// 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; }
// 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); }
// 战斗结束 public void CombatOver() { State = EnGameState.Over; m_Joystick.activated = false; CameraReset(); if (m_SceneMap) { m_SceneMap.OnOver(); } }
// 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(); } }
public void GameOver() { State = EnGameState.Over; }
public void GameResume() { State = EnGameState.Start; }
public void GamePause() { State = EnGameState.Pause; }
public void GameStart() { State = EnGameState.Start; }
public void GameReady() { State = EnGameState.Ready; UIMgr.It.OpenUI("UIHome"); }