void Start() { _stats = GetComponent <Stats>(); _eventSystem = GetComponent <EventSystem>(); _eventSystem.AddListener(HPEvent.DAMAGE_RECEIVED, OnDamageReceived); _eventSystem.AddListener(HPEvent.HEALED, OnHealed); _currentHP = _stats.hp; }
void Awake() { _stats = GetComponent <Stats>(); _eventSystem = GetComponent <EventSystem>(); _eventSystem.AddListener(MovementEvent.JUMP, OnJump); // _eventSystem.AddListener(MovementEvent.GROUNDED, OnStopped); _eventSystem.AddListener(MovementEvent.MOVING_LEFT_STARTED, SubtractHp); _eventSystem.AddListener(MovementEvent.MOVING_STOPPED, OnStopped); _eventSystem.AddListener(MovementEvent.MOVING_RIGHT_STARTED, SubtractHp); }
private void Awake() { _stats = GetComponent <Stats>(); _circleCollider = GetComponent <CircleCollider2D>(); _rigidbody = GetComponent <Rigidbody2D>(); _eventSystem = GetComponent <EventSystem>(); _eventSystem.AddListener(MovementEvent.JUMP, Jump); _eventSystem.AddListener(MovementEvent.FLIP, Flip); _eventSystem.AddListener(MovementEvent.MOVING_LEFT_STARTED, OnMovingDirectionChanged); _eventSystem.AddListener(MovementEvent.MOVING_STOPPED, OnMovingDirectionChanged); _eventSystem.AddListener(MovementEvent.MOVING_RIGHT_STARTED, OnMovingDirectionChanged); }
public override void Init() { View = base.View as LobbyView; EventSystem.AddListener(EGameEvent.ShowLobbyView, ShowView); EventSystem.AddListener(EGameEvent.HideLobbyView, HideView); }
public override void Init() { View = base.View as MiniMapView; EventSystem.AddListener(EGameEvent.ShowGamePlayView, ShowView); EventSystem.AddListener(EGameEvent.HideGamePlayView, HideView); }
public override void Init() { View = base.View as UserInfoView; EventSystem.AddListener(EGameEvent.ShowUserInfoView, ShowView); EventSystem.AddListener(EGameEvent.HideUserInfoView, HideView); }
void Start() { _stats = GetComponent <Stats>(); _eventSystem = GetComponent <EventSystem>(); _eventSystem.AddListener(ActionEvent.ATTACK, Attack); }
// Use this for initialization void Start() { EventSystem.AddListener <Event_LivesUpdated>(OnLivesUpdated); EventSystem.AddListener <Event_PointsUpdated>(OnPointsUpdated); EventSystem.AddListener <Event_GameOver>(OnGameOver); m_points = GameState.points.ToString(); m_lives = GameState.lives.ToString(); }
public override void OnEnter(GameStateContext context) { room = RoomSystem.Create(context.UserName); SceneManager.LoadScene("Lobby"); EventSystem.AddListener(EventID.HandShake, OnHandShake); }
public static void Init() { if (!s_initialized) { GameState gamestate = instance; EventSystem.AddListener <Event_SubjectLifetimeEnded>(OnSubjectDied); s_initialized = true; } }
public override void Init() { View = base.View as GamePlayView; EventSystem.AddListener(EGameEvent.ShowGamePlayView, ShowView); EventSystem.AddListener(EGameEvent.HideGamePlayView, HideView); EventSystem.AddListener <GSToGC.ReleasingSkillState>(EGameEvent.OnReceiveGameObjectReleaseSkill, OnReceiveGameObjectReleaseSkill); EventSystem.AddListener <GSToGC.RangeEffect>(EGameEvent.OnReceiveSkillModelRange, OnReceiveSkillModelRange); }
public void Enter() { EventSystem.AddListener <GSToGC.GOAppear>(EGameEvent.OnReceiveGameObjectAppear, OnReceiveGameObjectAppear); MessageCenter.Instance.AskSceneLoadComplete(); EventSystem.Broadcast(EGameEvent.ShowGamePlayView); EventSystem.AddListener <GSToGC.RunningState>(EGameEvent.OnReceiveGameObjectRunState, OnReceiveGameObjectRunState); EventSystem.AddListener <GSToGC.FreeState>(EGameEvent.OnReceiveGameObjectFreeState, OnReceiveGameObjectFreeState); }
public override void Init() { View = base.View as LoginView; EventSystem.AddListener(EGameEvent.ShowLoginView, ShowView); EventSystem.AddListener(EGameEvent.HideLoginView, HideView); EventSystem.AddListener <LSToGC.ServerBSAddr>(EGameEvent.OnReceiveBSAddress, OnReceiveBSAddress); EventSystem.AddListener <BSToGC.ClinetLoginCheckRet>(EGameEvent.OnReceiveCheckLoginBSRet, OnReceiveCheckLoginBSRet); EventSystem.AddListener <BSToGC.AskGateAddressRet>(EGameEvent.OnReceiveGSInfo, OnReceiveGSInfo); NetworkManager.Instance.OnConnectServerFailed += OnConnectServerFailed; }
public override void Init() { View = base.View as BattleView; EventSystem.AddListener(EGameEvent.ShowBattleView, ShowView); EventSystem.AddListener(EGameEvent.HideBattleView, HideView); EventSystem.AddListener <GSToGC.BattleBaseInfo>(EGameEvent.OnReceiveBattleBaseInfo, OnReceiveBattleBaseInfo); EventSystem.AddListener <GSToGC.BattleSeatPosInfo>(EGameEvent.OnReceiveBattleSeatPosInfo, OnReceiveBattleSeatPosInfo); EventSystem.AddListener <GSToGC.BattleStateChange>(EGameEvent.OnReceiveBattleStateChange, OnReceiveBattleStateChange); EventSystem.AddListener <GSToGC.HeroList>(EGameEvent.OnReceiveHeroList, OnReceiveHeroList); }
private void Awake() { _soundManager = FindObjectOfType <SoundManager>(); if (GetComponent <AudioSource>() == null) //check { _audioSource = gameObject.AddComponent <AudioSource>(); } else { _audioSource = GetComponent <AudioSource>(); } _eventSystem = GetComponent <EventSystem>(); _eventSystem.AddListener(EventSystem.BROADCAST, TryPlaySound); }
private void OnEnable() { // 添加事件注册 EventSystem.AddListener(EGameEvent.OnConnectGateServerSuccess, OnConnectGateServerSuccess); // EventSystem.AddListener(EGameEvent.ConnectServerFail, OpenConnectUI); // EventSystem.AddListener(EGameEvent.ReconnectToBattle, OpenConnectUI); // EventSystem.AddListener(EGameEvent.BeginWaiting, OpenWaitingUI); // // 读取配置,是否启用声音 // if(PlayerPrefs.HasKey(UIGameSetting.VoiceKey)){ // int voiceValue = PlayerPrefs.GetInt(UIGameSetting.VoiceKey); // bool state = (voiceValue == 1) ? true : false; // } // if(PlayerPrefs.HasKey(UIGameSetting.SoundKey)){ // int voiceValue = PlayerPrefs.GetInt(UIGameSetting.SoundKey); // bool state = (voiceValue == 1) ? true : false; // } }
} = EGameStateType.Login; // 等于自身,则不切换状态 public void Enter() { ResourceUnit unit = ResourceManager.Instance.LoadImmediate(GameConfig.LoginPrefabPath, EResourceType.PREFAB); mSceneRoot = GameObject.Instantiate(unit.Asset) as GameObject; EventSystem.Broadcast(EGameEvent.ShowLoginView); ResourceUnit audioClipUnit = ResourceManager.Instance.LoadImmediate(GameConfig.UIBGSoundPath, EResourceType.ASSET); AudioClip clip = audioClipUnit.Asset as AudioClip; // 播放背景音乐 AudioSource source = GameObject.Find("GameLogic").AddComponent <AudioSource>(); source.loop = true; source.playOnAwake = false; source.volume = GameSettings.AudioVolume; source.clip = clip; source.Play(); EventSystem.AddListener <GSToGC.UserBaseInfo>(EGameEvent.OnReceiveUserBaseInfo, OnReceiveUserBaseInfo); }
public override void OnEnter(GameStateContext context) { UnityEngine.SceneManagement.SceneManager.LoadScene("Login"); EventSystem.AddListener(EventID.LoginSuccess, OnLoginSuccess); EventSystem.AddListener(EventID.ClickRegist, OnClickRegist); }
/// <summary> /// 添加监听 /// </summary> public void AddListener(string eventTag, System.Action <IEventMessage> listener) { InternalSystem.AddListener(eventTag, listener); }
public void Enter() { EventSystem.AddListener(EGameEvent.LoadGameSceneFinish, OnLoadGameSceneFinish); EventSystem.Broadcast(EGameEvent.ShowLoadingView); }
public static void AddListener <T>(EventSystem.EventDelegate <T> del) where T : IEvent { _eventSystem.AddListener(del); }
private void Start() { StartCoroutine(TrySpawn()); EventSystem.AddListener <Event_SubjectLifetimeEnded>(OnSubjectEnd); }
// Start is called before the first frame update void Start() { _eventSystem = GetComponent <EventSystem>(); _eventSystem.AddListener("ping", OnPing); }
public void Enter() { EventSystem.Broadcast(EGameEvent.ShowLobbyView); EventSystem.AddListener <EGameStateType>(EGameEvent.LoadingGame, OnLoadingGame); }
private void Start() { _eventSystem = GetComponent <EventSystem>(); _eventSystem.AddListener(ActionEvent.SUCK, Attack); }
private void Awake() { EventSystem.AddListener <Event_HadoukenHit>(OnHadoukenHit); }
void Start() { _animator = GetComponent <Animator>(); _eventSystem = GetComponent <EventSystem>(); _eventSystem.AddListener(EventSystem.BROADCAST, TryPlayAnimation); }
// Use this for initialization void Start() { EventSystem.AddListener <Event_SubjectLifetimeEnded>(OnSubjectEnd); }
public override void OnEnter(GameStateContext context) { SceneManager.LoadScene("Regist"); EventSystem.AddListener(EventID.BackLogin, OnBackLogin); }