Пример #1
0
    public override void OnEntered(object param)
    {
        UIManager.GetInstance().CloseUI("MainUI");
        Main.Instance.RmvMainComponent <TempEntrance>();

        ProxyManager.GetInstance().Add(new MapProxy());
        GameFacade.AddMediator(new MapMediator(), MapView.Current.gameObject);
        Game.StartCoroutine(MapView.Current.Init());

        ProxyManager.GetInstance().Add(new WorldProxy());

        var worldView = UnityEngine.Object.FindObjectOfType <WorldView>();

        worldView.OnInit();

        UIManager.GetInstance().OpenUI("World", (view) =>
        {
            WorldController.GetInstance().m_WorldUIView = view;
            LuaHelper.CallFunctionWithSelf(view, "WorldView.Init");

            WorldController.GetInstance().m_WorldModel = ProxyManager.GetInstance().Get <WorldProxy>();
            WorldController.GetInstance().m_MapModel   = ProxyManager.GetInstance().Get <MapProxy>();
            WorldController.GetInstance().m_WorldView  = worldView;
            WorldController.GetInstance().OnInit();

            ProxyManager.GetInstance().Get <WorldProxy>().InitMarchData();
            //ProxyManager.GetInstance().Get<WorldProxy>().InitCityData();
        },
                                       (view =>
        {
            WorldController.GetInstance().RefreshUI();
        }));
    }
Пример #2
0
    void Awake()
    {
        mediator = new CityMediator();
        GameFacade.AddMediator <CityView> (mediator, gameObject);
        mediator.PlayerProxyUpdate(null);

        EventManager.GetInstance().AddEventListener("Private_RefreshBuildingLevel", BuildingLevelUp);
    }
    public override void OnEntered(object param)
    {
        ProxyManager.GetInstance().Add(new MapProxy());
        GameFacade.AddMediator(new MapMediator(), MapView.Current.gameObject);
        Game.StartCoroutine(MapView.Current.Init());

        UIManager.GetInstance().OnReset();
        Object.Destroy(Main.Instance.GetComponent <TempEntrance>());
        Main.Instance.RmvMainComponent <TempEntrance>();
    }