void Awake() { btn.onClick.AddListener(onBtnClick); MessageSystem<MessageType>.Regist(MessageType.AgentSelectSkill, this); }
public Lobby() : base() { MessageSystem <MessageType> .Regist(MessageType.ROOMLISTRESPONSE, this); }
public override void Awake() { if (Lobby.Instance.SelectRoom.max_player != 6) { Destroy(players[0].gameObject); players.RemoveAt(0); Destroy(players[3].gameObject); players.RemoveAt(3); Destroy(nicknames[0].gameObject); nicknames.RemoveAt(0); Destroy(nicknames[3].gameObject); nicknames.RemoveAt(3); Destroy(pools[0].gameObject); pools.RemoveAt(0); Destroy(pools[0].gameObject); pools.RemoveAt(0); Destroy(pools[0].gameObject); pools.RemoveAt(0); Destroy(pools[0].gameObject); pools.RemoveAt(0); Destroy(seats[5].gameObject); Destroy(seats[4].gameObject); seats.RemoveAt(5); seats.RemoveAt(4); } if (BattleData.Instance.MainPlayer.team == 0) { RedGroup.localPosition = new Vector3(450, 300, 0); BlueGroup.localPosition = new Vector3(-450, 300, 0); redHero.transform.localPosition = new Vector3(370, -100, 0); blueHero.transform.localPosition = new Vector3(-370, -100, 0); FlagGroup.localScale = new Vector3(-1, 1, 0); } var idx = BattleData.Instance.PlayerIdxOrder.IndexOf((int)BattleData.Instance.StartPlayerID); int a = 0, b = players.Count / 2; for (int i = 0; i < players.Count; i++) { var player = BattleData.Instance.GetPlayerInfo((uint)BattleData.Instance.PlayerIdxOrder[(i + idx) % players.Count]); seats[i].sprite = (player.team == (uint)Team.Blue) ? AssetBundleManager.Instance.LoadAsset <Sprite>("lobby_texture", "seatBlueSquare") : AssetBundleManager.Instance.LoadAsset <Sprite>("lobby_texture", "seatRedSquare"); if (player.team == (uint)Team.Blue) { players[a].ID = player.id; players[a].Seat = i; if (player.leader == 1) { BlueLeader.transform.SetParent(players[a].transform); BlueLeader.transform.localPosition = new Vector3(0, 35, 0); BlueLeader.gameObject.SetActive(true); } nicknames[a++].text = player.nickname; } else { players[b].ID = player.id; players[b].Seat = i; if (player.leader == 1) { RedLeader.transform.SetParent(players[b].transform); RedLeader.transform.localPosition = new Vector3(0, 0, 0); RedLeader.gameObject.SetActive(true); } nicknames[b++].text = player.nickname; } } for (int i = 0; i < RoleChoose.Instance.RoleIDs.Count; i++) { pools[i].HeroID = RoleChoose.Instance.RoleIDs[i]; pools[i].Selected = (RoleChoose.Instance.options[i] > 0); pools[i].canselect = RoleChoose.Instance.oprater == BattleData.Instance.PlayerID; uint id = RoleChoose.Instance.RoleIDs[i]; pools[i].MVP.onClick.AddListener(delegate { onHeroClick(id); }); } choosing = 0; lastChosen = 0; BPBtn.onClick.AddListener(onSureClick); CancelBtn.onClick.AddListener(cancelIB); btnLogExpand.onClick.AddListener(delegate { onBtnLogExpandClick(true); }); btnChatExpand.onClick.AddListener(delegate { onBtnChatExpandClick(true); }); btnSubmit.onClick.AddListener(delegate { onBtnSubmitClick(null); }); inptChat.onEndEdit.AddListener(onBtnSubmitClick); MessageSystem <MessageType> .Regist(MessageType.ChatChange, this); MessageSystem <MessageType> .Regist(MessageType.GameStart, this); MessageSystem <MessageType> .Regist(MessageType.PICKBAN, this); MessageSystem <MessageType> .Regist(MessageType.GAMEINFO, this); base.Awake(); }
void Awake() { MessageSystem <MessageType> .Regist(MessageType.AgentSelectPlayer, this); }
public RoleChoose() : base() { MessageSystem <MessageType> .Regist(MessageType.ROLEREQUEST, this); }
public override void Awake() { if (Lobby.Instance.SelectRoom.max_player != 6) { GameObject.Destroy(playerStatus[2].gameObject); playerStatus.RemoveAt(2); GameObject.Destroy(playerStatus[3].gameObject); playerStatus.RemoveAt(3); GameObject.Destroy(MVPS[0].gameObject); MVPS.RemoveAt(0); GameObject.Destroy(MVPS[1].gameObject); MVPS.RemoveAt(1); } Dialog.Instance.Reset(); btnLogExpand.onClick.AddListener(delegate { onBtnLogExpandClick(true); }); btnChatExpand.onClick.AddListener(delegate { onBtnChatExpandClick(true); }); btnSubmit.onClick.AddListener(delegate { onBtnSubmitClick(null); }); inptChat.onEndEdit.AddListener(onBtnSubmitClick); MessageSystem <MessageType> .Regist(MessageType.RoomIDChange, this); MessageSystem <MessageType> .Regist(MessageType.MoraleChange, this); MessageSystem <MessageType> .Regist(MessageType.GemChange, this); MessageSystem <MessageType> .Regist(MessageType.CrystalChange, this); MessageSystem <MessageType> .Regist(MessageType.GrailChange, this); MessageSystem <MessageType> .Regist(MessageType.SendHint, this); MessageSystem <MessageType> .Regist(MessageType.Win, this); MessageSystem <MessageType> .Regist(MessageType.Lose, this); MessageSystem <MessageType> .Regist(MessageType.PlayerNickName, this); MessageSystem <MessageType> .Regist(MessageType.PlayerActionChange, this); MessageSystem <MessageType> .Regist(MessageType.PlayerTeamChange, this); MessageSystem <MessageType> .Regist(MessageType.PlayerRoleChange, this); MessageSystem <MessageType> .Regist(MessageType.PlayerHandChange, this); MessageSystem <MessageType> .Regist(MessageType.PlayerHealChange, this); MessageSystem <MessageType> .Regist(MessageType.PlayerTokenChange, this); MessageSystem <MessageType> .Regist(MessageType.PlayerKneltChange, this); MessageSystem <MessageType> .Regist(MessageType.PlayerEnergeChange, this); MessageSystem <MessageType> .Regist(MessageType.PlayerBasicAndExCardChange, this); MessageSystem <MessageType> .Regist(MessageType.HURTMSG, this); MessageSystem <MessageType> .Regist(MessageType.CARDMSG, this); MessageSystem <MessageType> .Regist(MessageType.SKILLMSG, this); MessageSystem <MessageType> .Regist(MessageType.TURNBEGIN, this); MessageSystem <MessageType> .Regist(MessageType.LogChange, this); MessageSystem <MessageType> .Regist(MessageType.ChatChange, this); MessageSystem <MessageType> .Regist(MessageType.POLLINGREQUEST, this); MessageSystem <MessageType> .Regist(MessageType.POLLINGRESPONSE, this); //依据数据初始化界面 MessageSystem <MessageType> .Notify(MessageType.PlayBGM); MessageSystem <MessageType> .Notify(MessageType.MoraleChange, Team.Red, BattleData.Instance.Morale[(int)Team.Red]); MessageSystem <MessageType> .Notify(MessageType.MoraleChange, Team.Blue, BattleData.Instance.Morale[(int)Team.Blue]); MessageSystem <MessageType> .Notify(MessageType.GemChange, Team.Red, (int)BattleData.Instance.Gem[(int)Team.Red]); MessageSystem <MessageType> .Notify(MessageType.GemChange, Team.Blue, (int)BattleData.Instance.Gem[(int)Team.Blue]); MessageSystem <MessageType> .Notify(MessageType.CrystalChange, Team.Red, (int)BattleData.Instance.Crystal[(int)Team.Red]); MessageSystem <MessageType> .Notify(MessageType.CrystalChange, Team.Blue, (int)BattleData.Instance.Crystal[(int)Team.Blue]); MessageSystem <MessageType> .Notify(MessageType.GrailChange, Team.Red, BattleData.Instance.Grail[(int)Team.Red]); MessageSystem <MessageType> .Notify(MessageType.GrailChange, Team.Blue, BattleData.Instance.Grail[(int)Team.Blue]); MessageSystem <MessageType> .Notify(MessageType.RoomIDChange); var playerIdxOrder = BattleData.Instance.PlayerIdxOrder; if (playerIdxOrder.Count == BattleData.Instance.PlayerInfos.Count && playerIdxOrder.Count > 0) { for (int i = 0; i < playerStatus.Count; i++) { var playerInfo = BattleData.Instance.GetPlayerInfo((uint)playerIdxOrder[i]); playerStatus[i].ID = playerInfo.id; MessageSystem <MessageType> .Notify(MessageType.PlayerNickName, i, playerInfo.nickname); MessageSystem <MessageType> .Notify(MessageType.PlayerTeamChange, i, playerInfo.team); MessageSystem <MessageType> .Notify(MessageType.PlayerRoleChange, i, playerInfo.role_id); MessageSystem <MessageType> .Notify(MessageType.PlayerHandChange, i, playerInfo.hand_count, playerInfo.max_hand); MessageSystem <MessageType> .Notify(MessageType.PlayerHealChange, i, playerInfo.heal_count); MessageSystem <MessageType> .Notify(MessageType.PlayerTokenChange, i, playerInfo.yellow_token, playerInfo.blue_token, playerInfo.covered_count); MessageSystem <MessageType> .Notify(MessageType.PlayerEnergeChange, i, playerInfo.gem, playerInfo.crystal); MessageSystem <MessageType> .Notify(MessageType.PlayerKneltChange, i, playerInfo.is_knelt); MessageSystem <MessageType> .Notify(MessageType.PlayerBasicAndExCardChange, i, playerInfo.basic_cards, playerInfo.ex_cards); } MessageSystem <MessageType> .Notify(MessageType.AgentHandChange); } base.Awake(); }
void Awake() { MessageSystem <MessageType> .Regist(MessageType.AgentSelectSkill, this); }
public override void Awake() { //依据房间人数先去掉不存在anchor if (Lobby.Instance.SelectRoom.max_player != 6) { playerAnchor.RemoveAt(2); playerAnchor.RemoveAt(3); } //测试基本上都是先生成UI才会收到GameInfo事件 //但不确定是否有可能反过来 //最好是能够在Awake中先依据BattleData的数据初始化一遍 Dialog.Instance.Reset(); PlayersStatus.Clear(); MessageSystem <MessageType> .Regist(MessageType.GameStart, this); MessageSystem <MessageType> .Regist(MessageType.ChooseRole, this); MessageSystem <MessageType> .Regist(MessageType.MoraleChange, this); MessageSystem <MessageType> .Regist(MessageType.GemChange, this); MessageSystem <MessageType> .Regist(MessageType.CrystalChange, this); MessageSystem <MessageType> .Regist(MessageType.GrailChange, this); MessageSystem <MessageType> .Regist(MessageType.SendHint, this); MessageSystem <MessageType> .Regist(MessageType.PlayerLeave, this); MessageSystem <MessageType> .Regist(MessageType.PlayerIsReady, this); MessageSystem <MessageType> .Regist(MessageType.PlayerNickName, this); MessageSystem <MessageType> .Regist(MessageType.PlayerRoleChange, this); MessageSystem <MessageType> .Regist(MessageType.PlayerTeamChange, this); MessageSystem <MessageType> .Regist(MessageType.PlayerHandChange, this); MessageSystem <MessageType> .Regist(MessageType.PlayerHealChange, this); MessageSystem <MessageType> .Regist(MessageType.PlayerTokenChange, this); MessageSystem <MessageType> .Regist(MessageType.PlayerKneltChange, this); MessageSystem <MessageType> .Regist(MessageType.PlayerEnergeChange, this); MessageSystem <MessageType> .Regist(MessageType.PlayerBasicAndExCardChange, this); MessageSystem <MessageType> .Regist(MessageType.LogChange, this); MessageSystem <MessageType> .Regist(MessageType.CARDMSG, this); MessageSystem <MessageType> .Regist(MessageType.SKILLMSG, this); MessageSystem <MessageType> .Regist(MessageType.TURNBEGIN, this); root.localPosition = new Vector3(Screen.width, 0, 0); root.DOLocalMoveX(0, 1.0f).OnComplete(() => { GameManager.AddUpdateAction(onESCClick); }); base.Awake(); }