public void RecvResult(ProtocolBase protocol)
    {
        //解析协议
        int           start     = 0;
        ProtocolBytes proto     = (ProtocolBytes)protocol;
        string        protoName = proto.GetString(start, ref start);
        int           isWin     = proto.GetInt(start, ref start);

        //弹出胜负面板
        Cursor.lockState = CursorLockMode.None;
        Cursor.visible   = true;
        //取消监听
        NetMgr.srvConn.msgDist.DelListener("Result", RecvResult);

        if (isWin == 0)//失败
        {
            Debug.Log("Room1 Fail");
            OperationTrident.EventSystem.Messenger.Broadcast(OperationTrident.Room1.DieHandler.PLAYER_DIE);
        }
        else//胜利
        {
            //淡出
            float fadeOutDuration = 3.0f;
            FadeInOutUtil.SetFadingState(fadeOutDuration, m_FadeOutGuiCamera, Color.black, FadeInOutUtil.FADING_STATE.FADING_OUT);
            StartCoroutine(FadeOutCoroutine(fadeOutDuration));//等多一下确定淡出完成?
        }
    }
 /***************************************************************
  *                            Subscene's controller
  * **************************************************************/
 private void Start()
 {
     m_ControlPanel.Initialize(
         "Room5ControlPanel", KeyCode.F, 5.0f,//Camera.main
         "^w按住^yF^w开始核心冷却程序", "^w正在启动冷却程序...");
     FadeInOutUtil.SetFadingState(5.0f, GetCameraUtil.GetCurrentCamera(), Color.black, FadeInOutUtil.FADING_STATE.FADING_IN);
 }
Пример #3
0
        // Use this for initialization
        void Start()
        {
            m_CamState = CameraState.ROAMING;
            m_SpaceRubbishInitialPos        = m_SpaceRubbish.transform.position;
            m_LookingAtKunCamShakingAmp     = 0.0f;
            m_ExplosionLensFlare.brightness = 0.0f;

            //启动淡入
            FadeInOutUtil.SetFadingState(5.0f, m_CamFree, Color.black, FadeInOutUtil.FADING_STATE.FADING_IN);
        }
Пример #4
0
        void OnGUI()
        {
            FadeInOutUtil.RenderGUI();

            //if (Camera.current)
            //{
            //    Rect re = new Rect(Camera.current.pixelWidth - 100, 0, 100, 100);
            //    GUIUtil.DisplayContentInGivenPosition("RTT " + NetMgr.srvConn.RTT + "ms", re);
            //}
        }
Пример #5
0
        void Start()
        {
            subSceneController.addSubscene("enterRoom2", "room2_enter");
            subSceneController.addSubscene("room2_powerroom", "room2_power");
            subSceneController.addSubscene("room2_battle", "room2_battle");
            subSceneController.setInitialSubScene("enterRoom2");
            subSceneController.enabled = true;

            FadeInOutUtil.SetFadingState(1.0f, Camera.current, Color.black, FadeInOutUtil.FADING_STATE.FADING_IN);
        }
Пример #6
0
 private void OnTriggerEnter(Collider other)
 {
     if (other.tag == "Player")
     {
         //SceneManager.LoadScene(nextScene, LoadSceneMode.Single);
         //淡出
         float fadeOutDuration = 3.0f;
         FadeInOutUtil.SetFadingState(fadeOutDuration, m_FadeOutGuiCamera, Color.black, FadeInOutUtil.FADING_STATE.FADING_OUT);
         StartCoroutine(FadeOutCoroutine(fadeOutDuration));//等多一下确定淡出完成?
     }
 }
Пример #7
0
        // Use this for initialization
        void Start()
        {
            // 场景状态初始
            state                = Room1State.Initing;
            gameObjects          = new GameObject[gameObjectCount];
            elevator.playOnAwake = false;
            //camera = GameObject.FindWithTag("MainCamera").GetComponent<Camera>();
            //enemysList = new List<GameObject>();

            FadeInOutUtil.SetFadingState(5.0f, Util.GetCamera(), Color.black, FadeInOutUtil.FADING_STATE.FADING_IN);
        }
        private void  Update()
        {
            FadeInOutUtil.UpdateState();
            m_ControlPanel.UpdateState();
            if (m_ControlPanel.IsInteractionDone())
            {
                //交互完毕,可以转到“核心开始冷却”场景了
                coolDown();
                gameObject.GetComponent <NetSyncController>().RPC(this, "coolDown");
            }

            //TryInitPlayerScale();
        }
Пример #9
0
        // Update is called once per frame
        void Update()
        {
            FadeInOutUtil.UpdateState();
            switch (state)
            {
            // 场景的初始状态
            case Room1State.Initing:
                InitAllGameObject();
                subtitlesToDisplay  = subtitleInitToDisplay;
                Key1WorldPosition   = key1.transform.position;
                Key2WorldPosition   = key2.transform.position;
                CropseWorldPosition = corpse.transform.position;
                IDCardWorldPosition = IDCard.transform.position;
                //StartCoroutine(EnemyCreateRountine());
                state = Room1State.FindingKey1;

                break;

            // 玩家正在找第一个钥匙
            case Room1State.FindingKey1:

                break;

            // 玩家正在找第二个钥匙
            case Room1State.FindingKey2:

                break;

            // 玩家正准备尝试开最后一个门
            case Room1State.TryingToOpenRoom:

                break;

            // 玩家正在找必需品
            case Room1State.FindingNeeded:
                subtitlesToDisplay = subtitleOpenDoorFalseToDisplay;
                break;

            // 玩家正在找ID卡
            case Room1State.FindingIDCard:

                break;

            // 玩家正在逃离房间
            case Room1State.EscapingRoom:
                subtitlesToDisplay = subtitleEscapingToDisplay;
                break;
            }
        }
Пример #10
0
        private void OnGUI()
        {
            //淡入
            FadeInOutUtil.RenderGUI();


            //任务目标
            GUIUtil.DisplayMissionTargetInMessSequently("前往控制台启动核心冷却程序.", GetCameraUtil.GetCurrentCamera(), Color.white);

            //左下角任务细节
            string[] missionDetails =
            {
                "2048年8月1日 15:00",
                "鲲内部 核聚变反应室",
                "三叉戟行动"
            };
            GUIUtil.DisplayMissionDetailDefault(missionDetails, GetCameraUtil.GetCurrentCamera(), Color.white, 18, 0.005f, 0.1f, 0.5f);

            //控制台的交互GUI
            m_ControlPanel.RenderGUI();

            //控制台目标距离
            GUIUtil.DisplayMissionPoint(m_ControlPanel.transform.position, GetCameraUtil.GetCurrentCamera(), Color.white, labelOffsetHeight: 5.0f);

            //字幕
            string[] subtitles =
            {
                "",
                "^g地球指挥部^w:这里是鲲的核心,核聚变反应室",
                "^g地球指挥部^w:你们要在这里取回反应核心——^y托卡马克之心",
                "^g地球指挥部^w:反应核心的冷却需要一段时间,期间可能会有大量防御机器人持续涌入,保持警惕"
            };

            float[] lastingTime = { 7.0f, 2.5f, 3.5f, 6.0f };
            float[] intervals   = { 0.2f, 0.2f, 0.2f, 0.2f };
            GUIUtil.DisplaySubtitlesInGivenGrammarWithTimeStamp(subtitles, GetCameraUtil.GetCurrentCamera(), 20, 0.9f, lastingTime, intervals);
        }
Пример #11
0
        // Update is called once per frame
        void Update()
        {
            m_Time = m_TimeLineDirector.time;
            FadeInOutUtil.UpdateState();

            switch (m_CamState)
            {
            case CameraState.ROAMING:
                Update_Roaming();
                break;

            case CameraState.THIRD_PERSON:
                Update_ThirdPerson();
                break;

            case CameraState.LOOKING_AT_KUN:
                Update_LookingAtKun();
                break;

            case CameraState.VIDEO:
                Update_Video();
                break;
            }
        }
Пример #12
0
 private void OnGUI()
 {
     FadeInOutUtil.RenderGUI();
 }
Пример #13
0
 void Update()
 {
     FadeInOutUtil.UpdateState();
 }
Пример #14
0
 // Use this for initialization
 void Start()
 {
     FadeInOutUtil.SetFadingState(duration, OperationTrident.Room1.Util.GetCamera(), Color.black, fadeIn ? FadeInOutUtil.FADING_STATE.FADING_IN : FadeInOutUtil.FADING_STATE.FADING_OUT);
 }
Пример #15
0
 // Use this for initialization
 void Start()
 {
     FadeInOutUtil.SetFadingState(duration, Camera.current, Color.black, fadeIn?FadeInOutUtil.FADING_STATE.FADING_IN: FadeInOutUtil.FADING_STATE.FADING_OUT);
 }