示例#1
0
 public override void OnDialogStateEnter(PersistState ownerState, BaseDialogState previousDialog, object data)
 {
     base.OnDialogStateEnter(ownerState, previousDialog, data);
     Input.multiTouchEnabled = true;//忍刀
     Init();
     BaseDialogState.UICamera.clearFlags = CameraClearFlags.Depth;
 }
示例#2
0
 public override void OnDialogStateEnter(PersistState ownerState, BaseDialogState previousDialog, object data)
 {
     base.OnDialogStateEnter(ownerState, previousDialog, data);
     chapter = data as Chapter;
     model   = data as ModelItem;
     Init();
 }
示例#3
0
    public override void OnDialogStateEnter(BaseDialogState ownerState, BaseDialogState previousDialog, object data)
    {
        base.OnDialogStateEnter(ownerState, previousDialog, data);
        Close.onClick.AddListener(() => { OnPreviousPress(); });
        DoScript.onClick.AddListener(() =>
        {
            if (Main.Ins.CombatData.GLevelMode == LevelMode.MultiplyPlayer)
            {
                result.text = "联机禁用此功能";
                return;
            }
            try
            {
                if (string.IsNullOrEmpty(scriptInput.text))
                {
                    result.text = "输入为空";
                    return;
                }

                if (!UseCheatCode(scriptInput.text))
                {
                    Main.Ins.ScriptMng.CallString(scriptInput.text);
                }
                result.text = "秘籍成功执行";
            }
            catch (Exception exp)
            {
                result.text = "执行出错:" + exp.Message + "-" + exp.StackTrace;
            }
        });
    }
示例#4
0
 public override void OnDialogStateEnter(BaseDialogState ownerState, BaseDialogState previousDialog, object data)
 {
     base.OnDialogStateEnter(ownerState, previousDialog, data);
     Init();
     Close.onClick.AddListener(() => { OnBackPress(); });
     loadModel = Main.Ins.StartCoroutine(LoadModels());
 }
 // Use this for initialization
 public override void OnDialogStateEnter(PersistState ownerState, BaseDialogState previousDialog, object data)
 {
     base.OnDialogStateEnter(ownerState, previousDialog, data);
     rect  = GetComponent <RectTransform>();
     owner = ownerState.Owner as MeteorUnit;
     Init(owner.Attr, owner.transform, owner.Camp);
     //rectCanvas = c.GetComponent<RectTransform>().sizeDelta;
 }
示例#6
0
 public override void OnDialogStateEnter(BaseDialogState ownerState, BaseDialogState previousDialog, object data)
 {
     base.OnDialogStateEnter(ownerState, previousDialog, data);
     Init();
     if (ScriptInputDialogState.Exist())
     {
         ScriptInputDialogState.State.Close();
     }
 }
示例#7
0
 public virtual void OnDialogStateEnter(PersistState ownerState, BaseDialogState previousDialog, object data)
 {
     Persist = ownerState;
     if (FadeIn == FadeEffect.Scale)
     {
         transform.localScale = Vector3.zero;
         Tweener tweenScale = transform.DOScale(Vector3.one, duration);
         tweenScale.SetEase(Ease.InCubic);
     }
 }
示例#8
0
 public override void OnDialogStateEnter(BaseDialogState ownerState, BaseDialogState previousDialog, object data)
 {
     base.OnDialogStateEnter(ownerState, previousDialog, data);
     //Debug.Log("OnAdjustWndOpen");
     Init();
     if (NGUICameraJoystick.Ins != null)
     {
         NGUICameraJoystick.Ins.enabled = false;
     }
 }
示例#9
0
    public override void OnDialogStateEnter(PersistState ownerState, BaseDialogState previousDialog, object data)
    {
        base.OnDialogStateEnter(ownerState, previousDialog, data);
        Input.multiTouchEnabled = true;//忍刀
        Init();
        BaseDialogState.UICamera.clearFlags = CameraClearFlags.Depth;
        //如果使用鼠标。那么锁定鼠标
#if UNITY_ANDROID
        Cursor.lockState = GameStateMgr.Ins.gameStatus.UseMouse ? CursorLockMode.Locked : CursorLockMode.None;
#endif
    }
示例#10
0
文件: MainMenu.cs 项目: WeeirJoe/Joe
 public override void OnDialogStateEnter(BaseDialogState ownerState, BaseDialogState previousDialog, object data)
 {
     base.OnDialogStateEnter(ownerState, previousDialog, data);
     CombatData.Ins.Chapter = null;
     //进入主界面,创建全局
     GameOverlayDialogState.State.Open();
     Init();
     Main.Ins.listener.enabled = true;
     menu.volume = GameStateMgr.Ins.gameStatus.MusicVolume;
     //每次进入主界面,触发一次更新APP信息的操作,如果
     //Main.Ins.UpdateAppInfo();
 }
示例#11
0
    public override void OnDialogStateEnter(BaseDialogState ownerState, BaseDialogState previousDialog, object data)
    {
        base.OnDialogStateEnter(ownerState, previousDialog, data);
#if UNITY_ANDROID
        //AndroidWrapper.Init();
#elif UNITY_IOS
        //IosWrapper.Init();
#endif
        Main.Ins.ShowFps(GameStateMgr.Ins.gameStatus.ShowFPS);
        StartCoroutine(LoadData());
        SoundManager.Ins.SetMusicVolume(GameStateMgr.Ins.gameStatus.MusicVolume);
        SoundManager.Ins.SetSoundVolume(GameStateMgr.Ins.gameStatus.SoundVolume);
    }
    public override void OnDialogStateEnter(BaseDialogState ownerState, BaseDialogState previousDialog, object data)
    {
        base.OnDialogStateEnter(ownerState, previousDialog, data);
        Material loadingTexture = null;

        if (Main.Ins.CombatData.Chapter == null)
        {
            if (Main.Ins.CombatData.GLevelItem != null && !string.IsNullOrEmpty(Main.Ins.CombatData.GLevelItem.BgTexture))
            {
                loadingTexture = GameObject.Instantiate(Resources.Load <Material>(Main.Ins.CombatData.GLevelItem.BgTexture)) as Material;
            }
            else
            {
                loadingTexture = GameObject.Instantiate(Resources.Load <Material>("Scene10")) as Material;
            }
        }
        else
        {
            for (int i = 0; i < Main.Ins.CombatData.Chapter.resPath.Length; i++)
            {
                if (Main.Ins.CombatData.Chapter.resPath[i].EndsWith(Main.Ins.CombatData.GLevelItem.BgTexture + ".jpg"))
                {
                    byte[]    array = System.IO.File.ReadAllBytes(Main.Ins.CombatData.Chapter.resPath[i]);
                    Texture2D tex   = new Texture2D(0, 0);
                    tex.LoadImage(array);
                    loadingTexture = GameObject.Instantiate(Resources.Load <Material>("Scene10")) as Material;
                    loadingTexture.SetTexture("_MainTex", tex);
                    loadingTexture.SetColor("_TintColor", Color.white);
                    break;
                }
            }
        }
        if (loadingTexture != null)
        {
            ShowLoading.material = loadingTexture;
        }
        SetLoadingNoticeLabel();
        mProgressBar.fillAmount = 0f;
    }
示例#13
0
 public override void OnDialogStateEnter(PersistState ownerState, BaseDialogState previousDialog, object data)
 {
     base.OnDialogStateEnter(ownerState, previousDialog, data);
     Close.onClick.AddListener(() => { OnPreviousPress(); });
     DoScript.onClick.AddListener(() =>
     {
         try
         {
             if (string.IsNullOrEmpty(scriptInput.text))
             {
                 result.text = "输入为空";
                 return;
             }
             result.text = "秘籍可查阅指令表";
             if (!CheatCode.UseCheatCode(scriptInput.text))
             {
                 if (U3D.IsMultiplyPlayer())
                 {
                     result.text = "联机时只支持部分指令";
                 }
                 else
                 {
                     ScriptMng.Ins.CallString(scriptInput.text);
                 }
             }
             else
             {
                 result.text = "秘籍成功执行";
             }
         }
         catch (Exception exp)
         {
             result.text = "执行出错:" + exp.Message + "-" + exp.StackTrace;
         }
     });
 }
示例#14
0
    public override void OnDialogStateEnter(BaseDialogState ownerState, BaseDialogState previousDialog, object data)
    {
        base.OnDialogStateEnter(ownerState, previousDialog, data);
        Texture2D loadingTexture = null;

        if (CombatData.Ins.Chapter == null)
        {
            if (CombatData.Ins.GLevelItem != null && !string.IsNullOrEmpty(CombatData.Ins.GLevelItem.BgTexture))
            {
                loadingTexture = GameObject.Instantiate(Resources.Load <Texture2D>(CombatData.Ins.GLevelItem.BgTexture));
            }
        }
        else
        {
            for (int i = 0; i < CombatData.Ins.Chapter.resPath.Count; i++)
            {
                if (CombatData.Ins.Chapter.resPath[i].EndsWith(CombatData.Ins.GLevelItem.BgTexture + ".jpg"))
                {
                    byte[]    array = System.IO.File.ReadAllBytes(CombatData.Ins.Chapter.resPath[i]);
                    Texture2D tex   = new Texture2D(0, 0);
                    tex.LoadImage(array);
                    loadingTexture = tex;
                    break;
                }
            }
        }
        if (loadingTexture != null)
        {
            ShowLoading.sprite = Sprite.Create(loadingTexture, new Rect(0, 0, loadingTexture.width, loadingTexture.height), Vector2.zero);
            //把这个图全屏拉大到画布大小
            Utility.Expand(ShowLoading, loadingTexture.width, loadingTexture.height);
            ShowLoading.color = Color.white;
        }
        SetLoadingNoticeLabel();
        mProgressBar.fillAmount = 0f;
    }
示例#15
0
 public override void OnDialogStateEnter(PersistState ownerState, BaseDialogState previousDialog, object data)
 {
     base.OnDialogStateEnter(ownerState, previousDialog, data);
     Init(data as string);
 }
示例#16
0
 public override void OnDialogStateEnter(BaseDialogState ownerState, BaseDialogState previousDialog, object data)
 {
     base.OnDialogStateEnter(ownerState, previousDialog, data);
     Init();
 }
示例#17
0
 public override void OnDialogStateEnter(BaseDialogState ownerState, BaseDialogState previousDialog, object data)
 {
     base.OnDialogStateEnter(ownerState, previousDialog, data);
     Init();
     RoomMng.Ins.SelectRoom(-1);
 }
示例#18
0
 public override void OnDialogStateEnter(BaseDialogState ownerState, BaseDialogState previousDialog, object data)
 {
     base.OnDialogStateEnter(ownerState, previousDialog, data);
     filter = data == null ? 0 : (int)data;
     Init();
 }
示例#19
0
 public override void OnDialogStateEnter(BaseDialogState ownerState, BaseDialogState previousDialog, object data)
 {
     base.OnDialogStateEnter(ownerState, previousDialog, data);
     Notice.text = Main.Ins.GameNotice.notice;
     Close.onClick.AddListener(() => { OnBackPress(); });
 }
示例#20
0
 public override void OnEnter(BaseDialogState previousState, object data)
 {
     base.OnEnter(previousState, data);
     UserPref.Ins.SetInt("AsRead", 1);
     read = 1;
 }
 public override void OnDialogStateEnter(PersistState ownerState, BaseDialogState previousDialog, object data)
 {
     base.OnDialogStateEnter(ownerState, previousDialog, data);
     GameObject.DontDestroyOnLoad(gameObject);
     InsertSystemMsg("OK");
 }
示例#22
0
 public override void OnDialogStateEnter(BaseDialogState ownerState, BaseDialogState previousDialog, object data)
 {
     base.OnDialogStateEnter(ownerState, previousDialog, data);
     singlePlayer = (bool)data;
     Init();
 }
示例#23
0
 static bool watchAi = false;//是否在观察AI行为.
 public override void OnDialogStateEnter(BaseDialogState ownerState, BaseDialogState previousDialog, object data)
 {
     base.OnDialogStateEnter(ownerState, previousDialog, data);
     Init();
     Main.Ins.GameBattleEx.Pause();
 }