public void ArcadeModel() { Dictionary <string, object> data = new Dictionary <string, object>(); string difficultys = ""; for (int i = 0; i < GameOptionService.DifficultyLevels.Count; i++) { difficultys += "|" + GameOptionService.DifficultyLevels[i]; } string types = ""; for (int i = 0; i < GameOptionService.PoemTypes.Count; i++) { types += "|" + GameOptionService.PoemTypes[i]; } data.Add("GameType", "normal"); data.Add("DifficultyLevels", difficultys); data.Add("PoemTypes", types); SDKManager.Log("StartGame", data); GameLogic.s_GameModel = GameModel.Arcade; PoemLibrary.SetPoemByTag(GameOptionService.DifficultyLevels, GameOptionService.PoemTypes); ApplicationStatusManager.EnterStatus <GameStatus>(); }
public override void OnUpdate() { if (Application.platform == RuntimePlatform.Android && (Input.GetKeyDown(KeyCode.Escape)) || Input.GetKeyDown(KeyCode.Q)) { ApplicationStatusManager.EnterStatus <MainMenuState>(); } }
/// <summary> /// 程序启动 /// </summary> public void AppLaunch() { DontDestroyOnLoad(gameObject); Application.runInBackground = true; Screen.sleepTimeout = SleepTimeout.NeverSleep; SetResourceLoadType(useCacheWhenLoadResource); //设置资源加载类型 AudioPlayManager.Init(); MemoryManager.Init(); //内存管理初始化 Timer.Init(); //计时器启动 InputManager.Init(); //输入管理器启动 #if !UNITY_WEBGL UIManager.Init(); //UIManager启动 #else UIManager.InitAsync(); //异步加载UIManager #endif ApplicationStatusManager.Init(); //游戏流程状态机初始化 GlobalLogicManager.Init(); //初始化全局逻辑 if (AppMode != AppMode.Release) { GUIConsole.Init(); //运行时Console DevelopReplayManager.OnLunchCallBack += () => { SDKManager.Init(); //初始化SDKManger #if USE_LUA LuaManager.Init(); #endif InitGlobalLogic(); //全局逻辑 ApplicationStatusManager.EnterTestModel(m_Status); //可以从此处进入测试流程 }; DevelopReplayManager.Init(m_quickLunch); //开发者复盘管理器 LanguageManager.Init(); } else { Log.Init(false); //关闭 Debug SDKManager.Init(); //初始化SDKManger #if USE_LUA LuaManager.Init(); #endif InitGlobalLogic(); //全局逻辑 ApplicationStatusManager.EnterStatus(m_Status); //游戏流程状态机,开始第一个状态 LanguageManager.Init(); } if (s_OnApplicationModuleInitEnd != null) { s_OnApplicationModuleInitEnd(); } }
void ReceviceHotUpdateProgress(HotUpdateStatusInfo info) { if (info.m_loadState.isDone) { ApplicationStatusManager.EnterStatus <MainMenuState>(); } else { m_window.HotUpdate(info); } }
void OnClickExercise(InputUIOnClickEvent e) { Dictionary <string, object> data = new Dictionary <string, object>(); data.Add("GameType", "FavoritesList"); data.Add("FavoritesListCount", FavoritesService.GetFavoritesList().Count); SDKManager.Log("StartGame", data); UIManager.CloseUIWindow(this); GameLogic.s_GameModel = GameModel.normal; PoemLibrary.SetPoemByFavorite(FavoritesService.GetFavoritesList()); ApplicationStatusManager.EnterStatus <GameStatus>(); }
static int EnterStatus(IntPtr L) { try { ToLua.CheckArgsCount(L, 1); string arg0 = ToLua.CheckString(L, 1); ApplicationStatusManager.EnterStatus(arg0); return(0); } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e)); } }
void OnClickExercise(InputUIOnClickEvent e) { Dictionary <string, object> data = new Dictionary <string, object>(); data.Add("GameType", "singlePoem"); data.Add("poemName", s_poemData.m_key); SDKManager.Log("StartGame", data); UIManager.CloseUIWindow(this); GameLogic.s_GameModel = GameModel.normal; PoemLibrary.SetPoemByName(s_poemData.m_key); ApplicationStatusManager.EnterStatus <GameStatus>(); }
/// <summary> /// 程序启动 /// </summary> public void AppLaunch() { DontDestroyOnLoad(gameObject); SetResourceLoadType(); //设置资源加载类型 ResourcesConfigManager.Initialize(); //资源路径管理器启动 MemoryManager.Init(); //内存管理初始化 Timer.Init(); //计时器启动 InputManager.Init(); //输入管理器启动 #if !UNITY_WEBGL UIManager.Init(); //UIManager启动 #else UIManager.InitAsync(); //异步加载UIManager #endif ApplicationStatusManager.Init(); //游戏流程状态机初始化 GlobalLogicManager.Init(); //初始化全局逻辑 if (AppMode != AppMode.Release) { GUIConsole.Init(); //运行时Console DevelopReplayManager.OnLunchCallBack += () => { #if USE_LUA LuaManager.Init(); #endif InitGlobalLogic(); //全局逻辑 ApplicationStatusManager.EnterTestModel(m_Status); //可以从此处进入测试流程 }; DevelopReplayManager.Init(m_quickLunch); //开发者复盘管理器 } else { Log.Init(false); //关闭 Debug #if USE_LUA LuaManager.Init(); #endif InitGlobalLogic(); //全局逻辑 ApplicationStatusManager.EnterStatus(m_Status); //游戏流程状态机,开始第一个状态 } }
/// <summary> /// 程序启动 /// </summary> public void AppLaunch() { DontDestroyOnLoad(gameObject); SetResourceLoadType(); //设置资源加载类型 ResourcesConfigManager.Initialize(); //资源路径管理器启动 MemoryManager.Init(); //内存管理初始化 HeapObjectPool.Init(); Timer.Init(); //计时器启动 InputManager.Init(); //输入管理器启动 UIManager.Init(); //UIManager启动 ApplicationStatusManager.Init(); //游戏流程状态机初始化 GlobalLogicManager.Init(); //初始化全局逻辑 if (m_AppMode != AppMode.Release) { GUIConsole.Init(); //运行时Console DevelopReplayManager.OnLunchCallBack += () => { if (m_useLua) { LuaManager.Init(); } InitGlobalLogic(); //全局逻辑 ApplicationStatusManager.EnterTestModel(m_Status); //可以从此处进入测试流程 }; DevelopReplayManager.Init(m_quickLunch); //开发者复盘管理器 } else { Log.Init(false); //关闭 Debug if (m_useLua) { LuaManager.Init(); } InitGlobalLogic(); //全局逻辑 ApplicationStatusManager.EnterStatus(m_Status); //游戏流程状态机,开始第一个状态 } }
/// <summary> /// 程序启动 /// </summary> public void AppLaunch() { SetResourceLoadType(); //设置资源加载类型 BundleConfigManager.Initialize(); //资源路径管理器启动 Log.Init(); //日志系统启动 ApplicationStatusManager.Init(); //游戏流程状态机初始化 //初始化全局逻辑 InitGlobalLogic(); if (m_AppMode != AppMode.Release) { GUIConsole.Init(); //运行时Debug ApplicationStatusManager.EnterTestModel(m_Status); //可以从此处进入测试流程 } else { //游戏流程状态机,开始第一个状态 ApplicationStatusManager.EnterStatus(m_Status); } }
/// <summary> /// 程序启动 /// </summary> public void AppLaunch() { DontDestroyOnLoad(this); SetResourceLoadType(); //设置资源加载类型 ResourcesConfigManager.Initialize(); //资源路径管理器启动 InputManager.Init(); //输入管理器启动 UIManager.Init(); //UIManager启动 ApplicationStatusManager.Init(); //游戏流程状态机初始化 //初始化全局逻辑 GlobalLogicManager.Init(); if (m_AppMode != AppMode.Release) { GUIConsole.Init(); //运行时Console DevelopReplayManager.OnLunchCallBack += () => { LuaManager.Init(); InitGlobalLogic(); //全局逻辑 ApplicationStatusManager.EnterTestModel(m_Status); //可以从此处进入测试流程 }; DevelopReplayManager.Init(m_quickLunch); //开发者复盘管理器 } else { Log.Init(false); //关闭 Debug LuaManager.Init(); //全局逻辑 InitGlobalLogic(); //游戏流程状态机,开始第一个状态 ApplicationStatusManager.EnterStatus(m_Status); } }
void OnClickFavorite(InputUIOnClickEvent e) { SDKManager.Log("OpenFavorite", null); ApplicationStatusManager.EnterStatus <FavoriteStatus>(); }
void OnClickReturn(InputUIOnClickEvent e) { ApplicationStatusManager.EnterStatus <MainMenuState>(); }
void OnClickReturnMainMenu(InputUIOnClickEvent e) { ApplicationStatusManager.EnterStatus <DemoStatus>(); }
public void Back() { ApplicationStatusManager.EnterStatus <MainMenuState>(); }
public void OnGameStart(InputUIOnClickEvent e) { ApplicationStatusManager.EnterStatus <GameStatus>(); }
void OnClickOption(InputUIOnClickEvent e) { SDKManager.Log("OpenOption", null); ApplicationStatusManager.EnterStatus <OptionState>(); }
void OnClickNormalModel(InputUIOnClickEvent e) { ApplicationStatusManager.EnterStatus <ModelSelectState>(); }