private void OnDisable() { #if !UNITY_EDITOR try { #endif var evt = new UIEvent_SkillButtonReleased(false, 0); EventDispatcher.Instance.DispatchEvent(evt); if (learnSkillID != -1) { PlayerDataManager.Instance.LearnSkill(learnSkillID); learnSkillID = -1; } //防止重新进来时被阻止输入 BlockMainScreen(false); BossTalk.gameObject.SetActive(false); StopTransition(); #if !UNITY_EDITOR } catch (Exception ex) { Logger.Error(ex.ToString()); } #endif }
private static void RegisterPressEvent(MonoBehaviour behaviour, MainBattleSkill logic) { if (behaviour == null) { return; } var trigger = behaviour.gameObject.AddComponent <UIEventTrigger>(); var pressed = new EventDelegate(() => { try { UIEvent_SkillButtonPressed evt; if (logic == null) { evt = new UIEvent_SkillButtonPressed(-1); } else { evt = new UIEvent_SkillButtonPressed(logic.SkillItemDataModel.SkillId); } EventDispatcher.Instance.DispatchEvent(evt); } catch (Exception ex) { Logger.Error(ex.ToString()); } }); var released = new EventDelegate(() => { try { UIEvent_SkillButtonReleased evt; if (logic == null) { evt = new UIEvent_SkillButtonReleased(true, -1); } else { evt = new UIEvent_SkillButtonReleased(true, logic.SkillItemDataModel.SkillId); } EventDispatcher.Instance.DispatchEvent(evt); } catch (Exception ex) { Logger.Error(ex.ToString()); } }); trigger.onPress.Add(pressed); trigger.onRelease.Add(released); }
private void OnDisable() { #if !UNITY_EDITOR try { #endif var evt = new UIEvent_SkillButtonReleased(false, 0); EventDispatcher.Instance.DispatchEvent(evt); #if !UNITY_EDITOR } catch (Exception ex) { Logger.Error(ex.ToString()); } #endif }