protected override void onInit(SceneProcedure lastProcedure, string intent)
    {
        // 从待机流程和选择赛道流程跳转过来,正常显示布局
        if (!lastProcedure.isThisOrParent(PROCEDURE_TYPE.PT_START_SETTING))
        {
            // 设置摄像机的变换
            RoleDisplay roleDisplay = mSceneSystem.getScene <RoleDisplay>(GameDefine.ROLE_DISPLAY);
            GameCamera  mainCamera  = mCameraManager.getMainCamera();
            if (!lastProcedure.isThisOrParent(PROCEDURE_TYPE.PT_START_SELECT_TRACK))
            {
                mainCamera.copyCamera(roleDisplay.mCameraPositionObject0);
                LayoutTools.LOAD_NGUI_SHOW(LAYOUT_TYPE.LT_BUTTOM_PROMPT, 9);
            }
            else
            {
                Transform cameraPos0 = roleDisplay.mCameraTransform0;
                ObjectTools.MOVE_OBJECT(mainCamera, mainCamera.getPosition(), cameraPos0.localPosition, 0.5f);
                ObjectTools.ROTATE_OBJECT(mainCamera, mainCamera.getRotation(), cameraPos0.localEulerAngles, 0.5f);
            }
            LayoutTools.LOAD_NGUI_SHOW(LAYOUT_TYPE.LT_SELECT_ROLE, 9);
        }
        // 从设置流程跳转过来,立即显示布局
        else
        {
            LayoutTools.LOAD_NGUI_SHOW(LAYOUT_TYPE.LT_BUTTOM_PROMPT, 9);
        }
        LayoutTools.LOAD_NGUI_SHOW(LAYOUT_TYPE.LT_RETURN, 0);
        // 设置当前选中角色
        CommandStartSceneSelectRole cmd = newCmd(out cmd);

        cmd.mIndex     = mRoleSystem.getSelectedIndex();
        cmd.mPlayAudio = false;
        pushCommand(cmd, mGameScene);
    }
示例#2
0
    public override void enter(StateParam param)
    {
        mAnimation.CrossFade(GameDefine.ANIM_TURN_RIGHT);
        mAnimation.CrossFadeQueued(GameDefine.ANIM_RIDE);
        RoleDisplay scene = mSceneSystem.getScene <RoleDisplay>(GameDefine.ROLE_DISPLAY);

        ObjectTools.MOVE_OBJECT_EX(mPlayer, scene.mRolePosition0, scene.mRolePosition2, 1.0f, onMoveDone);
    }
示例#3
0
 protected void LoadRoleMode()
 {
     if (roles[job - 1] == null)
     {
         roles[job - 1] = new RoleDisplay();
         roles[job - 1].CreateRole(job, LoadCallBack);
     }
     else
     {
         ShowMode(job);
     }
 }
示例#4
0
 private void ShowModel()
 {
     if (null == roleModel)
     {
         roleModelDict[roleJob] = new RoleDisplay();
         roleModel.CreateRole((int)roleJob, LoadCallBack);
     }
     else
     {
         modelSpin.target = roleModel.GoBase.transform.GetChild(0);
         roleModel.GoBase.SetActive(true);
     }
 }
示例#5
0
    protected override void onInit(SceneProcedure lastProcedure, string intent)
    {
        if (lastProcedure.isThisOrParent(PROCEDURE_TYPE.PT_START_SETTING))
        {
            LayoutTools.LOAD_NGUI_SHOW(LAYOUT_TYPE.LT_BUTTOM_PROMPT, 0);
        }
        LayoutTools.LOAD_NGUI_SHOW(LAYOUT_TYPE.LT_SELECT_TRACK, 0);
        RoleDisplay roleDisplay = mSceneSystem.getScene <RoleDisplay>(GameDefine.ROLE_DISPLAY);
        Transform   cameraPos1  = roleDisplay.mCameraTransform1;
        GameCamera  mainCamera  = mCameraManager.getMainCamera();

        ObjectTools.MOVE_OBJECT(mainCamera, mainCamera.getPosition(), cameraPos1.localPosition, 0.5f);
        ObjectTools.ROTATE_OBJECT(mainCamera, mainCamera.getRotation(), cameraPos1.localEulerAngles, 0.5f);
        CommandStartSceneSelectTrack cmdTrack = newCmd(out cmdTrack);

        cmdTrack.mTrack     = mRaceSystem.getTrackIndex();
        cmdTrack.mPlayAudio = false;
        pushCommand(cmdTrack, mGameScene);
    }
示例#6
0
    public override void enter(StateParam param)
    {
        mCharacterManager.activeCharacter(mPlayer, true);
        RoleDisplay scene = mSceneSystem.getScene <RoleDisplay>(GameDefine.ROLE_DISPLAY);

        ObjectTools.MOVE_OBJECT_EX(mPlayer, scene.mRolePosition1, scene.mRolePosition0, 1.0f, onMoveDone);
        mPlayer.resetRotation();
        // 设置静止状态拖尾,播放骑行动作
        mPlayer.activeTrail(true);
        AnimationOdds anim = generateAnimation();

        mAnimation.Play(anim.mAnimName);
        mAnimation[anim.mAnimName].speed = 1.5f;
        mAnimation.PlayQueued(anim.mNextAnim);
        mAnimation[anim.mNextAnim + GameDefine.QUEUE_SUFFIX].speed = 1.5f;
        mPlayer.getSelectAnimation().Clear();
        mPlayer.getSelectAnimation().Add(anim.mAnimName);
        mPlayer.getSelectAnimation().Add(anim.mNextAnim);
    }
    protected override void onInit(SceneProcedure lastProcedure, string intent)
    {
        LayoutTools.LOAD_NGUI_SHOW(LAYOUT_TYPE.LT_SETTLEMENT, 10);
        // 卸载除了角色展示以外的所有场景
        mSceneSystem.unloadOtherScene(GameDefine.ROLE_DISPLAY);
        // 激活场景,初始化场景
        mSceneSystem.activeScene(GameDefine.ROLE_DISPLAY);
        mSceneSystem.initScene(GameDefine.ROLE_DISPLAY);

        // 设置摄像机位置
        RoleDisplay roleDisplay = mSceneSystem.getScene <RoleDisplay>(GameDefine.ROLE_DISPLAY);

        mCameraManager.getMainCamera().copyCamera(roleDisplay.mCameraPositionObject0);

        // 给主角添加选中状态
        CommandCharacterAddState cmdState = newCmd(out cmdState);

        cmdState.mState = PLAYER_STATE.PS_ON_SELECT_ROLE;
        pushCommand(cmdState, mCharacterManager.getMyself());
    }