示例#1
0
    private void LoadAll()
    {
        InitUI();
        if (!DataUtility.isContinue)
        {
            InitPlayer();
            InitCamera();
            InitMonster();
            InitCherry();
            InitGem();
            InitDescPanel();
        }
        else
        {
            DataUtility.ReadData();
            InitCamera();
        }

        PlayBgmOfActiveScene();
        //手动创建事件系统
        List <Transform> list = GetCompUtility.FindCompInAll <EventSystem>();

        if (list == null || list.Count == 0)
        {
            UIManager.Instance.CreateEventSystem();
        }
        CurPlayer.Instance.Scene = SceneManager.GetActiveScene().name;
    }
示例#2
0
 //隐藏父物体的所有子物体
 public void MoveAllChildToHide(Transform parent)
 {
     for (int i = 0; i < parent.childCount; i++)
     {
         Transform trans = parent.GetChild(i);
         HideUI(GetCompUtility.SubClone(trans.name), false);
     }
 }
示例#3
0
    /// <summary>
    /// 以json方式写入文件
    /// </summary>
    public static void WriteDataToJson()
    {
        CurPlayer.Instance.Pos = PlayerPos;
        Player player = new Player
        {
            Pos   = CurPlayer.Instance.Pos,
            Blood = CurPlayer.Instance.Blood,
            Score = CurPlayer.Instance.Score,
            Scene = CurPlayer.Instance.Scene
        };

        List <Monster> monsterList   = GetMonsterList();
        List <Vector3> gemPosList    = GetCompUtility.FindAllTag(GemTag);
        List <Vector3> cherryPosList = GetCompUtility.FindAllTag(CherryTag);

        JsonToWrite <Player>(player, RolePath);
        JsonToWrite <List <Monster> >(monsterList, MonsterPath);
        JsonToWrite <List <Vector3> >(gemPosList, GemPath);
        JsonToWrite <List <Vector3> >(cherryPosList, CherryPath);
        Log.Error("保存数据成功");
    }