virtual public void onEffectPlayEnd(IDispatchObject dispObj) { m_playEndEventDispatch.dispatchEvent(this); if (m_bAutoRemove) { this.dispose(); // 释放资源 } }
public void onEntityDownUp(GameObject go, bool state) { if (state) { m_downEntityDisp.dispatchEvent(this); } else { m_upEntityDisp.dispatchEvent(this); } }
// 一个受伤播放结束 public void onOneHurtExecEnd(IDispatchObject dispObj) { Ctx.m_instance.m_logSys.log("删除当前被击项"); // 直接移除,不会在循环中删除的情况 removeItem(dispObj as ImmeHurtItemBase); // 检查是否所有的受伤都播放结束 if (m_hurtList.Count() == 0) { m_allHurtExecEndDisp.dispatchEvent(this); } }
public void psstRetCardGroupListInfoUserCmd(List <t_group_list> info) { clearAllCardGroup(); CardGroupItem item; TableItemBase tableItem; foreach (var itemlist in info) { tableItem = Ctx.m_instance.m_tableSys.getItem(TableID.TABLE_JOB, itemlist.occupation); if (tableItem != null) { item = new CardGroupItem(); item.m_cardGroup = itemlist; item.m_tableJobItemBody = tableItem.m_itemBody as TableJobItemBody; m_cardGroupListArr.Add(item); m_id2CardGroupDic[item.m_cardGroup.index] = item; } } m_cardSetChangedDisp.dispatchEvent(null); }
// 同步更新显示 virtual public void syncUpdateCom() { updateImage(); m_imageLoadedDisp.dispatchEvent(this); }
public void onEntityDragOut(GameObject go) { m_dragOutEntityDisp.dispatchEvent(this); }
public void onEntityClick(GameObject go) { m_clickEntityDisp.dispatchEvent(this); }
// 点击回调 protected void onBtnClk() { m_eventDisp.dispatchEvent(this); }
// 定时器动画结束处理函数 public void onTimerAniEndHandle(TimerItemBase timer) { m_oneAniPlayEndDisp.dispatchEvent(this); // chechParams(); }
// 这个是整个受伤执行结束 virtual public void onHurtExecEnd(IDispatchObject dispObj) { m_execState = EImmeHurtExecState.eEnd; m_hurtExecEndDisp.dispatchEvent(this); }
// 特效移动到终点 protected void onMoveToDest(NumAniBase ani) { m_moveDestEventDispatch.dispatchEvent(this); }