示例#1
0
    /// <summary>
    /// 处理是否接受挑战支付界面按键事件.
    /// </summary>
    void HandleShiFouJieShouTiaoZhan_ZhiFuEnterBtEvent()
    {
        UnityLog("HandleShiFouJieShouTiaoZhan_ZhiFuEnterBtEvent -> m_BtState ==== " + m_BtState);
        switch (m_BtState)
        {
        case BtState.TongYi:
        {
            //清理最后一个结束游戏玩家的数据.
            SSGameDataCtrl.GetInstance().CleanLastOverPlayerData();
            //激活该玩家.
            SSGameDataCtrl.GetInstance().SetActivePlayer(m_PlayerIndex, true);
            //删除等待对方同意PK.
            SSGameDataCtrl.GetInstance().m_SSUIRoot.RemoveDengDaiDuiFangTongYiPK();
            //删除对方不敢应战,请继续等待.
            SSGameDataCtrl.GetInstance().m_SSUIRoot.RemoveDuiFangBuYingZhan_JiXuDengDai();
            //同意购买挑战对方道具.
            SSGameDataCtrl.GetInstance().m_PlayerData[(int)m_PlayerIndex].IsJieShouTiaoZhan = true;
            //删除购买挑战对方道具界面.
            SSGameDataCtrl.GetInstance().m_SSUIRoot.RemoveGameShiFouJieShouTiaoZhanPanel();
            //删除挑战对方道具支付界面.
            SSGameDataCtrl.GetInstance().m_SSUIRoot.RemoveGameShiFouJieShouTiaoZhan_ZhiFuPanel();

            if (SSGameDataCtrl.GetInstance().m_PlayerData[(int)m_PlayerIndex].GameState == SSGameDataCtrl.PlayerGameState.YouXiQian)
            {
                //游戏前.
                //产生开始双人PK提示.
                SSGameDataCtrl.GetInstance().m_SSUIRoot.SpawnKaiShiShuangRenPK();
            }
            else
            {
                //游戏中.
                //产生购买复活道具界面.
                SSGameDataCtrl.GetInstance().m_SSUIRoot.SpawnGameFuHuoDaoJuPanel(m_PlayerIndex);
            }
            break;
        }

        case BtState.JuJue:
        {
            //拒绝购买挑战对方道具.
            //删除挑战对方道具支付界面.
            SSGameDataCtrl.GetInstance().m_SSUIRoot.RemoveGameShiFouJieShouTiaoZhan_ZhiFuPanel();
            //解锁挑战对方道具购买界面.
            SSGameDlgUI dlg = SSGameDataCtrl.GetInstance().m_SSUIRoot.m_SSGameDlgManage.FindGameDlgByType(GameDlgState.ShiFouJieShouTiaoZhan);
            if (dlg != null)
            {
                dlg.SetIsLockPanel(false);
            }
            break;
        }
        }
    }
示例#2
0
    /// <summary>
    /// 处理是否重新开始游戏支付界面按键事件(继续游戏支付界面).
    /// </summary>
    void HandleShiFouChongXinKaiShi_ZhiFuEnterBtEvent()
    {
        UnityLog("HandleShiFouChongXinKaiShi_ZhiFuEnterBtEvent -> m_BtState ==== " + m_BtState);
        switch (m_BtState)
        {
        case BtState.TongYi:
        {
            //同意购买重新开始游戏道具(继续游戏界面).
            //删除购买重新开始游戏道具界面(继续游戏界面).
            SSGameDataCtrl.GetInstance().m_SSUIRoot.RemoveGameShiFouChongXinKaiShiPanel();
            //删除重新开始游戏道具支付界面(继续游戏支付界面).
            SSGameDataCtrl.GetInstance().m_SSUIRoot.RemoveGameShiFouChongXinKaiShi_ZhiFuPanel();
            //激活该玩家.
            SSGameDataCtrl.GetInstance().SetActivePlayer(m_PlayerIndex, true);
            //恢复玩家的游戏数据.
            SSGameDataCtrl.GetInstance().m_PlayerData[(int)m_PlayerIndex].Score            = SSGameDataCtrl.GetInstance().m_LastOverPlayerData.Score;
            SSGameDataCtrl.GetInstance().m_PlayerData[(int)m_PlayerIndex].IsTongYiJiXuGame = true;
            //SSGameDataCtrl.GetInstance().m_BallSpawnArray[(int)m_PlayerIndex].IndexCreatBallJieDuan = SSGameDataCtrl.GetInstance().m_LastOverPlayerData.IndexCreatBallJieDuan;
            //产生复活道具界面.
            SSGameDataCtrl.GetInstance().m_SSUIRoot.SpawnGameFuHuoDaoJuPanel(m_PlayerIndex);
            //删除等待对方同意PK.
            SSGameDataCtrl.GetInstance().m_SSUIRoot.RemoveDengDaiDuiFangTongYiPK();
            break;
        }

        case BtState.JuJue:
        {
            //拒绝购买重新开始游戏道具(继续游戏).
            //删除重新开始游戏道具支付界面(继续游戏支付界面).
            SSGameDataCtrl.GetInstance().m_SSUIRoot.RemoveGameShiFouChongXinKaiShi_ZhiFuPanel();
            //解锁重新开始游戏(继续游戏)道具购买界面.
            SSGameDlgUI dlg = SSGameDataCtrl.GetInstance().m_SSUIRoot.m_SSGameDlgManage.FindGameDlgByType(GameDlgState.ShiFouChongXinKaiShi);
            if (dlg != null)
            {
                dlg.SetIsLockPanel(false);
            }
            break;
        }
        }
    }