IEnumerator ShowGuideLeader(GUIDE_COPYEND_STEP currentstep) { GameObject main1 = null; GameObject obj = null; switch (currentstep) { case GUIDE_COPYEND_STEP.LABEL_1: //申请好友弹出框 //player.ShowLabel(guide_copyend_texts[labelIndex++]); //ShowLabel(0, "(申请好友)再入无量山,又认识新的义士,认为新闺蜜,以后一起开派对!"); ShowLabel(0, guide_copyend_texts[labelIndex++]); break; case GUIDE_COPYEND_STEP.LABEL_2: //好友能力弹出框 //player.ShowLabel(guide_copyend_texts[labelIndex++]); //ShowLabel(0, "(好友能力)闺蜜一起上阵,还能够让我更快找到他"); ShowLabel(0, guide_copyend_texts[labelIndex++]); break; case GUIDE_COPYEND_STEP.SELECT_1: //申请好友引导 player.nextStep = null; player.DisableRowZhao(); //一号位队员按钮 while (main1 == null) { main1 = mainLogic.getController(MainUILogic.ChildIndex.FriendShipSettleController); yield return(new WaitForSeconds(waitSecond)); } FriendShipSettleController fssc = main1.GetComponent <FriendShipSettleController>(); while (obj == null) { obj = fssc.getGuideItem(); yield return(new WaitForSeconds(waitSecond)); } SetKeyObj(obj); UpdateKeyObject(); //下一步消息触发位于FriendShipController(70,13) //箭头位置设置 player.SetRowPositionS(keyObject); break; case GUIDE_COPYEND_STEP.END: RecoverKeyObject(); GuideManager.Instance.FinishedStep(GuideManager.GUIDE_STEP.COPY1_2_END); break; } }
public void ShowGuideLeader(GUIDE_COPYEND_STEP currentstep) { switch (currentstep) { case GUIDE_COPYEND_STEP.LABEL_1: //申请好友弹出框 //ShowLabel(0, "(副本作用)武林向来多血雨,为他又何惧?待我重入无量山,宁可错杀一千,绝不放过一个"); ShowLabel(0, guide_copyend_texts[labelIndex++]); player.nextStep = NextStep; //执行处位于BattleEndController(327,13) break; case GUIDE_COPYEND_STEP.END: RecoverKeyObject(); GuideManager.Instance.FinishedStep(GuideManager.GUIDE_STEP.COPY1_1_END); //跳转至副本1-2(中断后返回应从主界面开始) //mainLogic.ReturnToMainUI(); ReturnToPVEList(); break; } }