public static void prepareChangeProcedure(Type procedure, float prepareTime = 0.001f, string intent = null) { CommandGameScenePrepareChangeProcedure cmd = newCmd(out cmd); cmd.mProcedure = procedure; cmd.mIntent = intent; cmd.mPrepareTime = prepareTime; pushCommand(cmd, mGameSceneManager.getCurScene()); }
protected override void onInit(SceneProcedure lastProcedure, string intent) { // 显示比赛结束倒计时 LayoutTools.SHOW_LAYOUT(LAYOUT_TYPE.LT_END_COUNT_DOWN); // 10秒后跳转到结束流程 CommandGameScenePrepareChangeProcedure cmdProcedure = newCmd(out cmdProcedure); cmdProcedure.mProcedure = PROCEDURE_TYPE.PT_MAIN_FINISH; cmdProcedure.mPrepareTime = 10.0f; pushCommand(cmdProcedure, mGameScene); }
protected override void onInit(SceneProcedure lastProcedure, string intent) { LT.SHOW_LAYOUT(LAYOUT_TYPE.LT_DICE); // 通知全部角色信息布局全部准备完毕 mScriptAllCharacterInfo.notifyStartGame(); mScriptMahjongFrame.notifyStartGame(); CommandGameScenePrepareChangeProcedure cmd = newCmd(out cmd); cmd.mProcedure = PROCEDURE_TYPE.PT_MAHJONG_RUNNING_GET_START; cmd.mPrepareTime = mScriptDice.getDiceAnimTime() + 1.0f; pushCommand(cmd, mGameScene); }
protected override void onKeyProcess(float elapsedTime) { // 返回到待机流程 if (mGameInputManager.getKeyCurrentDown(KeyCode.Y)) { LayoutTools.HIDE_LAYOUT(LAYOUT_TYPE.LT_SELECT_ROLE, true); LayoutTools.HIDE_LAYOUT(LAYOUT_TYPE.LT_BUTTOM_PROMPT, true); CommandGameSceneChangeProcedure cmd = newCmd(out cmd); cmd.mProcedure = PROCEDURE_TYPE.PT_START_STAND_BY; pushCommand(cmd, mGameScene); GameTools.PLAY_AUDIO_UI(mScriptGlobalAudio.getAudioWindow(), SOUND_DEFINE.SD_CLICK_BUTTON); return; } // 进入选择赛道流程 if (mGameInputManager.getKeyCurrentDown(KeyCode.A)) { LayoutTools.HIDE_LAYOUT(LAYOUT_TYPE.LT_SELECT_ROLE); CommandGameScenePrepareChangeProcedure cmd = newCmd(out cmd); cmd.mProcedure = PROCEDURE_TYPE.PT_START_SELECT_TRACK; cmd.mPrepareTime = 0.5f; pushCommand(cmd, mGameScene); GameTools.PLAY_AUDIO_UI(mScriptGlobalAudio.getAudioWindow(), SOUND_DEFINE.SD_CLICK_BUTTON); return; } // 进入设置流程 if (mGameInputManager.getKeyCurrentDown(KeyCode.X)) { LayoutTools.HIDE_LAYOUT(LAYOUT_TYPE.LT_BUTTOM_PROMPT); CommandGameScenePrepareChangeProcedure cmd = newCmd(out cmd); cmd.mProcedure = PROCEDURE_TYPE.PT_START_SETTING; cmd.mPrepareTime = 0.5f; pushCommand(cmd, mGameScene); GameTools.PLAY_AUDIO_UI(mScriptGlobalAudio.getAudioWindow(), SOUND_DEFINE.SD_CLICK_BUTTON); return; } // 选择上一个角色 if (mGameInputManager.turnLeft()) { CommandStartSceneSelectRole cmd = newCmd(out cmd); cmd.mIndex = mRoleSystem.getLastIndex(); pushCommand(cmd, mGameScene); } // 选择下一个角色 if (mGameInputManager.turnRight()) { CommandStartSceneSelectRole cmd = newCmd(out cmd); cmd.mIndex = mRoleSystem.getNextIndex(); pushCommand(cmd, mGameScene); } }
protected override void onKeyProcess(float elapsedTime) { if (mGameInputManager.getKeyCurrentDown(KeyCode.Y)) { CommandGameScenePrepareChangeProcedure cmd = newCmd(out cmd, true, false); cmd.mProcedure = PROCEDURE_TYPE.PT_START_SELECT_ROLE; cmd.mPrepareTime = 1.0f; pushCommand(cmd, mGameScene); GameTools.PLAY_AUDIO_UI(mScriptGlobalAudio.getAudioWindow(), SOUND_DEFINE.SD_CLICK_BUTTON); return; } if (mGameInputManager.getKeyCurrentDown(KeyCode.X)) { LayoutTools.HIDE_LAYOUT(LAYOUT_TYPE.LT_BUTTOM_PROMPT); CommandGameScenePrepareChangeProcedure cmd = newCmd(out cmd); cmd.mProcedure = PROCEDURE_TYPE.PT_START_SETTING; cmd.mPrepareTime = 0.25f; pushCommand(cmd, mGameScene); GameTools.PLAY_AUDIO_UI(mScriptGlobalAudio.getAudioWindow(), SOUND_DEFINE.SD_CLICK_BUTTON); return; } if (mGameInputManager.turnLeft()) { CommandStartSceneSelectTrack cmdTrack = newCmd(out cmdTrack); cmdTrack.mTrack = mRaceSystem.getLastTrackIndex(); pushCommand(cmdTrack, mGameScene); } if (mGameInputManager.turnRight()) { CommandStartSceneSelectTrack cmdTrack = newCmd(out cmdTrack); cmdTrack.mTrack = mRaceSystem.getNextTrackIndex(); pushCommand(cmdTrack, mGameScene); } if (mGameInputManager.getKeyCurrentDown(KeyCode.A)) { CommandGameSceneChangeProcedure cmd = newCmd(out cmd); cmd.mProcedure = PROCEDURE_TYPE.PT_START_CONFIRM_SELECTION; pushCommand(cmd, mGameScene); GameTools.PLAY_AUDIO_UI(mScriptGlobalAudio.getAudioWindow(), SOUND_DEFINE.SD_CLICK_BUTTON); return; } }
protected override void onKeyProcess(float elapsedTime) { if (mGameInputManager.getKeyCurrentDown(KeyCode.X)) { // 准备在0.5秒之后跳转到选择角色流程 CommandGameScenePrepareChangeProcedure cmd = newCmd(out cmd); cmd.mProcedure = mGameScene.getLastProcedureType(); cmd.mPrepareTime = 0.5f; pushCommand(cmd, mGameScene); GameTools.PLAY_AUDIO_UI(mScriptGlobalAudio.getAudioWindow(), SOUND_DEFINE.SD_CLICK_BUTTON); return; } if (mGameInputManager.getKeyDown(KeyCode.A)) { setVolume(mGameSetting.getCurVolume() + 0.01f); } if (mGameInputManager.getKeyDown(KeyCode.B)) { setVolume(mGameSetting.getCurVolume() - 0.01f); } }