示例#1
0
    protected void OnEnable()
    {
        PlayerData.Create();

        s_Instance = this;

        m_ConsumableDatabase.Load();

        // We build a dictionnary from state for easy switching using their name.
        m_StateDict.Clear();

        if (states.Length == 0)
        {
            return;
        }

        for (int i = 0; i < states.Length; ++i)
        {
            states[i].manager = this;
            m_StateDict.Add(states[i].GetName(), states[i]);
        }

        m_StateStack.Clear();
        PushState(states[0].GetName());
    }
示例#2
0
    protected ShopLIst m_OpenList;//当前打开的界面
    void Start()
    {
        PlayerData.Create();

        consumableDatabase.Load();
        AssetBundlesDatabaseHandler.Load();

#if UNITY_ANALYTICS
        AnalyticsEvent.StoreOpened(StoreType.Soft);
#endif
        m_OpenList = itemList;
        itemList.Open();
    }
示例#3
0
    void Start()
    {
        PlayerData.Create();

        consumableDatabase.Load();
        AssetBundlesDatabaseHandler.Load();

#if UNITY_ANALYTICS
        AnalyticsEvent.StoreOpened(StoreType.Soft);
#endif

#if !UNITY_EDITOR && !DEVELOPMENT_BUILD
        //Disable cheating on non dev build outside of the editor
        cheatButton.interactable = false;
#else
        cheatButton.interactable = true;
#endif

        m_OpenList = itemList;
        itemList.Open();
    }
示例#4
0
    //函数执行顺序:awake onenable start
    protected void OnEnable()
    {
        PlayerData.Create();
        s_Instance = this;

        m_consumableDatabase.Load();
        m_StateDict.Clear();

        if (states.Length == 0)
        {
            return;
        }
        //初始化游戏状态字典
        for (int i = 0; i < states.Length; ++i)
        {
            states[i].manager = this;
            m_StateDict.Add(states[i].GetName(), states[i]);
        }

        m_StateStack.Clear();
        PushState(states[0].GetName());
    }