public UnitSceneEventData(STransportSceneBehaviour behaviour) { levelId = behaviour.levelId; position = behaviour.position; eventId = behaviour.eventId; state = behaviour.state; defalutUnit = false; RefreshAfterSetConfigData(); }
protected override void OnDestroy() { base.OnDestroy(); m_isEnding = false; m_teamMembers.Clear(); m_teamLeader = null; m_normalMember = null; m_tempTransportSceneBehaviour = null; m_allMemberTransportOver = false; m_moveOverCreature.Clear(); }
protected override void OnTransportScene(STransportSceneBehaviour behaviour) { //单机直接跳转 if (modulePVE.isStandalonePVE) { base.OnTransportScene(behaviour); return; } m_tempTransportSceneBehaviour = behaviour; moduleTeam.StartTransportScene(); moduleBattle.parseInput = false; modulePVE.DispathTransportSceneToUI(true); #if AI_LOG Module_AI.LogBattleMsg(player, "[begin to transport scene......behaviour is {0}]", behaviour.ToString()); #endif }
private void OnTransportScene(STransportSceneBehaviour b) { InitTouchAndMoveAlpha(); }
private void OnTransportScene(STransportSceneBehaviour b) { //重置界面参数 m_pveEventObj.SetActive(false); }
/// <summary> /// 开始组队模式开始转移场景 /// 必须收到服务器的所有玩家可以转移场景通知后才可调用 /// </summary> /// <param name="behaviour"></param> protected override void HandleTransportScene(STransportSceneBehaviour behaviour) { base.HandleTransportScene(behaviour); //foreach (var member in m_teamMembers) member.enableUpdate = false; }