Пример #1
0
 // 战斗开始
 public void CombatStart()
 {
     if (State == EnGameState.Start)
     {
         return;
     }
     State     = EnGameState.Start;
     m_SceneID = 1;
     // 检查是否要销毁原场景
     if (m_SceneObj != null && m_LastSceneID != m_SceneID)
     {
         DestroyObject(m_SceneObj);
         m_SceneObj = null;
     }
     // 检查是否需要加载场景
     if (m_SceneObj == null)
     {
         m_SceneObj = ResMgr.It.LoadScene(m_SceneID, SceneRoot);
         m_SceneMap = m_SceneObj.GetComponent <MapBase>();
     }
     if (m_SceneMap)
     {
         m_SceneMap.OnStart();
     }
     m_LastSceneID        = m_SceneID;
     m_Joystick.activated = true;
     m_Joystick.enabled   = true;
 }
Пример #2
0
 // 战斗准备
 public void CombatReady()
 {
     CameraReset();
     State = EnGameState.Ready;
     m_Joystick.activated = false;
     m_Joystick.onMoveStart.AddListener(OnJoystickMoveStart);
     m_Joystick.onMove.AddListener(OnJoystickMove);
     m_Joystick.onMoveEnd.AddListener(OnJoystickMoveEnd);
 }
Пример #3
0
 // 战斗结束
 public void CombatOver()
 {
     State = EnGameState.Over;
     m_Joystick.activated = false;
     CameraReset();
     if (m_SceneMap)
     {
         m_SceneMap.OnOver();
     }
 }
Пример #4
0
 // 战斗退出
 public void CombatExit()
 {
     State = EnGameState.Ready;
     foreach (FighterHero obj in m_Heros.Values)
     {
         ResMgr.It.ReleaseHero(obj);
     }
     m_Heros.Clear();
     if (m_SceneMap)
     {
         m_SceneMap.OnExit();
     }
 }
Пример #5
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 public void GameOver()
 {
     State = EnGameState.Over;
 }
Пример #6
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 public void GameResume()
 {
     State = EnGameState.Start;
 }
Пример #7
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 public void GamePause()
 {
     State = EnGameState.Pause;
 }
Пример #8
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 public void GameStart()
 {
     State = EnGameState.Start;
 }
Пример #9
0
 public void GameReady()
 {
     State = EnGameState.Ready;
     UIMgr.It.OpenUI("UIHome");
 }