Пример #1
0
    void Start()
    {
        //Debug.Log("Start");
        //MessageManager.registerMessageResive(MessageListener_SelectFunction_Fight.className, this);
        // MessageManager.registerMessageResive(Message_SelectFunction_Fight.sample.GetType().ToString(), this);

        // 注册事件监听
        GameRoot_Main.getSingleton <MessageManager_Main>().mainInterface_Mode
            += new MessageManager_Main.MessageDelegate_MainInterfaceMode(mainInterface_Mode);

        GameRoot_Main.getSingleton <MessageManager_Main>().mainInterface_Mode_Battle
            += new MessageManager_Main.MessageDelegate_MainInterfaceMode(mainInterface_Mode_Battle);

        GameRoot_Main.getSingleton <MessageManager_Main>().mainInterface_Mode_Equipment
            += new MessageManager_Main.MessageDelegate_MainInterfaceMode(mainInterface_Mode_Equipment);

        GameRoot_Main.getSingleton <MessageManager_Equipment>().editEquipment
            += new MessageManager_Equipment.EquipmentDelegate(mainInterface_Mode_Equipment_EditEquipment);

        //GameRoot_Main.getSingleton<MessageManager_Equipment>().storehouse
        //    += new MessageManager_Equipment.EquipmentDelegate(mainInterface_Mode_Equipment_Storehouse);

        GameRoot_Main.getSingleton <MessageManager_Main>().mainInterface_TurnBack
            += new MessageManager_Main.MessageDelegate_MainInterfaceMode(ButtonEvent_TurnBack);

        GameRoot_Main.getSingleton <MessageManager_Equipment>().equipmentInfoMode
            += new MessageManager_Equipment.EquipmentItemDelegate(showEquipmentInfo);

        // 注册“取消监听”消息
        //GameRoot_Main.getSingleton<GameManager>().disRegisterMessage
        //    += new GameManager.SceneMessageDelegate(disRegisterMessage);
    }
Пример #2
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    void OnDistroy()
    {
        // 注册事件监听
        GameRoot_Main.getSingleton <MessageManager_Main>().mainInterface_Mode
            -= new MessageManager_Main.MessageDelegate_MainInterfaceMode(mainInterface_Mode);

        GameRoot_Main.getSingleton <MessageManager_Main>().mainInterface_Mode_Battle
            -= new MessageManager_Main.MessageDelegate_MainInterfaceMode(mainInterface_Mode_Battle);

        GameRoot_Main.getSingleton <MessageManager_Main>().mainInterface_Mode_Equipment
            -= new MessageManager_Main.MessageDelegate_MainInterfaceMode(mainInterface_Mode_Equipment);

        GameRoot_Main.getSingleton <MessageManager_Equipment>().editEquipment
            -= new MessageManager_Equipment.EquipmentDelegate(mainInterface_Mode_Equipment_EditEquipment);

        //GameRoot_Main.getSingleton<MessageManager_Equipment>().storehouse
        //    -= new MessageManager_Equipment.EquipmentDelegate(mainInterface_Mode_Equipment_Storehouse);

        GameRoot_Main.getSingleton <MessageManager_Main>().mainInterface_TurnBack
            -= new MessageManager_Main.MessageDelegate_MainInterfaceMode(ButtonEvent_TurnBack);

        GameRoot_Main.getSingleton <MessageManager_Equipment>().equipmentInfoMode
            -= new MessageManager_Equipment.EquipmentItemDelegate(showEquipmentInfo);

        // 注册“取消监听”消息
        //GameObject.Find("GameRoot").GetComponent<GameManager>().disRegisterMessage
        //    -= new GameManager.SceneMessageDelegate(disRegisterMessage);
    }
Пример #3
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    // 在本脚本所在对象被Destroy之前,要把所有注册的消息接受取消掉时调用
    //public void beforeDestory()
    //{
    //messageManager_BattleMap.showBattleMap -= new MessageManager_BattleMap.BattleMapDelegate(showBattleMap);

    //GameObject.Find("MainInterface_BottomContainer").GetComponent<Event_Main_PanelBottom>().showBattleMap
    //    -= new Event_Main_PanelBottom.BattleMapDelegate(showBattleMap);
    //}

    // 显示关卡地图(刚打开此界面时)
    private void showBattleMap()
    {
        //Debug.Log("showBattleMap222222222222222");

        StartCoroutine(loadMapCoroutine(GameRoot_Main.getSingleton <Manager_BattleMap>().currentMap));
        //loadMap(GameRoot_Main.getSingleton<Manager_BattleMap>().currentMap);
    }
Пример #4
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    // Use this for initialization
    void Awake()
    {
        messageManager_BattleMap = GameRoot_Main.getSingleton <MessageManager_BattleMap>();
        interface_Stack          = new Interface_Stack();

        mode_Battle    = Resources.Load("Prefabs/MainInterface/Main_Battle/Mode_Battle") as GameObject;
        mode_Equipment = Resources.Load("Prefabs/MainInterface/Main_Equipment/Interface_Equipment") as GameObject;
    }
Пример #5
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    // 反注册事件
    private void UnRegisterEvent()
    {
        GameRoot_Main.getSingleton <MessageManager_Equipment>().changeWeapon
            -= new MessageManager_Equipment.EditEquipmentDelegate(ChangeEquipmentMode);

        GameRoot_Main.getSingleton <MessageManager_Equipment>().selectEquipment
            -= new MessageManager_Equipment.EquipmentInfoDelegate(changeEquipmentOver);
    }
Пример #6
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    // Use this for initialization
    void Awake()
    {
        // 初始化
        messageManager_BattleMap = GameRoot_Main.getSingleton <MessageManager_BattleMap>();

        //Debug.Log("Event_ModeBattle  Register event : showBattleMap");

        registerEvent();
    }
Пример #7
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 // Use this for initialization
 void Start()
 {
     PlayerManager.init();
     GameRoot_Main.addSingleton <GameManager>();
     GameRoot_Main.addSingleton <MessageManager_Main>();
     GameRoot_Main.addSingleton <MessageManager_BattleMap>();
     GameRoot_Main.addSingleton <Manager_BattleMap>();
     GameRoot_Main.addSingleton <MessageManager_Equipment>();
 }
Пример #8
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    public static T getSingleton <T>() where T : Singleton <T>
    {
        if (instance == null)
        {
            instance = new GameRoot_Main();
        }

        return(instance.rootObj.GetComponent <T>());
    }
Пример #9
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    public static T addSingleton <T>() where T : Singleton <T>
    {
        if (instance == null)
        {
            instance = new GameRoot_Main();
        }

        T t = instance.rootObj.AddComponent <T>();

        t.Init();
        return(t);
    }
Пример #10
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    // Use this for initialization
    void Start()
    {
        // 注册“功能按键被点选”事件
        GameRoot_Main.getSingleton <MessageManager_Main>().mainInterface_Mode
            += new MessageManager_Main.MessageDelegate_MainInterfaceMode(unSelectedAllItem);

        // 注册“战斗按键被点选”事件
        GameRoot_Main.getSingleton <MessageManager_Main>().mainInterface_Mode_Battle
            += new MessageManager_Main.MessageDelegate_MainInterfaceMode(deal_BattleItemEvent);

        // 注册“装备按键被点选”事件
        GameRoot_Main.getSingleton <MessageManager_Main>().mainInterface_Mode_Equipment
            += new MessageManager_Main.MessageDelegate_MainInterfaceMode(deal_EquipmentItemEvent);
    }
Пример #11
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    // 初始化关卡地图
    private GameObject initialiseBattleMap(GameObject map)
    {
        map.transform.parent                 = this.transform;
        map.transform.localScale             = Vector3.one;
        map.transform.localPosition          = Vector3.zero;
        map.GetComponent <UISprite>().width  = (int)gameObject.GetComponent <UISprite>().localSize.x;
        map.GetComponent <UISprite>().height = (int)gameObject.GetComponent <UISprite>().localSize.y;

        // 在地图内设置关卡
        Manager_BattleMap battleMapManager = GameRoot_Main.getSingleton <Manager_BattleMap>();

        BattleStage[] stages = battleMapManager.getBattleMapStages(battleMapManager.currentMap);
        battleMapManager.setStageToMap(map, stages);

        return(map);
    }
Пример #12
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    // 往右翻页事件
    private void pageRight()
    {
        // 移出
        GameObject obj;

        for (int i = 0; i < transform.childCount; i++)
        {
            obj = transform.GetChild(i).gameObject;
            if (obj.tag == "BattleMap")
            {
                moveMap_Out(obj, false);
            }
        }
        // 移入
        GameObject newMap = GameRoot_Main.getSingleton <Manager_BattleMap>().getPreviousBattleMap();

        initialiseBattleMap(newMap);
        moveMap_Into(newMap, true);
    }
Пример #13
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    void Start()
    {
        GameObject topInterface = GameObject.Instantiate(mainInterface_Top) as GameObject;

        topInterface.transform.parent     = uiRoot.transform;
        topInterface.transform.localScale = Vector3.one;
        topInterface.GetComponent <UIPanel>().baseClipRegion = new Vector4(0, Screen.height / 2 - (Screen.height / 10), Screen.width, Screen.height / 5);
        topInterface.SetActive(true);

        GameObject bottomInterface = GameObject.Instantiate(mainInterface_Bottom) as GameObject;

        bottomInterface.transform.parent     = uiRoot.transform;
        bottomInterface.transform.localScale = Vector3.one;
        bottomInterface.GetComponent <UIPanel>().baseClipRegion = new Vector4(0, Screen.height / 2 - (Screen.height / 5 + Screen.height / 5 * 2) + 8, Screen.width, Screen.height / 5 * 4);
        bottomInterface.SetActive(true);


        // 监听“开始战斗”消息
        //Debug.Log("监听“开始战斗”消息   " + GameRoot_Main.getSingleton<MessageManager_BattleMap>() == null);
        GameRoot_Main.getSingleton <MessageManager_BattleMap>().startBattle
            += new MessageManager_BattleMap.BattleStageMessageDelegate(startBattle);
    }
Пример #14
0
    // 往左翻页事件
    private void pageLeft()
    {
        // 移出
        GameObject obj;

        for (int i = 0; i < transform.childCount; i++)
        {
            obj = transform.GetChild(i).gameObject;
            if (obj.tag == "BattleMap")
            {
                moveMap_Out(obj, true);
            }
        }

        // 移入
        GameObject newMap = GameRoot_Main.getSingleton <Manager_BattleMap>().getNextBattleMap();

        initialiseBattleMap(newMap);
        moveMap_Into(newMap, false);
        //battlePage = battlePage / pageCount + 1;
        //moveIntoMap(createBattleMap(battlePage), false);
    }
Пример #15
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    // 创建载入地图协程
    IEnumerator loadMapCoroutine(int mapNumber)
    //private void loadMap(int mapNumber)
    {
        //Debug.Log("coroutine");
        // 删除已有子地图
        try
        {
            for (int i = 0; i < transform.childCount; i++)
            {
                if (transform.GetChild(i).tag == "BattleMap")
                {
                    Destroy(transform.GetChild(i));
                }
            }
        } catch (Exception e) {
            Debug.Log(e);
        }

        // 挪入关卡地图
        Manager_BattleMap battleMapManager = GameRoot_Main.getSingleton <Manager_BattleMap>();


        GameObject map = battleMapManager.getCurrentBattleMap();

        initialiseBattleMap(map);
        yield return(map);

        //Debug.Log("Load Map Over");
        map.SetActive(true);
        //Debug.Log("1:" + map.transform.localPosition + "     " + mapPosition_Right.transform.localPosition);
        //map.transform.localPosition = mapPosition_Right.transform.localPosition;
        //map.transform.localScale = Vector3.one;
        //Debug.Log("2:" + map.transform.localPosition);

        moveMap_Into(map, false);

        yield break;
    }
Пример #16
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    // 挪入战斗关卡地图
    private void moveMap_Into(GameObject map, bool fromLeft)
    {
        map.transform.localPosition = (fromLeft ? mapPosition_Left : mapPosition_Right).transform.localPosition;
        map.transform.DOMoveX(this.transform.position.x, 0.5f).onComplete = delegate()
        {
            messageManager_BattleMap.sendMessage_MapMoveInOver(map);

            // 改变下面翻页部分显示的页码
            pageLabel.text = (GameRoot_Main.getSingleton <Manager_BattleMap>().currentMap + 1) + " / " + GameRoot_Main.getSingleton <Manager_BattleMap>().getBattleMapCount();
        };
        //map.transform.DOMoveX((fromLeft ? mapPosition_Left : mapPosition_Right).transform.localPosition.x, 0.5f);

        /**
         * TweenPosition tween = GameObject.Instantiate(fromLeft ? mapMoveIn_FromLeft : mapMoveIn_FromRight) as TweenPosition;
         * map.AddComponent(tween);
         * map.AddComponent()
         **/

        /**
         * int x = 943;
         * if (fromLeft)
         *  x = -x;
         *
         * //Debug.Log("parent: " + transform.name + "   " + transform.position);
         * //map.transform.localPosition = new Vector3(x, 0, 2);
         * //map.transform.position = new Vector3(500, 0, 2);
         * //Debug.Log("map : " + map.transform.position);
         * //map.transform.SetParent(transform);
         * //mapCurrent = map;
         * //iTween.MoveTo(map, new Vector3(0, 0, 2), 2.0f);
         * //iTween.MoveTo(gameObject, new Vector3(100, 0, 1), 1.0f);
         * //iTween.moveTo(map, 2.0f, 0f, new Vector3(0, 0, 2), iTween.EasingType.easeInCubic, "destoryMap", "destoryMap");
         * //iTween.moveTo(map, 1.0f, 0f, 0, 0, 2, iTween.EasingType.easeInCirc, "destoryMap", map);
         * //iTween.MoveTo(map, iTween.Hash("position", new Vector3(0, 0, 2), "time", 1.0f, "oncomplete", "destoryMap", "concompletetarget", this));
         * //Debug.Log("map : " + map.transform.position);
         **/
    }
Пример #17
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 // 点击开始按钮
 public void ClickStart()
 {
     GameRoot_Main.getSingleton <MessageManager_BattleMap>().sendMessage_StartBattleStage(battleStage);
 }
Пример #18
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 // (主界面-》战斗模式-》关卡)被点击---》显示战斗信息
 public void BattleReady()
 {
     GameRoot_Main.getSingleton <MessageManager_BattleMap>().sendMessage_ClickBattleStage(battleStage);
 }
Пример #19
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 public void OnEditButtonClick()
 {
     //Debug.Log("click");
     GameRoot_Main.getSingleton <MessageManager_Equipment>().sendMessage_editEquipment();
 }
Пример #20
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 public void OnClick()
 {
     GameRoot_Main.getSingleton <MessageManager_Main>().sendMessage_TurnBack();
 }
Пример #21
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 // 点击“战斗”按钮时调用
 public void battleButtonDown()
 {
     GameRoot_Main.getSingleton <MessageManager_Main>().sendMessage_BattleButton();
     //MessageManager_Main.getInstance().sendMessage_BattleButton();
 }
Пример #22
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 private GameRoot_Main()
 {
     rootObj  = new GameObject("GameRoot");
     instance = this;
 }
Пример #23
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 // 点击“选择”装备事件
 public void selectEquipmentEvent()
 {
     GameRoot_Main.getSingleton <MessageManager_Equipment>().sendMessage_EquipmentInfo_Select(equipment);
     // 返回
     GameRoot_Main.getSingleton <MessageManager_Main>().sendMessage_TurnBack();
 }
Пример #24
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 public void OnStorehouseButtonClick()
 {
     GameRoot_Main.getSingleton <MessageManager_Equipment>().sendMessage_Storehouse();
 }
Пример #25
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 public override void Click()
 {
     GameRoot_Main.getSingleton <MessageManager_Equipment>().sendMessage_ShowEquipmentInfo(EquipmentInfo_Manager.Mode.ChangeWeapon, manager.equipment);
 }
Пример #26
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 // 点击“装备”按钮时调用
 public void euqipmentButtonDown()
 {
     //Debug.Log(GameRoot_Main.getSingleton<MessageManager_Main>() == null);
     GameRoot_Main.getSingleton <MessageManager_Main>().sendMessage_EquipmentButton();
     //MessageManager_Main.getInstance().sendMessage_EquipmentButton();
 }
Пример #27
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    //void OnDestroy()
    //{
    //    UnRegisterEvent();
    //}

    // 注册事件监听
    private void RegisterEvent()
    {
        GameRoot_Main.getSingleton <MessageManager_Equipment>().selectEquipment
            += new MessageManager_Equipment.EquipmentInfoDelegate(changeEquipmentOver);
    }
Пример #28
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 public void changeWeapon3()
 {
     equipmentChanged = PlayerManager.Key_Weapon3;
     GameRoot_Main.getSingleton <MessageManager_Equipment>().sendMessage_ChangeWeapon(3);
 }