public bool ShowCaptionUpWnd() { CombatScene combat = SceneM.GetCurIScene() as CombatScene; if (combat != null) { UserInfo old = combat.m_oldUserInfo; if (old.Level < UserDC.GetLevel()) { CaptionUpgradeWnd cuw = WndManager.GetDialog <CaptionUpgradeWnd>(); int oldMaxPhysical = UserM.GetMaxPhysical(old.Level); int newMaxPhysical = UserM.GetMaxPhysical(UserDC.GetLevel()); int oldMaxherolevel = UserM.GetUserMaxHeroLevel(old.Level); int newMaxherolevel = UserM.GetUserMaxHeroLevel(UserDC.GetLevel()); cuw.SetData(old.Level, UserDC.GetLevel(), StageDC.GetStageResult().win ? old.Physical - StageDC.GetCounterPartInfo().win_physical : old.Physical - StageDC.GetCounterPartInfo().lose_physical, UserDC.GetPhysical(), oldMaxPhysical, newMaxPhysical, oldMaxherolevel, newMaxherolevel); cuw.MyHead.BtnBg.OnClickEventHandler += BackMainScence; cuw.MyHead.BtnClose.OnClickEventHandler += BackMainScence; return(true); } } return(false); }
void BtnRebattle_OnClickEventHandler(UIButton sender) { Time.timeScale = 1f; WndManager.DestoryDialog <CombatSchedulerWnd>(); BSC.AntiAllRegisterHooks(); SceneM.Load(ViewStageScene.GetSceneName(), false, null, false); }
/// <summary> /// 战前NPC对话 /// </summary> private void DoStartTalks(List <CounterPartDialogUnit> ltalk) { if (ltalk.Count == 0) { return; } MyHead.btnCombat.enabled = false; List <int> lNpcID = new List <int>(); List <string> lStrTalks = new List <string>(); List <NpcDirection> lWndDirs = new List <NpcDirection>(); foreach (CounterPartDialogUnit t in ltalk) { lNpcID.Add(t.npcid); lStrTalks.Add(t.talk); lWndDirs.Add((NpcDirection)t.position); } NpcTalksWnd wnd = WndManager.GetDialog <NpcTalksWnd>(); wnd.SetData(lNpcID, lStrTalks, lWndDirs); ViewStageScene scene = SceneM.GetCurIScene() as ViewStageScene; if (scene != null && scene.GoldTransform != null) { Transform tGoldRoom = scene.GoldTransform; LifeObj obj = tGoldRoom.GetComponent <LifeObj>(); if (obj != null) { Vector3 pos = obj.GetLife().GetLifeProp().HelpPoint.GetVauleByKey(BuildHelpPointName.guidePos).transform.position; wnd.SetWndStyle(2, pos); } } }
void BtnStage_OnClickEventHandler(UIButton sender) { BattleEnvironmentM.SetBattleEnvironmentMode(BattleEnvironmentMode.CombatPVE); //获取关卡信息 StageDC.SetCompaignStage(m_type, m_StageID); SceneM.Load(ViewStageScene.GetSceneName(), false, null, false); }
/// <summary> /// 点击事件 /// </summary> public override bool OnClick() { TreasureScene.SetTreasureState(TreasureState.CanvasEdit); SceneM.Load(TreasureScene.GetSceneName(), false, false); return(true); }
public void DoEvent(UIButton sender) { BattleEnvironmentM.SetBattleEnvironmentMode(BattleEnvironmentMode.CombatPVE); //获取关卡信息 StageDC.SetCompaignStage(m_Type, m_StageID); SceneM.Load(ViewStageScene.GetSceneName(), false, false); }
void BtnExit_OnClickEventHandler(UIButton sender) { Time.timeScale = 1f; StageDC.SendStageSettleRequest(StageDC.GetCompaignStageID(), null, null, true, false); WndManager.DestoryDialog <CombatSchedulerWnd>(); BSC.AntiAllRegisterHooks(); SceneM.Load(MainTownScene.GetSceneName(), false, null, false); }
void OnMouseUp() { IScene scene = SceneM.GetCurIScene(); if (null != scene) { scene.OnMouseUp(this); } }
private IEnumerator DestorySelfWnd(float delayTime) { yield return(new WaitForSeconds(delayTime)); //LoginM.Init(null); //LoginM.ConnectLoginServer(); SceneM.Load(BattleScene.GetSceneName()); WndManager.DestoryWnd <StarupWnd>(); }
public virtual void Awake() { IGGString.Init(); DontDestroyOnLoad(gameObject); //Application.targetFrameRate = 30; SceneM.LinkScheduler(gameObject); EventCenter.Init(); NetCache.Init(); protobufM.Init(); }
/// <summary> /// 退出金银岛场景. /// </summary> public static void OutTreasureScene() { if (TreasureScene.m_SceneState == TreasureState.CanvasEdit) { MainTownInit.s_currentState = MainTownState.None; } SceneM.Load(MainTownScene.GetSceneName(), false, false); // UniversalObj.s_instane.SetBackGroundByState(UniversalObjState.None); MainCameraM.s_Instance.EnableDrag(true); TreasureScene.m_SceneState = TreasureState.None; }
void Start() { TextAsset binAsset = Resources.Load("Config/sdata", typeof(TextAsset)) as TextAsset; byte[] data = binAsset.bytes; sdata.StaticDataResponse sdResp = new sdata.StaticDataResponse(); sdResp = protobufM.Deserialize(sdResp.ToString(), data) as sdata.StaticDataResponse; DataCenter.LoadStaticDataToLocal(sdResp); DataCenter.SimulationData(); SceneM.Load(MainTownScene.GetSceneName(), false, null, false); }
public virtual void Start() { m_ISceneOwer = SceneM.GetCurIScene(); if (SceneM.IsLoading) { m_ISceneOwer = SceneM.GetLoadingIScene(); } if (null != m_ISceneOwer) { m_ISceneOwer.AddSceneObj(this); } }
// 登记所有的场景处理器 private static void RegisterScene() { SceneM.RegisterScene(CombatScene.GetSceneName(), new CombatScene()); SceneM.RegisterScene(MainTownScene.GetSceneName(), new MainTownScene()); SceneM.RegisterScene(ViewStageScene.GetSceneName(), new ViewStageScene()); SceneM.RegisterScene(TreasureScene.GetSceneName(), new TreasureScene()); SceneM.RegisterLoadingAnim(CombatScene.GetSceneName(), new LoadingMainTown()); SceneM.RegisterLoadingAnim(MainTownScene.GetSceneName(), new LoadingMainTown()); SceneM.RegisterLoadingAnim(ViewStageScene.GetSceneName(), new LoadingMainTown()); SceneM.RegisterLoadingAnim(TreasureScene.GetSceneName(), new LoadingMainTown()); }
private void Awake() { Application.targetFrameRate = 40; Screen.sleepTimeout = SleepTimeout.NeverSleep; if (instance != null) { Destroy(gameObject); return; } instance = this; //DontDestroyOnLoad(gameObject); }
//public GameObject m_body; // Use this for initialization public virtual void Start() { gameObject.SetActive(bAutoActive); m_ISceneOwer = SceneM.GetCurIScene(); if (SceneM.IsLoading) { m_ISceneOwer = SceneM.GetLoadingIScene(); } if (null != m_ISceneOwer) { m_ISceneOwer.AddSceneObj(this); } }
// Start is called before the first frame update void Start() { //読み込む gameManager = GameObject.Find("GameManager").GetComponent <SceneM>(); gameManager = gameManager.GetComponent <SceneM>(); cntNum = 0; cntFlag = true; //フェードイン消去 Destroy(fadeInInstance); select = gameObject.GetComponent <AudioSource>(); decision = gameObject.GetComponent <AudioSource>(); }
/// <summary> /// 0702 获取所有已造建筑回应 /// </summary> /// <param name="Info"></param> void CanCombat(int nErrorCode) { DataCenter.AntiRegisterHooks((int)gate.Command.CMD.CMD_702, CanCombat); if (nErrorCode == 0) { NGUIUtil.DebugLog("2:收到702 获取所有建筑请求 回应" + Time.time, "yellow"); SceneM.Load(CombatScene.GetSceneName(), false, null, false); } else { Debug.Log("获取数据失败:" + nErrorCode.ToString()); } }
void ClickCombat(UIButton sender) { CounterPartInfo Info = StageDC.GetCounterPartInfo(); if (Info == null) { return; } if (m_type != StageType.Normal) { int Times = StageDC.GetPassStageTimes(m_type, m_stageid); if (Times >= Info.times) { NGUIUtil.ShowTipWndByKey("88800031", 2); return; } } if (StageDC.GetPveMode() == PVEMode.Defense) { SoundPlay.PlayBackGroundSound("bgm_battle_loop", true, false); ShipCanvasInfo Canvas = new ShipCanvasInfo(); List <SoldierInfo> lSoldier = new List <SoldierInfo>(); List <ShipPutInfo> lBuild = new List <ShipPutInfo>(); ShipPlanDC.SetCurShipPlan(PlanType.Default); ShipPlan Plan = ShipPlanDC.GetCurShipPlan(); Plan.GetShipCansInfoPlan(ref Canvas, ref lSoldier, ref lBuild); CmCarbon.SetDefenseMap(Canvas); CmCarbon.SetDefenseBuild(lBuild); CmCarbon.SetDefenseSoldier(lSoldier); CmCarbon.SetDefenseFloor(UserDC.GetDeckLevel()); CmCarbon.SetDefenseUserInfo(Info, null); List <int> l = new List <int>(); foreach (SoldierInfo s in lSoldier) { l.Add(s.ID); } sender.enabled = false; //DataCenter.RegisterHooks((int)gate.Command.CMD.CMD_702, CanCombat); //StageDC.SendStageAttackRequest(m_stageid, l, 0); SceneM.Load(CombatScene.GetSceneName(), false, false); } else { sender.enabled = false; //SoldierDC.Send_SoldierBattleListRequest(0); //DataCenter.RegisterHooks((int)gate.Command.CMD.CMD_214, LoadStage); SceneM.Load(CombatScene.GetSceneName(), false, false); } }
void Awake() { if (manager != this) { if (manager == null) { manager = this; DontDestroyOnLoad(this); } else { Destroy(gameObject); } } }
void Awake() { Next = SceneManager.GetActiveScene().buildIndex + 1; if (manager != this) { if (manager == null) { manager = this; DontDestroyOnLoad(this); } else { Destroy(gameObject); } } }
private void BackMainScence(UIButton sender) { //下一个战役 if (m_IsPve == true) { if (m_nMode == 0) { SceneM.Load(MainTownScene.GetSceneName(), false, null, false); MainTownInit.s_currentState = MainTownState.StageMap; } //再来一次 else { SceneM.Load(ViewStageScene.GetSceneName(), false, null, false); } } }
private void YesCombatExit(UIButton sender) { BSC.AntiAllRegisterHooks(); Time.timeScale = m_fCurTimeScale; if (BattleEnvironmentM.GetBattleEnvironmentMode() == BattleEnvironmentMode.CombatPVE) { MainTownInit.s_currentState = MainTownState.StageMap; //主动退出的时候需要发送事件 StageDC.SendStageSettleRequest(StageDC.GetCompaignStageID(), null, null, true, false); } CombatWnd wnd = WndManager.FindDialog <CombatWnd>(); if (wnd) { wnd.DestroyGuideFireEffect(); } SceneM.Load(MainTownScene.GetSceneName(), false, null, false); }
public void Back(UIButton sender) { BSC.AntiAllRegisterHooks(); if (BattleEnvironmentM.GetBattleEnvironmentMode() == BattleEnvironmentMode.CombatPVE) { SceneM.Load(ViewStageScene.GetSceneName(), false, null, false); } else { WndManager.DestoryDialog <SelectSoldierwnd>(); WndManager.DestoryDialog <CombatWnd>(); CombatInfoWnd wnd = WndManager.GetDialog <CombatInfoWnd>(); if (wnd != null) { wnd.SetWndMode(CombatInfoMode.view); } WndManager.GetDialog <CombatCountDownWnd>(); MainCameraM.s_Instance.EnableDrag(true); } }
public virtual void Update() { try { if (Input.GetKeyDown(KeyCode.Escape) == true) { Application.Quit(); } // 通讯消息 Communicate.GSConnector.Update(Time.deltaTime); //场景数据调度 SceneM.Update(Time.deltaTime); GameTimeDC.Update(Time.deltaTime); // 携程工具 IGGCoroutine.Update(); // 定时器工具 Timer.Update(); } catch (System.Exception e) { Debug.LogError(e); } }
void Update() { try { if (Input.GetKeyDown(KeyCode.Escape) == true) { Application.Quit(); } //定时器调度 Timer.Update(); //协程调度 ND.Coroutine.Update(); //场景数据调度 SceneM.Update(Time.deltaTime); } catch (System.Exception e) { Debug.LogError(e); } }
void Update() { try { // 定时器调度 Timer.Update(); // 协程调度 Coroutine.Update(); // 场景调度 SceneM.Update(Time.deltaTime); //数据服务中心 BSsyncD.Update(Time.deltaTime); } catch (System.Exception e) { Debug.LogError(e); } if (ac) { Time.timeScale = 20f; } }
public static void SetCSState(CSState state) { m_State = state; if (m_State == CSState.Ready) { CombatReady(); SetCSState(CSState.Start); } else if (m_State == CSState.Start) { m_CombatTime = CombatMaxTime * 1.0f; } else if (m_State == CSState.Combat) { //m_pause = false; } else if (m_State == CSState.End) { m_CombatTime = 0; (SceneM.GetCurIScene() as CombatScene).DoCombatFinish(); } }
void BackToAthleticMainWnd() { SceneM.Load(TreasureScene.GetSceneName(), false, null, false); }
void LoadStage(int nErrorCode) { SceneM.Load(CombatScene.GetSceneName(), false, false); DataCenter.AntiRegisterHooks((int)gate.Command.CMD.CMD_214, LoadStage); }