public static void ShowStage(StageInfoRecord stageRecord) { Hashtable hash = new Hashtable(); hash.Add("StageInfo", stageRecord); GameCore.Instance.UIManager.ShowUI(UIConfig.UIFightBox, UILayer.BaseUI, hash); }
public static void ShowAsyn(StageInfoRecord stageRecord, int starCnt, List <AwardItem> awardList) { Hashtable hash = new Hashtable(); hash.Add("StageRecord", stageRecord); hash.Add("StarCnt", starCnt); hash.Add("AwardList", awardList); GameCore.Instance.UIManager.ShowUI(UIConfig.UIStageSucess, UILayer.SubPopUI, hash); }
public override string GetRecordEntries() { var record = new StageInfoRecord() { StageFileName = CSVParser.Instance.selectedStage, ElapsedTime = TimeManager.Instance.ElapsedTime }; return(JsonUtility.ToJson(record)); }
public void ResetSceneLogic(StageInfoRecord sceneRecord) { var mapRecord = StageMapRecord.ReadStageMap(sceneRecord.ScenePath); BallBox.Instance.Init(mapRecord); BallBox.Instance.InitBallInfo(); UpdateBalls(); RecordBallDamage.LoadingStageID = sceneRecord.Id; }
public void InitBattle(StageInfoRecord stageRecord, StageMapRecord stageMapRecord) { _StageRecord = stageRecord; _StageMapRecord = stageMapRecord; _BattleRound = 1; _StageLogic = stageMapRecord._MapStageLogic; InitRole(); _CurWave = -1; _CurOptRound = 0; StartNextWave(); _IsWinBattle = false; LogicManager.Instance.EnterFightFinish(); _AlreadyReviveTypes = new List <int>(); }
private void Refresh(StageInfoRecord stageRecord, int starCnt) { _StageName.text = stageRecord.Id; foreach (var effect in _StarEffect1) { effect.HideEffect(); } foreach (var effect in _StarEffect2) { effect.HideEffect(); } foreach (var effect in _StarEffect3) { effect.HideEffect(); } switch (starCnt) { case 1: foreach (var effect in _StarEffect1) { effect.PlayEffect(); } break; case 2: foreach (var effect in _StarEffect2) { effect.PlayEffect(); } break; case 3: foreach (var effect in _StarEffect3) { effect.PlayEffect(); } break; } }
private IEnumerator ShowPassEffect(StageInfoRecord stageRecord, int starCnt, List <AwardItem> awardList) { _PassEffect.gameObject.SetActive(true); _Panel.gameObject.SetActive(false); _PassEffect.PlayEffect(); foreach (var awardItem in _AwardItems) { awardItem.gameObject.SetActive(false); } yield return(new WaitForSeconds(1.8f)); _PassEffect.gameObject.SetActive(false); _Panel.gameObject.SetActive(true); Refresh(stageRecord, starCnt); for (int i = 0; i < awardList.Count; ++i) { _AwardItems[i].gameObject.SetActive(true); _AwardItems[i].SetAwardInfo(awardList[i]); } }
public override void RestoreObjectsFromRecordEntries(string serializedData) { stageInfo = JsonUtility.FromJson <StageInfoRecord>(serializedData); }