public void OnClickNext() { if (this.mMode == MultiTowerReward.MODE.WAIT) { this.mWaitTime = this.WAIT_TIME; if (++this.mNow < this.mMax) { this.mMode = MultiTowerReward.MODE.NEXT; this.ReqAnim(this.nextAnim); } else { this.CreateResult(); this.ReqAnim(this.resultAnim); this.SetButtonText(false); this.mMode = MultiTowerReward.MODE.FINISH; } MonoSingleton <MySound> .Instance.PlaySEOneShot(SoundSettings.Current.Tap, 0.0f); } else { if (this.mMode != MultiTowerReward.MODE.END) { return; } MonoSingleton <MySound> .Instance.PlaySEOneShot(SoundSettings.Current.Tap, 0.0f); FlowNode_TriggerLocalEvent.TriggerLocalEvent((Component)this, "Finish"); this.mMode = MultiTowerReward.MODE.NONE; } }
private void Update() { switch (this.mMode) { case MultiTowerReward.MODE.REQ: while (!this.SetData(this.mNow, true, (GameObject)null)) { ++this.mNow; } this.mMode = MultiTowerReward.MODE.COUNTDOWN; this.mWaitTime = this.WAIT_TIME; break; case MultiTowerReward.MODE.COUNTDOWN: this.mWaitTime -= Time.get_deltaTime(); if ((double)this.mWaitTime > 0.0) { break; } this.mMode = MultiTowerReward.MODE.WAIT; break; case MultiTowerReward.MODE.NEXT: case MultiTowerReward.MODE.FINISH: this.mWaitTime -= Time.get_deltaTime(); if ((double)this.mWaitTime > 0.0) { break; } if (this.mMode == MultiTowerReward.MODE.FINISH) { this.mMode = MultiTowerReward.MODE.END; break; } this.mMode = MultiTowerReward.MODE.REQ; break; } }
private void Refresh() { GameManager instance = MonoSingleton <GameManager> .Instance; int selectedMultiTowerFloor = GlobalVars.SelectedMultiTowerFloor; MultiTowerFloorParam mtFloorParam = instance.GetMTFloorParam(GlobalVars.SelectedMultiTowerID, selectedMultiTowerFloor); if (mtFloorParam == null || selectedMultiTowerFloor < 0) { return; } this.mNow = 0; if (!string.IsNullOrEmpty(mtFloorParam.reward_id)) { this.mMax = instance.GetMTFloorReward(mtFloorParam.reward_id, this.mRound).Count; } DataSource.Bind <MultiTowerFloorParam>(this.item, mtFloorParam); if (this.mNow + 1 < this.mMax) { this.SetButtonText(true); } this.mWaitTime = this.WAIT_OPEN; this.mMode = MultiTowerReward.MODE.NEXT; }