protected override void onInit(SceneProcedure lastProcedure, string intent) { // 从待机流程和选择赛道流程跳转过来,正常显示布局 if (!lastProcedure.isThisOrParent(PROCEDURE_TYPE.PT_START_SETTING)) { // 设置摄像机的变换 RoleDisplay roleDisplay = mSceneSystem.getScene <RoleDisplay>(GameDefine.ROLE_DISPLAY); GameCamera mainCamera = mCameraManager.getMainCamera(); if (!lastProcedure.isThisOrParent(PROCEDURE_TYPE.PT_START_SELECT_TRACK)) { mainCamera.copyCamera(roleDisplay.mCameraPositionObject0); LayoutTools.LOAD_NGUI_SHOW(LAYOUT_TYPE.LT_BUTTOM_PROMPT, 9); } else { Transform cameraPos0 = roleDisplay.mCameraTransform0; ObjectTools.MOVE_OBJECT(mainCamera, mainCamera.getPosition(), cameraPos0.localPosition, 0.5f); ObjectTools.ROTATE_OBJECT(mainCamera, mainCamera.getRotation(), cameraPos0.localEulerAngles, 0.5f); } LayoutTools.LOAD_NGUI_SHOW(LAYOUT_TYPE.LT_SELECT_ROLE, 9); } // 从设置流程跳转过来,立即显示布局 else { LayoutTools.LOAD_NGUI_SHOW(LAYOUT_TYPE.LT_BUTTOM_PROMPT, 9); } LayoutTools.LOAD_NGUI_SHOW(LAYOUT_TYPE.LT_RETURN, 0); // 设置当前选中角色 CommandStartSceneSelectRole cmd = newCmd(out cmd); cmd.mIndex = mRoleSystem.getSelectedIndex(); cmd.mPlayAudio = false; pushCommand(cmd, mGameScene); }
public override void enter(StateParam param) { mAnimation.CrossFade(GameDefine.ANIM_TURN_RIGHT); mAnimation.CrossFadeQueued(GameDefine.ANIM_RIDE); RoleDisplay scene = mSceneSystem.getScene <RoleDisplay>(GameDefine.ROLE_DISPLAY); ObjectTools.MOVE_OBJECT_EX(mPlayer, scene.mRolePosition0, scene.mRolePosition2, 1.0f, onMoveDone); }
protected void LoadRoleMode() { if (roles[job - 1] == null) { roles[job - 1] = new RoleDisplay(); roles[job - 1].CreateRole(job, LoadCallBack); } else { ShowMode(job); } }
private void ShowModel() { if (null == roleModel) { roleModelDict[roleJob] = new RoleDisplay(); roleModel.CreateRole((int)roleJob, LoadCallBack); } else { modelSpin.target = roleModel.GoBase.transform.GetChild(0); roleModel.GoBase.SetActive(true); } }
protected override void onInit(SceneProcedure lastProcedure, string intent) { if (lastProcedure.isThisOrParent(PROCEDURE_TYPE.PT_START_SETTING)) { LayoutTools.LOAD_NGUI_SHOW(LAYOUT_TYPE.LT_BUTTOM_PROMPT, 0); } LayoutTools.LOAD_NGUI_SHOW(LAYOUT_TYPE.LT_SELECT_TRACK, 0); RoleDisplay roleDisplay = mSceneSystem.getScene <RoleDisplay>(GameDefine.ROLE_DISPLAY); Transform cameraPos1 = roleDisplay.mCameraTransform1; GameCamera mainCamera = mCameraManager.getMainCamera(); ObjectTools.MOVE_OBJECT(mainCamera, mainCamera.getPosition(), cameraPos1.localPosition, 0.5f); ObjectTools.ROTATE_OBJECT(mainCamera, mainCamera.getRotation(), cameraPos1.localEulerAngles, 0.5f); CommandStartSceneSelectTrack cmdTrack = newCmd(out cmdTrack); cmdTrack.mTrack = mRaceSystem.getTrackIndex(); cmdTrack.mPlayAudio = false; pushCommand(cmdTrack, mGameScene); }
public override void enter(StateParam param) { mCharacterManager.activeCharacter(mPlayer, true); RoleDisplay scene = mSceneSystem.getScene <RoleDisplay>(GameDefine.ROLE_DISPLAY); ObjectTools.MOVE_OBJECT_EX(mPlayer, scene.mRolePosition1, scene.mRolePosition0, 1.0f, onMoveDone); mPlayer.resetRotation(); // 设置静止状态拖尾,播放骑行动作 mPlayer.activeTrail(true); AnimationOdds anim = generateAnimation(); mAnimation.Play(anim.mAnimName); mAnimation[anim.mAnimName].speed = 1.5f; mAnimation.PlayQueued(anim.mNextAnim); mAnimation[anim.mNextAnim + GameDefine.QUEUE_SUFFIX].speed = 1.5f; mPlayer.getSelectAnimation().Clear(); mPlayer.getSelectAnimation().Add(anim.mAnimName); mPlayer.getSelectAnimation().Add(anim.mNextAnim); }
protected override void onInit(SceneProcedure lastProcedure, string intent) { LayoutTools.LOAD_NGUI_SHOW(LAYOUT_TYPE.LT_SETTLEMENT, 10); // 卸载除了角色展示以外的所有场景 mSceneSystem.unloadOtherScene(GameDefine.ROLE_DISPLAY); // 激活场景,初始化场景 mSceneSystem.activeScene(GameDefine.ROLE_DISPLAY); mSceneSystem.initScene(GameDefine.ROLE_DISPLAY); // 设置摄像机位置 RoleDisplay roleDisplay = mSceneSystem.getScene <RoleDisplay>(GameDefine.ROLE_DISPLAY); mCameraManager.getMainCamera().copyCamera(roleDisplay.mCameraPositionObject0); // 给主角添加选中状态 CommandCharacterAddState cmdState = newCmd(out cmdState); cmdState.mState = PLAYER_STATE.PS_ON_SELECT_ROLE; pushCommand(cmdState, mCharacterManager.getMyself()); }