/// <summary> /// 进入登录状态,显示引导界面 /// </summary> /// <param name="e"></param> /// <param name="lastState"></param> public override void Enter(Core.FSM.Event e, Core.FSM.FiniteStateMachine <Game> .State lastState) { // var control = Client.UIControllerManager.Instance.GetController<Client.UI.UILoginController>(); // control.setVisible(true); var control = Client.UIControllerManager.Instance.GetController <Client.UI.UIStartGuildWindowController> (); control.setVisible(true); }
/// <summary> /// 进入当前状态,显示进内圈的卡牌 /// </summary> /// <param name="e"></param> /// <param name="lastState"></param> public override void Enter(Core.FSM.Event e, Core.FSM.FiniteStateMachine <Room> .State lastState) { var func = (e as UpGradeEvent).lpfnUpGradeToInner; func(); CardManager.Instance.OpenCard((int)SpecialCardType.UpGradType); }
/// <summary> /// 显示选择角色界面 /// </summary> /// <param name="e"></param> /// <param name="lastState"></param> protected override void _OnEnter(Core.FSM.Event e, Core.FSM.FiniteStateMachine <Game> .State lastState) { // var control = Client.UIControllerManager.Instance.GetController<Client.UI.UISelectRoleWindowController>(); // control.setVisible(true); var control = Client.UIControllerManager.Instance.GetController <Client.UI.UIChooseRoleWindowController>(); control.setVisible(true); }
public override void Enter(Core.FSM.Event e, Core.FSM.FiniteStateMachine <Room> .State lastState) { Console.WriteLine("Enter WalkState"); VirtualServer.Instance.Send_NewWalkState(); float walkTime = _Content.players [_Content.CurrentPlayerIndex].RollPoints * _walkTimeUnity; _timer = new Counter(walkTime); }
/// <summary> /// 进入状态,显示游戏大厅界面 /// </summary> /// <param name="e"></param> /// <param name="lastState"></param> protected override void _OnEnter(Core.FSM.Event e, Core.FSM.FiniteStateMachine <Game> .State lastState) { // VirtualServer.Instance.Dispose(); // Client.Unit.BattleController.Instance.Dispose(); // SceneManager.Instance.Send_RequestEnterScene(0, null); var gameHalll = UIControllerManager.Instance.GetController <Client.UI.UIGameHallWindowController> (); gameHalll.setVisible(true); }
public override void Enter(Core.FSM.Event e, Core.FSM.FiniteStateMachine <Room> .State lastState) { _lpfnWalk = (e as WalkEvent).lpfnWalk; var controller = UIControllerManager.Instance.GetController <Client.UI.UIBattleController>(); if (null != controller) { controller.HideRollAnimation(); } }
/// <summary> /// 接受事件,切换状态 /// </summary> /// <param name="e"></param> /// <returns></returns> protected override Core.FSM.FiniteStateMachine <Game> .State _DoEvent(Core.FSM.Event e) { switch ((FSMEventType)e.ID) { case FSMEventType.GameHallEvent: return(new GameHallState(_Content)); default: break; } return(this); }
/// <summary> /// 接受事件,切换状态 /// </summary> /// <param name="e"></param> /// <returns></returns> protected override Core.FSM.FiniteStateMachine <Room> .State _DoEvent(Core.FSM.Event e) { switch ((FSMEventType)e.ID) { case FSMEventType.SelectEvent: return(new SelectState(_Content)); default: break; } return(this); }
/// <summary> /// 进入状态,显示游戏大厅界面 /// </summary> /// <param name="e"></param> /// <param name="lastState"></param> protected override void _OnEnter(Core.FSM.Event e, Core.FSM.FiniteStateMachine <Game> .State lastState) { //base._OnEnter (e, lastState); //VirtualServer.Instance.Dispose(); //Client.Unit.BattleController.Instance.Dispose(); //SceneManager.Instance.Send_RequestEnterScene(0, null); //Audio.AudioManager.Instance.StartMusic(); var gameHalll = UIControllerManager.Instance.GetController <Client.UI.UIGameHallWindowController> (); gameHalll.setVisible(true); //Audio.AudioManager.Instance.StartMusic(); // Console.Error.WriteLine("woqule,进入游戏大厅案例"); }
/// <summary> /// 退出当前状态时,ui界面掷筛子 /// </summary> /// <param name="e"></param> /// <param name="nextState"></param> protected override void _OnExit(Core.FSM.Event e, Core.FSM.FiniteStateMachine <Room> .State nextState) { // ytf0927 所有掷色子都可以看到 var controller = UIControllerManager.Instance.GetController <Client.UI.UIBattleController> (); if (null != controller) { if (null != _Content.CurrentPointsArr) { controller.Re_RequestRollArrs(_Content.CurrentPointsArr); } else { controller.Re_RequestRoll(_Content.CurrentPoints); } } return; // if (_Content.CurrentPlayerIndex == 0) // { // var controller = UIControllerManager.Instance.GetController<Client.UI.UIBattleController> (); // if (null != controller) // { // if(null != _Content.CurrentPointsArr) // { // // controller.Re_RequestRollArrs (_Content.CurrentPointsArr); // } // else // { // controller.Re_RequestRoll (_Content.CurrentPoints); // } // } // } // else // { // var playerInfor= PlayerManager.Instance.Players[_Content.CurrentPlayerIndex]; // if (null != playerInfor) // { // if (playerInfor.isThreeRoll == true) // { // playerInfor.isThreeRoll = false; // } // } // } }
/// <summary> /// 退出当前状态时,ui界面掷筛子 /// </summary> /// <param name="e"></param> /// <param name="nextState"></param> protected override void _OnExit(Core.FSM.Event e, Core.FSM.FiniteStateMachine <Room> .State nextState) { // ytf0927 所有掷色子都可以看到 var controller = UIControllerManager.Instance.GetController <Client.UI.UIBattleController> (); if (null != controller) { if (null != _Content.CurrentPointsArr) { controller.Re_RequestRollArrs(_Content.CurrentPointsArr); } else { controller.Re_RequestRoll(_Content.CurrentPoints); } } return; }
/// <summary> /// 接受事件,切换状态 /// </summary> /// <param name="e"></param> /// <returns></returns> protected override Core.FSM.FiniteStateMachine <Game> .State _DoEvent(Core.FSM.Event e) { switch ((FSMEventType)e.ID) { case FSMEventType.SelectRoleEvent: //单机选择角色 return(new SelectRoleState(_Content)); case FSMEventType.LoadingStateEvent: // loading状态 return(new LoadingState(_Content)); case FSMEventType.LoginEvent: //登录 return(new LoginState(_Content)); // case FSMEventType.NetSelectRoleEvent: // return new NetSelectRoleState (_Content); default: break; } return(this); }
/// <summary> /// 处理掷筛子数据,单机版随机点数,网络版读取后台数据,掷筛子的个数 /// </summary> /// <param name="e"></param> /// <param name="lastState"></param> public override void Enter(Core.FSM.Event e, Core.FSM.FiniteStateMachine <Room> .State lastState) { Console.WriteLine("Enter RollState"); int points = MathUtility.Random(1, 6); var arr = new int[] { 0, 0, 0 }; var isThreeRoll = false; var heroInfor = PlayerManager.Instance.Players[Client.Unit.BattleController.Instance.CurrentPlayerIndex]; if (heroInfor.isThreeRoll == true) { var tmpArr = new int[] { 0, 0, 0, 0, 0, 0, 0 }; points = 0; isThreeRoll = true; //单机模式掷两个筛子arr.Length for (var i = 0; i < 2; i++) { var tmpPoint = MathUtility.Random(1, 6); while (tmpArr[tmpPoint] == 1) { tmpPoint = MathUtility.Random(1, 6); } tmpArr[tmpPoint] = 1; arr[i] = tmpPoint; points += tmpPoint; } } //如果是联机玩家 if (GameModel.GetInstance.isPlayNet == true) { var tmparr = GameModel.GetInstance.curRollPoints; if (tmparr.Count == 3) { points = 0; for (var i = 0; i < arr.Length; i++) { points += tmparr[i]; arr[i] = tmparr[i]; } isThreeRoll = true; heroInfor.isThreeRoll = true; //Console.Error.WriteLine("当前三个筛子的点数和是:"+ points.ToString()); } else { isThreeRoll = false; heroInfor.isThreeRoll = false; points = tmparr[0]; //Console.Error.WriteLine("当前的点数是:"+points.ToString()); } } //points = 18; _Content.players[_Content.CurrentPlayerIndex].RollPoints = points; heroInfor.AddRollPoint(points); if (isThreeRoll == true) { VirtualServer.Instance.Send_NewRollState(points, arr); } else { VirtualServer.Instance.Send_NewRollState(points); } _timer = new Counter(0.58f); }
protected override void _OnExit(Core.FSM.Event e, Core.FSM.FiniteStateMachine <Room> .State nextState) { }
/// <summary> /// 进入玩家胜利状态,打开胜利界面卡牌 /// </summary> /// <param name="e"></param> /// <param name="lastState"></param> public override void Enter(Core.FSM.Event e, Core.FSM.FiniteStateMachine <Room> .State lastState) { CardManager.Instance.OpenCard((int)SpecialCardType.SuccessType); }
protected override void _OnExit(Core.FSM.Event e, Core.FSM.FiniteStateMachine <Game> .State nextState) { //base._OnExit (e, nextState); }
protected override void _OnExit(Core.FSM.Event e, Core.FSM.FiniteStateMachine <Game> .State nextState) { GameModel.GetInstance.DeleteSelectScene(); }
public override void Enter(Core.FSM.Event e, Core.FSM.FiniteStateMachine <Room> .State lastState) { _lpfnWalk = (e as WalkEvent).lpfnWalk; }
protected override void _OnExit(Core.FSM.Event e, Core.FSM.FiniteStateMachine <Room> .State nextState) { Console.WriteLine("Exit WalkState"); }
/// <summary> /// 进入掷筛子的状态,调用的函数 /// </summary> /// <param name="e"></param> /// <param name="lastState"></param> public override void Enter(Core.FSM.Event e, Core.FSM.FiniteStateMachine <Room> .State lastState) { }