示例#1
0
    private void SetTriggerEffectVisible()
    {
        if (m_lastStep == moduleLabyrinth.currentLabyrinthStep || !m_activeEffect || !m_inactiveEffect)
        {
            return;
        }

        m_activeEffect.SafeSetActive(moduleLabyrinth.currentLabyrinthStep == EnumLabyrinthTimeStep.Chanllenge);
        m_inactiveEffect.SafeSetActive(moduleLabyrinth.currentLabyrinthStep == EnumLabyrinthTimeStep.Rest);
        m_lastStep = moduleLabyrinth.currentLabyrinthStep;
    }
示例#2
0
    private void RefreshRestTimeSpan(EnumLabyrinthTimeStep step)
    {
        //打开面板直到倒计时结束,则关闭面板显示
        if (step == EnumLabyrinthTimeStep.Chanllenge || step == EnumLabyrinthTimeStep.Rest)
        {
            OnConfirmClick(null);
        }

        if (step != EnumLabyrinthTimeStep.Ready)
        {
            return;
        }

        Util.SetText(m_restTimeText, moduleLabyrinth.GetTimeString(moduleLabyrinth.currentStepRestTimespan));
    }
示例#3
0
    public string GetStepFormat(EnumLabyrinthTimeStep step, bool home)
    {
        switch (step)
        {
        case EnumLabyrinthTimeStep.Ready: return(home ? stepFormatForNormal[0] : stepFormatForMaze[0]);

        case EnumLabyrinthTimeStep.Chanllenge: return(home ? stepFormatForNormal[1] : stepFormatForMaze[1]);

        case EnumLabyrinthTimeStep.Rest: return(home ? stepFormatForNormal[2] : stepFormatForMaze[2]);

        case EnumLabyrinthTimeStep.Close:
        case EnumLabyrinthTimeStep.SettleMent: return(home ? stepFormatForNormal[3] : stepFormatForMaze[3]);
        }
        return(string.Empty);
    }
示例#4
0
 protected override void OnDestroy()
 {
     base.OnDestroy();
     m_levelLoadComplete = false;
     m_lastStep          = EnumLabyrinthTimeStep.None;
     foreach (var item in m_players)
     {
         item.creature?.Destroy();
     }
     m_players.Clear();
     Module_Bordlands.bordlandsEdge = Vector4.zero;
     if (m_createPlayerCoroutine != null)
     {
         StopCoroutine(m_createPlayerCoroutine);
     }
 }