public override void EndGame(bool isSuccess)
    {
        base.EndGame(isSuccess);

        HudPanel.GameEnd(isSuccess);

        PlayerController playerCtlr = G_GameInfo.PlayerController;

        uint clearGrade = 3;

        //Debug.LogWarning("2JW : SingleGame EndGame In TotalGold - " + playerCtlr.TotalGold);

        /*
         * TotalGachaData totalData = new TotalGachaData();
         * totalData.gold = playerCtlr.TotalGold;
         *
         * if (isSuccess)
         * {
         *  ///그냥 형식만. 획득한 아이템이 3개라는 것만 알린다. UIHelper에서 들고있는 GetFakeItemData에서 다 처리함 (난투장 획득 아이템에 대한 부분은 별도 퍼리해야할 것 같다.)
         *  for (int i = 0; i < 4; i++)
         *  {
         *      NetData.GachaData item_0 = new NetData.GachaData();
         *      item_0.userItem = new NetData.ItemData();
         *      item_0.userItem.item_id = (uint)i + 1;
         *      totalData.Add(item_0);
         *  }
         * }
         */
        StartCoroutine(ResultAction(isSuccess, playerCtlr, clearGrade));//, totalData));, (ulong)(playingTime * 1000f)

        //< 승리했을때에만 보스처리(승리했다면 무조건 보스를 잡았다는 뜻이므로)
        //if (isSuccess)
        //MissionManager.AllBossMonsterKillQuestCheck(1);
    }
示例#2
0
    public override void EndGame(bool isSuccess)
    {
        base.EndGame(isSuccess);

        HudPanel.GameEnd(isSuccess);

        StartCoroutine(ResultAction(isSuccess));
    }
    /*
     * protected override void OnRemoveUnit(Unit removedUnit)
     * {
     *  if (null == removedUnit || isEnd)
     *      return;
     *
     *  if (removedUnit is Pc && removedUnit.IsLeader) {//실패
     *      EndGame(false);
     *  }
     *
     *  if (SpawnPropList != null && SpawnPropList.Count <= 0)
     *      EndGame(true);
     * }
     */
    public override void EndGame(bool isSuccess)
    {
        base.EndGame(isSuccess);

        HudPanel.GameEnd(isSuccess, true);

        PlayerController playerCtlr = G_GameInfo.PlayerController;

        StartCoroutine(ResultAction(isSuccess, playerCtlr));
    }
示例#4
0
    public override void EndGame(bool isSuccess)
    {
        base.EndGame(isSuccess);

        if (RaidGameState.IsTest)
        {
            SceneManager.instance.ActionEvent(_ACTION.GO_TOWN);
            RaidGameState.IsTest = false;
            return;
        }

        HudPanel.GameEnd(isSuccess);
        StartCoroutine(ResultAction(isSuccess));
    }
示例#5
0
    public override void EndGame(bool isSuccess)
    {
        base.EndGame(isSuccess);

        if (TowerGameState.IsTest)
        {
            SceneManager.instance.ActionEvent(_ACTION.GO_TOWN);
            TowerGameState.IsTest = false;
            return;
        }

        HudPanel.GameEnd(isSuccess, true);

        PlayerController playerCtlr = G_GameInfo.PlayerController;

        StartCoroutine(ResultAction(isSuccess, playerCtlr));
    }
示例#6
0
    public void EndTutorial()
    {
        TempCoroutine.instance.FrameDelay(0.5f, () => {
            base.EndGame(true);
            UIMgr.instance.UICamera.enabled = false;
            HudPanel.GameEnd(true);
            //UIBasePanel basePanel = UIMgr.GetUIBasePanel("UIPopup/TutorialPopup");
            //if (basePanel != null)
            //    basePanel.Close();

            SceneManager.instance.CurTutorial = TutorialType.INGAME;
            NetworkClient.instance.SendPMsgRoleGuideC((int)1);
            NetworkClient.instance.SendPMsgLoginOverC();

            TutorialGameState.IsTutorial = false;
        });
    }
示例#7
0
    public override void EndGame(bool isSuccess)
    {
        if (!IsStartGame)//이미 처리중 중복처리 막는다
        {
            return;
        }

        base.EndGame(isSuccess);

        HudPanel.GameEnd(isSuccess);

        TempCoroutine.instance.FrameDelay(1f, () =>
        {
            UIMgr.instance.UICamera.enabled = true;

            HudPanel.Hide();
            UIMgr.GetUI("UIPanel/InGameBoardPanel").GetComponent <InGameBoardPanel>().Hide();

            OverrideGameEnd(isSuccess);
        });
    }