/// <summary> /// 根据玩家的战斗阶段初始化 /// </summary> /// <param name="eRoleStage"></param> /// <param name="unBackUpTime"></param> /// <param name="unTimeLimit"></param> /// <param name="eQueryTimeType"></param> public void OnSelfEnterRoleStage(EClientRoleStage eRoleStage, uint unBackUpTime, uint unTimeLimit, EQueryTimeType eQueryTimeType) { this.m_eRoleStage = eRoleStage; this.m_eQueryTimeType = eQueryTimeType; switch (this.m_eRoleStage) { case EClientRoleStage.ROLE_STAGE_REMOVE: break; case EClientRoleStage.ROLE_STAGE_WAIT: this.EndShowStage(); break; } if (base.Prepared) { if (this.m_eRoleStage == EClientRoleStage.ROLE_STAGE_MOVE) { base.uiBehaviour.m_Button_Finish.SetVisible(true); base.uiBehaviour.m_Label_Finish.SetText("Stop"); } else if (this.m_eRoleStage == EClientRoleStage.ROLE_STAGE_ACTION) { base.uiBehaviour.m_Button_Finish.SetVisible(true); base.uiBehaviour.m_Label_Finish.SetText("End"); } else if (this.m_eRoleStage == EClientRoleStage.ROLE_STAGE_WAIT) { base.uiBehaviour.m_Button_Finish.SetVisible(false); } else if (this.m_eRoleStage == EClientRoleStage.ROLE_STAGE_SELECT_BORN_POS) { base.uiBehaviour.m_Button_Finish.SetVisible(false); } } }
/// <summary> /// 发送给服务器结束本战斗阶段 /// </summary> /// <param name="stage"></param> public void SendFinishRoleStage(EClientRoleStage stage) { CptcC2MReq_EndRoleStage msg = new CptcC2MReq_EndRoleStage(); msg.beastId = Singleton <BeastRole> .singleton.Id; msg.stage = (int)Singleton <BeastRole> .singleton.eRoleStage; this.SendMsg(msg); this.m_log.Debug("SendFinishedRoleStage:" + stage.ToString()); }
public void OnBeastEnterRoleStage(long unBeastId, EClientRoleStage eRoleStage, uint unBackupLimit, uint unTimeLimit, uint unTargetBeastId, EQueryTimeType eQueryTimeType) { Beast beastById = this.GetBeastById(unBeastId); if (beastById != null) { beastById.TargetBeastId = unTargetBeastId; beastById.OnEnterRoleStage(eRoleStage, unBackupLimit, unTimeLimit, unTargetBeastId, eQueryTimeType); } }
public void EnableButtonFinish(bool enable, EClientRoleStage eRoleStage) { if (base.Prepared) { base.uiBehaviour.m_Button_Finish.SetVisible(enable); if (eRoleStage == EClientRoleStage.ROLE_STAGE_MOVE || eRoleStage == EClientRoleStage.ROLE_STAGE_REMOVE) { base.uiBehaviour.m_Label_Finish.SetText("Stop"); } if (eRoleStage == EClientRoleStage.ROLE_STAGE_ACTION) { base.uiBehaviour.m_Label_Finish.SetText("End"); } } }
/// <summary> /// 神兽进入阶段 /// </summary> /// <param name="eNewRoleStage"></param> /// <param name="unBackUpTime"></param> /// <param name="unTimeLimit"></param> /// <param name="unTargetPlayerID"></param> /// <param name="eQueryTimeType"></param> public void OnEnterRoleStage(EClientRoleStage eNewRoleStage, uint unBackUpTime, uint unTimeLimit, uint unTargetPlayerID, EQueryTimeType eQueryTimeType) { //如果又一次重新进入该操作状态,就刷新该状态 if (this.eRoleStage == eNewRoleStage) { this.RefreshRoleStage(unBackUpTime, unTimeLimit, unTargetPlayerID, eQueryTimeType); } else { if (eNewRoleStage == EClientRoleStage.ROLE_STAGE_WAIT) { //如果是操作等待状态的时候,就不随机播放声音 this.m_bToPlayVoiceInRound = false; this.m_bToPlayVoiceOutRound = true; this.m_fvoiceOutRoundMoment = Time.time + (float)UnityEngine.Random.Range(60, 90); } else { this.m_bToPlayVoiceOutRound = false; } if (eNewRoleStage == EClientRoleStage.ROLE_STAGE_MOVE) { this.PlayAnim("Run"); } else { if (this.eRoleStage == EClientRoleStage.ROLE_STAGE_MOVE) { this.StopAnim("Run"); } } this.eRoleStage = eNewRoleStage; if (eNewRoleStage == EClientRoleStage.ROLE_STAGE_ACTION) { Debug.Log("进入到Action阶段"); } if (this.Role) { Singleton <BeastRole> .singleton.OnEnterRoleStage(eNewRoleStage, unBackUpTime, unTimeLimit, unTargetPlayerID, eQueryTimeType); } } }
public void OnBeastEnterRoleStage(long unBeastId, EClientRoleStage eRoleStage, uint unBackupLimit, uint unTimeLimit, EQueryTimeType eQueryTimeType) { this.OnBeastEnterRoleStage(unBeastId, eRoleStage, unBackupLimit, unTimeLimit, 0u, eQueryTimeType); }
/// <summary> /// 神兽进入战斗阶段 /// </summary> /// <param name="unBeastId"></param> /// <param name="eRoleStage"></param> /// <param name="unTimeLimit"></param> public void OnBeastEnterRoleStage(long unBeastId, EClientRoleStage eRoleStage, uint unTimeLimit) { this.OnBeastEnterRoleStage(unBeastId, eRoleStage, 0u, unTimeLimit, 0u, EQueryTimeType.NORMAL_QUERY_TIME); }
/// <summary> /// 自己神兽角色进入操作状态 /// </summary> /// <param name="eRoleStage"></param> /// <param name="unBackUpTime"></param> /// <param name="unTimeLimit"></param> /// <param name="unTargetHeroID"></param> /// <param name="eQueryTimeType"></param> public void OnEnterRoleStage(EClientRoleStage eRoleStage, uint unBackUpTime, uint unTimeLimit, uint unTargetHeroID, EQueryTimeType eQueryTimeType) { //DlgBase<DlgMain, DlgMainBehaviour>.singleton.OnSelfEnterRoleStage(eRoleStage, unBackUpTime, unTimeLimit, eQueryTimeType); switch (eRoleStage) { case EClientRoleStage.ROLE_STAGE_COMPUTE_STATE: Singleton <OpStateManager> .singleton.ChangeState(enumOpState.eOpState_Compute); break; case EClientRoleStage.ROLE_STAGE_TAKE_CARD: Singleton <OpStateManager> .singleton.ChangeState(enumOpState.eOpState_Wait); break; case EClientRoleStage.ROLE_STAGE_MOVE: Singleton <OpStateManager> .singleton.ChangeState(enumOpState.eOpState_Move); break; case EClientRoleStage.ROLE_STAGE_ACTION: Singleton <OpStateManager> .singleton.ChangeState(enumOpState.eOpState_Action); break; case EClientRoleStage.ROLE_STAGE_DISCARD_CRAD: Singleton <OpStateManager> .singleton.ChangeState(enumOpState.eOpState_DiscardCard); break; case EClientRoleStage.ROLE_STAGE_SELECT_BORN_POS: Singleton <OpStateManager> .singleton.ChangeState(enumOpState.eOpState_SelectBornPos); break; case EClientRoleStage.ROLE_STAGE_REVIVE: Singleton <OpStateManager> .singleton.ChangeState(enumOpState.eOpState_Revive); break; case EClientRoleStage.ROLE_STAGE_RE_SELECT_HERO: Singleton <OpStateManager> .singleton.ChangeState(enumOpState.eOpState_ReSelectHero); break; case EClientRoleStage.ROLE_STAGE_RE_SELECT_SKILL: Singleton <OpStateManager> .singleton.ChangeState(enumOpState.eOpState_ReSelectSkill); break; case EClientRoleStage.ROLE_STAGE_RE_SELECT_CARD: Singleton <OpStateManager> .singleton.ChangeState(enumOpState.eOpState_ReSelectCard); break; case EClientRoleStage.ROLE_STAGE_FIRST_AID_QUERY: Singleton <OpStateManager> .singleton.ChangeState(enumOpState.eOpState_FirstAidQuery); break; case EClientRoleStage.ROLE_STAGE_DODGE_QUERY: Singleton <OpStateManager> .singleton.ChangeState(enumOpState.eOpState_DodgeQuery); break; case EClientRoleStage.ROLE_STAGE_BASE_HURT_DEFENCE_QUERY: Singleton <OpStateManager> .singleton.ChangeState(enumOpState.eOpState_BaseHurtDefence); break; case EClientRoleStage.ROLE_STAGE_EXTRACT_ENEMY_CARD: Singleton <OpStateManager> .singleton.ChangeState(enumOpState.eOpState_ExtractEnemyCard); break; case EClientRoleStage.ROLE_STAGE_REMOVE: Singleton <OpStateManager> .singleton.ChangeState(enumOpState.eOpState_ReMove); break; case EClientRoleStage.ROLE_STAGE_STATUS_PURIFY: Singleton <OpStateManager> .singleton.ChangeState(enumOpState.eOpState_StatusPurify); break; case EClientRoleStage.ROLE_STAGE_ALTER_SELF_SKILL_CD: Singleton <OpStateManager> .singleton.ChangeState(enumOpState.eOpState_AlterSelfSkillCD); break; case EClientRoleStage.ROLE_STAGE_WAIT: Singleton <OpStateManager> .singleton.ChangeState(enumOpState.eOpState_Wait); break; } }