCENE_FINISH, EventParameter.Get(1));
            SDKMgr.Instance.addBatchDataEvent(1, SG.Account.Instance.ServerId, "10230", " 加载场景完成" + strNextLevel);

            loadsceneFinished();
        }
コード例 #4
0
        public void SendReqChallenge(int rank)
        {
            MsgData_cReqArenaChallenge data = new MsgData_cReqArenaChallenge();

            data.Rank = rank;

            CoreEntry.netMgr.send((Int16)NetMsgDef.C_ARENACHALLENGE, data);
            MainPanelMgr.gotoPanel("UIArenaFight");
        }
コード例 #5
0
ファイル: MainPanelMgr.cs プロジェクト: midgithub/notes
 public override void Awake()
 {
     if (m_instance == null)
     {
         m_instance = this as MainPanelMgr;
     }
     else
     {
         UnityEngine.Object.Destroy(gameObject);
     }
 }
コード例 #6
0
ファイル: MapMgr.cs プロジェクト: midgithub/notes
        /// <summary>
        /// 进入角色选择场景
        /// </summary>
        public void EnterRoleSelectScene()
        {
            m_lastMapType = m_curMapType;
            m_curMapType  = MapType.Map_SelectRole;

            CoreEntry.gEventMgr.TriggerEvent(GameEvent.GE_BEGIN_LOADSCENE_CREATE_ROLE, null);
            MainPanelMgr.gotoPanel("UIRoleSelect");
            CoreEntry.gSceneMgr.LoadScene("Scene/allMap/ui/RoleUI");

            EnterType = 0;
            FirstLoad = true;
        }
コード例 #7
0
ファイル: MapMgr.cs プロジェクト: midgithub/notes
        /// <summary>
        /// 进入登录场景
        /// </summary>
        public void EnterLoginScene()
        {
            m_lastMapType = m_curMapType;
            m_curMapType  = MapType.Map_Login;

            CoreEntry.gEventMgr.TriggerEvent(GameEvent.GE_BEGIN_LOADSCENE_LOGIN, null);

            MainPanelMgr.gotoPanel("LoginPanel");
            CoreEntry.gSceneMgr.LoadScene("Scene/allMap/ui/LoginUI");

            EnterType = 0;
            FirstLoad = true;
        }
コード例 #8
0
ファイル: LoginOut.cs プロジェクト: midgithub/notes
    IEnumerator InitProcess()
    {
        WaitForEndOfFrame wait = new WaitForEndOfFrame();

        InitUI.SetLoadTip("游戏资源加载中......");
        float lastPercent     = Random.Range(0.5f, 0.7f);
        float displayProgress = 0f;

        CoreEntry.gSceneMgr.PreloadScene("Scene/allMap/ui/RoleUI");
        while (CoreEntry.gSceneMgr.SceneLoading)
        {
            while (displayProgress < lastPercent)    //预加载
            {
                displayProgress += 0.1f;
                InitUI.SetProgress(displayProgress);
                yield return(wait);
            }
            yield return(wait);
        }

        lastPercent = 0.99f;
        CoreEntry.gSceneMgr.PreloadScene("Scene/allMap/ui/LoginUI");
        while (CoreEntry.gSceneMgr.SceneLoading)
        {
            while (displayProgress < lastPercent)    //预加载
            {
                displayProgress += 0.2f;
                InitUI.SetProgress(displayProgress);
                yield return(wait);
            }
            yield return(wait);
        }

        InitUI.SetProgress(1);

        yield return(StartCoroutine(MainPanelMgr.LoadStreamTexture(ClientSetting.Instance.GetStringValue("BackLogin"), string.Empty)));

        yield return(StartCoroutine(MainPanelMgr.LoadStreamTexture(ClientSetting.Instance.GetStringValue("LoginLogo2"), string.Empty)));

        yield return(StartCoroutine(MainPanelMgr.LoadStreamTexture(ClientSetting.Instance.GetStringValue(string.Format("Bg_loading{0}", UnityEngine.Random.Range(0, 4))), "Bg_loading")));

        MapMgr.Instance.EnterLoginScene();
    }
コード例 #9
0
ファイル: CommonTools.cs プロジェクト: midgithub/notes
    public static void SetLoadImage(Component pCompont, string strImage, int nType = 0)
    {
        Texture2D texImage = MainPanelMgr.GetTexture2D(strImage);

        Debug.Log("SetLoadImage ::: Start::" + strImage);
        if (texImage)
        {
            if (nType == 0)
            {
                var imageBg = pCompont as RawImage;
                imageBg.texture = texImage;
                Debug.Log("SetLoadImage ::: RawImage!!!" + strImage);
            }
            else if (nType == 1)
            {
                var imageBg = pCompont as UnityEngine.UI.Image;
                imageBg.sprite = Sprite.Create(texImage, new Rect(0, 0, texImage.width, texImage.height), new Vector2(0, 0));
                Debug.Log("SetLoadImage ::: Sprite!!!" + strImage);
            }
        }
    }
コード例 #10
0
ファイル: MainPanelMgr.cs プロジェクト: midgithub/notes
 public virtual void OnApplicationQuit()
 {
     m_instance = null;
 }
コード例 #11
0
ファイル: InitGame.cs プロジェクト: midgithub/notes
    IEnumerator InitProcess()
    {
        WaitForEndOfFrame wait          = new WaitForEndOfFrame();
        float             gap           = 0.05f;
        float             time          = 0.0f;
        float             lastTime      = Time.realtimeSinceStartup;
        float             configPercent = Random.Range(0.8f, 0.9f);

        if (AppConst.UseAssetBundle)
        {
            configPercent = Random.Range(0.3f, 0.5f);
        }

        while (!m_LuaInitCall())
        {
            time += Time.realtimeSinceStartup - lastTime;
            if (time > gap)
            {
                lastTime = Time.realtimeSinceStartup;
                time     = 0;
                InitUI.SetProgress(m_LuaGetInitProCall() * configPercent);
                yield return(wait);
            }
        }
        m_LuaInitCall       = null;
        m_LuaGetInitProCall = null;
        yield return(wait);

        InitUI.SetLoadTip("游戏资源加载中......");
        float lastPercent     = configPercent + (1 - configPercent) * 0.5f;
        float displayProgress = configPercent;

        CoreEntry.gSceneMgr.PreloadScene("Scene/allMap/ui/RoleUI");
        while (CoreEntry.gSceneMgr.SceneLoading)
        {
            while (displayProgress < lastPercent)    //预加载
            {
                displayProgress += 0.005f;
                InitUI.SetProgress(displayProgress);
                yield return(wait);
            }
            yield return(wait);
        }

        lastPercent = 0.99f;
        CoreEntry.gSceneMgr.PreloadScene("Scene/allMap/ui/LoginUI");
        while (CoreEntry.gSceneMgr.SceneLoading)
        {
            while (displayProgress < lastPercent)    //预加载
            {
                displayProgress += 0.01f;
                InitUI.SetProgress(displayProgress);
                yield return(wait);
            }
            yield return(wait);
        }

        InitEnd();
        InitUI.SetProgress(1);

        yield return(StartCoroutine(MainPanelMgr.LoadStreamTexture(ClientSetting.Instance.GetStringValue("BackLogin"), string.Empty)));

        yield return(StartCoroutine(MainPanelMgr.LoadStreamTexture(ClientSetting.Instance.GetStringValue("LoginLogo2"), string.Empty)));

        yield return(StartCoroutine(MainPanelMgr.LoadStreamTexture(ClientSetting.Instance.GetStringValue(string.Format("Bg_loading{0}", UnityEngine.Random.Range(0, 4))), "Bg_loading")));

        MapMgr.Instance.EnterLoginScene();
    }