示例#1
0
    public void TempEnterStageClick()
    {
        //NTODO 这里数据应该列表,列表数据来自server
        StageScnMgr.scnInfo          = new StageScnInfoStruct();
        StageScnMgr.scnInfo.ScnName  = "stage1";
        StageScnMgr.scnInfo.roleList = new List <PlayerInfoStruct>();

        PlayerInfoStruct r1 = new PlayerInfoStruct();

        r1.ID             = "isabella";
        r1.BodyModelResID = "mdl_isabella_stagea_hairb";
        StageScnMgr.scnInfo.roleList.Add(r1);

        PlayerInfoStruct r2 = new PlayerInfoStruct();

        r2.ID             = "katya";
        r2.BodyModelResID = "mdl_katya_stagea";
        StageScnMgr.scnInfo.roleList.Add(r2);

        PlayerInfoStruct r3 = new PlayerInfoStruct();

        r3.ID             = "moxi";
        r3.BodyModelResID = "mdl_moxi_stagea";
        StageScnMgr.scnInfo.roleList.Add(r3);

        PlayerInfoStruct r4 = new PlayerInfoStruct();

        r4.ID             = "rose";
        r4.BodyModelResID = "mdl_rose_stagea";
        StageScnMgr.scnInfo.roleList.Add(r4);

        PlayerInfoStruct r5 = new PlayerInfoStruct();

        r5.ID             = "tamamo";
        r5.BodyModelResID = "mdl_tamamo_stagea";
        StageScnMgr.scnInfo.roleList.Add(r5);

        PlayerInfoStruct r6 = new PlayerInfoStruct();

        r6.ID             = "yueling";
        r6.BodyModelResID = "mdl_yueling_stagea_low_addblendshape_migicacloth_variant";
        StageScnMgr.scnInfo.roleList.Add(r6);

        AppMgr.GetIns().SetState(AppMgr.AppState.loading);

        StageScnMgr.Create();
    }
示例#2
0
	void Awake()
	{
		Refs.appMgr = AppMgr.ins_;
	}
示例#3
0
 void Awake()
 {
     mInstance = this;
 }
示例#4
0
 public void ExitClick()
 {
     AppMgr.GetIns().ExitApp();
 }
示例#5
0
 public void GameClick()
 {
     AppMgr.GetIns().SwitchScn("Game");
 }
示例#6
0
 public void ArClick()
 {
     AppMgr.GetIns().SwitchScn("AR");
 }
示例#7
0
    public void SetState(StageState state)
    {
        if (state == curState)
        {
            return;
        }

        LogMgr.I("StageScnMgr", "SetState", "状态切换到:" + state, true);

        preState = curState;

        StateExit(preState);

        curState = state;

        switch (curState)
        {
        case StageState.loadScn:
            GameEnum.SB1.Append(GameConfig.ResRootPathStr);
            GameEnum.SB1.Append("/bundle/");
            GameEnum.SB1.Append(scnInfo.ScnName);
            GameEnum.SB1.Append(GameEnum.BundleExtName);
            string scnBundlePath = GameEnum.SB1.ToString();
            LogMgr.I("StageScnMgr", "SetState", "加载stage场景 scnBundlePath:" + scnBundlePath, BeShowLog);
            GameEnum.SB1.Clear();

            Action <float> loadScnProgress = (progress) =>
            {
                float per = ScnProgress * progress;
                Messenger.Broadcast <float>(GameEvent.loading_progress, per);
            };

            Action <AssetBundle> loadScnCB = (bundle) =>
            {
                ScnBundle = bundle;

                LogMgr.I("StageScnMgr", "SetState", "加载stage完毕 scnBundlePath:" + scnBundlePath, BeShowLog);

                Messenger.Broadcast <float>(GameEvent.loading_progress, ScnProgress);

                SetState(StageState.loadRole);
            };

            Action <string> errorCB = (error) =>
            {
                LogMgr.E("StageScnMgr", "SetState", " error:" + error, BeShowLog);
            };

            SimpleResMgr.GetIns().LoadScn(scnInfo.ScnName, scnBundlePath, loadScnProgress, loadScnCB, errorCB);

            break;

        case StageState.loadRole:

            LoadRole();

            break;

        case StageState.loadOther:
            AppMgr.GetIns().SetState(AppMgr.AppState.stageScn);
            break;

        case StageState.initStage:

            break;

        case StageState.unloading:

            break;
        }
    }
示例#8
0
 private void OnClickExit()
 {
     AppMgr.GetIns().SwitchScn("MainMenu");
 }
示例#9
0
	AppMgr()
	{
		AppMgr.ins_ = this;
	}