public override void HandleEvent(string eventName, object data) { switch (eventName) { case Consts.E_EnterScene: SceneArgs sce = data as SceneArgs; if (sce.SceneIndex == 3) { MapV = GetComponent <MapV>(); MapModel MapM = GetModel <MapModel>(); MapV.MapVInit(MapM); MapV.Draw(); MapV.CompleteMap += Complete; } break; case Consts.E_SpawnMonster: SpawnMonsterArgs s = data as SpawnMonsterArgs; Debug.Log("生成怪物:" + s.MonsterID); SpawnMonster(s.MonsterID); break; case Consts.E_SpawnTower: Debug.Log("生成塔"); break; } }
public override void Execute(object data) { SceneArgs e = data as SceneArgs; // 注册视图(View) switch (e.SceneIndex) { case 0: // Init break; case 1: // Start RegisterView(GameObject.Find("UIStart").GetComponent <UIStart>()); break; case 2: // Select RegisterView(GameObject.Find("UISelect").GetComponent <UISelect>()); break; case 3: // Level RegisterView(GameObject.Find("UIBoard").GetComponent <UIBoard>()); RegisterView(GameObject.Find("Map").GetComponent <Spawner>()); RegisterView(GameObject.Find("Canvas").transform.Find("UICountDown").GetComponent <UICountDown>()); RegisterView(GameObject.Find("Canvas").transform.Find("UIWin").GetComponent <UIWin>()); RegisterView(GameObject.Find("Canvas").transform.Find("UILost").GetComponent <UILost>()); RegisterView(GameObject.Find("Canvas").transform.Find("UISystem").GetComponent <UISystem>()); break; case 4: // Complete RegisterView(GameObject.Find("UIComplete").GetComponent <UIComplete>()); break; } }
public override void Execute(object data) { SceneArgs e = data as SceneArgs; switch (e.SceneIndex) { case 0: break; case 1: RegisterView(GameObject.Find("UIStart").GetComponent <UIStart>()); break; case 2: RegisterView(GameObject.Find("UISelect").GetComponent <UISelect>()); break; case 3: GameObject go = null; go = GameObject.Find("Canvas"); RegisterView(GameObject.Find("UIBoard").GetComponent <UIBoard>()); RegisterView(go.transform.Find("UICountDown").GetComponent <UICountDown>()); RegisterView(go.transform.Find("UIWin").GetComponent <UIWin>()); RegisterView(go.transform.Find("UILose").GetComponent <UILose>()); RegisterView(go.transform.Find("UISystem").GetComponent <UISystem>()); break; case 4: RegisterView(GameObject.Find("UIComplete").GetComponent <UIComplete>()); break; } }
public override void Execute(object data) { SceneArgs e = data as SceneArgs; //Register View switch (e.SceneIndex) { case 0: //Init break; case 1: //Menu RegisterView(GameObject.FindObjectOfType <UIMenu>()); break; case 2: //Game GetModel <GameModel>().Initialize(); RegisterView(GameObject.FindObjectOfType <UIInsBtn>()); RegisterView(GameObject.FindObjectOfType <UISkillBtn>()); RegisterView(GameObject.FindObjectOfType <UIEnergy>()); RegisterView(GameObject.Find("Canvas").transform.Find("UIShop").GetComponentInChildren <UIShop>()); RegisterView(GameObject.Find("Canvas").transform.Find("UIWin").GetComponentInChildren <UIWin>()); RegisterView(GameObject.Find("Canvas").transform.Find("UILose").GetComponentInChildren <UILose>()); RegisterView(GameObject.FindObjectOfType <Spawner>()); break; case 3: //Complete //RegisterView(GameObject.FindObjectOfType<UIComplete>()); break; default: break; } }
public override void HandleEvent(string eventName, object data) { switch (eventName) { case Consts.E_EnterScene: SceneArgs e = data as SceneArgs; int scenceID = e.SceneIndex; if (scenceID == 2) { initialize(); } break; case Consts.E_ShowSkillInfo: int skillID = (int)data; ShowSkillInfo(skillID); break; case Consts.E_AddFightSkill: AddFightSkill addskill = data as AddFightSkill; AddFightSkill(addskill); break; case Consts.E_MoveFightSkill: AddFightSkill moveskill = data as AddFightSkill; MoveFightSkill(moveskill); break; } }
public override void Execute(object data) { //注册view SceneArgs sceneArgs = data as SceneArgs; Debug.Log("进入场景:" + sceneArgs.SceneId); switch (sceneArgs.SceneId) { case 0: break; case 1: RegisterView(GameObject.Find("UIStart").GetComponent <UIStart>()); break; case 2: RegisterView(GameObject.Find("UISelect").GetComponent <UISelect>()); break; case 3: RegisterView(GameObject.Find("UIBoard").GetComponent <UIBoard>()); RegisterView(GameObject.Find("Map").GetComponent <Spawner>()); RegisterView(GameObject.Find("TowerPopup").GetComponent <TowerPopup>()); RegisterView(GameObject.Find("Canvas").transform.Find("UICountDown").GetComponent <UICountDown>()); RegisterView(GameObject.Find("Canvas").transform.Find("UIWin").GetComponent <UIWin>()); RegisterView(GameObject.Find("Canvas").transform.Find("UILost").GetComponent <UILost>()); RegisterView(GameObject.Find("Canvas").transform.Find("UISystem").GetComponent <UISystem>()); break; case 4: RegisterView(GameObject.Find("UICompletes").GetComponent <UICompletes>()); break; } }
public override void HandleEvent(string eventName, object data) { switch (eventName) { case Consts.E_EnterScene: SceneArgs sceneArgs = data as SceneArgs; if (sceneArgs.SceneId == 3) { //加载数据 GameModel gameModel = GetModel <GameModel>(); //加载地图 _map = GetComponent <Map>(); _map.LoadLevel(gameModel.PlayLevel); _map.OnTileClick += MapOnOnTileClick; //加载萝卜 SpawnLuobo(_map.Path[_map.Path.Length - 1]); } break; case Consts.E_SpawnMonster: SpawnMonsterArgs spawnMonsterArgs = data as SpawnMonsterArgs; SpawnMonster(spawnMonsterArgs.MosterType); break; case Consts.E_SpawnTower: SpawnTowerArgs spawnTower = data as SpawnTowerArgs; SpawnTower(spawnTower.TowerId, spawnTower.Pos); break; default: break; } }
[HideInInspector] public StaticData StaticData = null; //静态数据 //全局方法 public void LoadScene(int level, bool Asynchronous = false) { if (Asynchronous) { //---异步加载新场景 LoadScene(4, false); SceneArgs As = new SceneArgs() { SceneIndex = level //当前场景索引 }; Debug.Log(level); SendEvent(Consts.E_AsynchronousLoading, As); } else { //---退出旧场景 //造一个事件参数 SceneArgs e = new SceneArgs() { SceneIndex = SceneManager.GetActiveScene().buildIndex //当前场景索引 }; //发布事件 SendEvent(Consts.E_ExitScene, e); //---同步加载新场景 SceneManager.LoadScene(level, LoadSceneMode.Single); SceneManager.sceneLoaded += LoadedEve; } }
public void LevelLoaded(Scene scene, LoadSceneMode mod) { SceneArgs e = new SceneArgs(); e.sceneIndex = scene.buildIndex; SendEvent(Const.E_EnterScene, e); }
public override void HandleEvent(string eventName, object data) { switch (eventName) { case Consts.E_EnterScene: SceneArgs e = data as SceneArgs; int scenceID = e.SceneIndex; if (scenceID == 2) { GetEquipList(); } break; case Consts.E_ItemUse: if (isopen) { ClosePanel(); } break; case Consts.E_EquipUpdate: UpdateEquipList(); GetEquipList(); break; } }
public override void HandleEvent(string eventName, object data) { switch (eventName) { case Consts.E_EnterScene: SceneArgs e0 = data as SceneArgs; if (e0.SceneIndex == 3) { //获取数据 GameModel gModel = GetModel <GameModel>(); //加载地图 m_Map = GetComponent <Map>(); m_Map.LoadLevel(gModel.PlayLevel); //加载萝卜 Vector3[] path = m_Map.Path; Vector3 pos = path[path.Length - 1]; SpawnLuobo(pos); } break; case Consts.E_SpawnMonster: SpawnMonsterArgs e1 = data as SpawnMonsterArgs; SpawnMonster(e1.MonsterType); break; } }
public void OnLevelWasLoaded(int level) { SceneArgs e = new SceneArgs(); e.SceneIndex = level; SendEvent(Constant.E_EnterScene, e); }
public void LoadScene(int level) { SceneArgs e = new SceneArgs(); e.sceneIndex = SceneManager.GetActiveScene().buildIndex; SendEvent(Const.E_ExitScene, e); SceneManager.LoadScene(level, LoadSceneMode.Single); }
IEnumerator StartNextLessonAfterPause(int seconds) { yield return(new WaitForSeconds(seconds)); SceneArgs.clear(); SceneArgs.addArg("level", (currentLevel + 1).ToString()); SceneManager.LoadScene("Lessons"); }
//退出了场景就回收所有对象 public override void Execute(object data) { SceneArgs sceneArgs = data as SceneArgs; if (sceneArgs.SceneIndex == 3) { Game.Instance.ObjectPool.UnspawnAll(); } }
private void OnLevelFinishedLoading(Scene scene, LoadSceneMode mode) { SceneArgs e = new SceneArgs() { SceneIndex = scene.buildIndex }; SendEvent(Consts.E_EnterScene, e); }
/// <summary> /// 当加载对应场景完成后 /// </summary> void OnLevelWasLoaded(int sceneLevel) { SceneArgs e = new SceneArgs(); e.SceneIndex = sceneLevel; //发送进入该场景事件,UICountDown脚本接受并处理 SendEvent(Consts.E_EnterScene, e); }
//场景加载时发送消息给MVC private void OnLevelWasLoaded(int level) { //构建事件 SceneArgs e = new SceneArgs(); e.Level = level; SendEvent(Consts.E_EnterScene, e); }
void Send() { SceneArgs e = new SceneArgs() { SceneIndex = 3 }; SendEvent(Consts.E_EnterScene, e); }
//用于给 void OnSceneLoaded(Scene scene, LoadSceneMode Mode) { //事件参数 SceneArgs e = new SceneArgs(); e.SceneIndex = scene.buildIndex; //发布事件 SendEvent(Consts.E_EnterScene, e); }
// 当前场景加载完成后触发 void OnLevelWasLoaded(int level) { // 事件参数 SceneArgs e = new SceneArgs(); e.SceneIndex = level; // 发布事件 SendEvent(Consts.E_EnterScene, e); }
void OnLevelWasLoaded(int level) { Debug.Log("OnLevelWasLoaded:" + level); //事件参数 SceneArgs e = new SceneArgs(level); SendEvent(Consts.E_EnterScene, e); }
public void LoadScene(int level) { SceneArgs e = new SceneArgs(); e.sceneIndex = SceneManager.GetActiveScene().buildIndex; SendEvent(Const.E_ExitScene, e); SceneManager.LoadScene(level, LoadSceneMode.Single); //language GameEvents.Instance.LanguageChange(); }
//进入新场景 private void OnLevelWasLoaded(int level) { Debug.Log("进入新场景:" + level); //发送进入场景事件 SceneArgs e = new SceneArgs() { scenesIndex = level }; SendEvent(Consts.E_EnterScenes, e); }
/// <summary> /// 进入一个场景会调用 /// </summary> /// <param name="level"></param> private void OnLevelWasLoaded(int level) { //Debug.Log("OnLevelWasLoaded:" + level); //事件参数 SceneArgs e = new SceneArgs(); e.SceneId = level; //发布事件 SendEvent(Consts.E_EnterScene, e); }
public override void HandleEvent(string eventName, object data) { if (eventName == Consts.E_EnterScene) { SceneArgs sceneArgs = data as SceneArgs; if (sceneArgs != null && sceneArgs.SceneId == 2) { _gameModel = GetModel <GameModel>(); LoadCards(); } } }
public override void Execute(object data) { SceneArgs e = data as SceneArgs; switch (e.scenesIndex) { case 1: default: break; } }
public void LoadNewLevel() { Load.SetActive(true); StartCoroutine(UILoad()); SceneArgs sceneArgs = new SceneArgs { SceneIndex = 3 }; SendEvent(Consts.E_ExitScene, sceneArgs); SendEvent(Consts.E_CreatMap); }
//加载场景发送消息给MVC public void LoadScene(int Level) { //获取事件参数 SceneArgs e = new SceneArgs(); e.Level = SceneManager.GetActiveScene().buildIndex; //退出当前场景发布事件 SendEvent(Consts.E_ExitScene, e); //加载新场景 SceneManager.LoadScene(Level, LoadSceneMode.Single); }
//TODO:@Zidong 接手的项目之前是这样写的,没有直接利用operation.progress的值,或者可以尝试优化一下?因为现在读条到100%后还要等一小段时间 public void LoadScene(int level) { //--退出上一场景 //事件参数 SceneArgs e = new SceneArgs(); e.SceneIndex = SceneManager.GetActiveScene().buildIndex; //发布 SendEvent(Consts.E_ExitScene, e); //--加载新场景 SceneManager.LoadScene(level, LoadSceneMode.Single); }