private void OnCommitBattleStart(BattlePracticeContext context) { if (mOnCommitBattleListener != null) { mOnCommitBattleListener(context); } }
public void Initialize(PracticeManager practiceManager) { mStateManager = new StateManager <State>(State.NONE); base.transform.localScale = Vector3.one; mStateManager.OnPop = OnPopState; mStateManager.OnPush = OnPushState; mStateManager.OnResume = OnResumeState; mStateManager.OnSwitch = OnSwitchState; mPracticeManager = practiceManager; mBattlePracticeContext = new BattlePracticeContext(); }
public void Initialize(PracticeManager practiceManager) { this.mStateManager = new StateManager <UIBattlePracticeManager.State>(UIBattlePracticeManager.State.NONE); base.get_transform().set_localScale(Vector3.get_one()); this.mStateManager.OnPop = new Action <UIBattlePracticeManager.State>(this.OnPopState); this.mStateManager.OnPush = new Action <UIBattlePracticeManager.State>(this.OnPushState); this.mStateManager.OnResume = new Action <UIBattlePracticeManager.State>(this.OnResumeState); this.mStateManager.OnSwitch = new Action <UIBattlePracticeManager.State>(this.OnSwitchState); this.mPracticeManager = practiceManager; this.mBattlePracticeContext = new BattlePracticeContext(); }
private void OnDestroy() { mStateManager = null; UserInterfacePortManager.ReleaseUtils.Release(ref mWidgetThis); mPracticeBattleTargetSelect = null; mUIPracticeBattleStartProduction = null; mPracticeBattleConfirm = null; mCommonDialog_Dialog = null; mPrefab_UIBattleFormationKindSelectManager = null; mPracticeMenu = null; mCamera_CatchTouchEvent = null; mPracticeManager = null; mKeyController = null; mOnBackListener = null; mBattlePracticeContext = null; mOnChangedStateListener = null; mOnCommitBattleListener = null; }
private IEnumerator OnCommitBattleStartCoroutine(BattlePracticeContext context) { yield return(new WaitForEndOfFrame()); if (context.BattleStartType == BattlePracticeContext.PlayType.Battle) { mPracticeHeader.UpdateHeaderText(string.Empty); RetentionData.SetData(new Hashtable { { "rootType", Generics.BattleRootType.Practice }, { "areaId", SingletonMonoBehaviour <AppInformation> .Instance.CurrentAreaID }, { "practiceManager", mPracticeManager }, { "formation", context.FormationType }, { "deckID", context.TargetDeck.Id } }); yield return(new WaitForEndOfFrame()); GameObject prefab = Resources.Load("Prefabs/SortieMap/SortieTransitionToBattle/ProdSortieTransitionToBattle") as GameObject; ProdSortieTransitionToBattle smokeProduction = ProdSortieTransitionToBattle.Instantiate(prefab.GetComponent <ProdSortieTransitionToBattle>(), base.transform); yield return(new WaitForEndOfFrame()); bool animationFinished = false; smokeProduction.Play(delegate { animationFinished = true; }); while (!animationFinished) { yield return(new WaitForEndOfFrame()); } if (SingletonMonoBehaviour <PortObjectManager> .exist()) { SingletonMonoBehaviour <PortObjectManager> .Instance.ManualRelease(); UnityEngine.Object.Destroy(SingletonMonoBehaviour <PortObjectManager> .Instance.gameObject); SingletonMonoBehaviour <PortObjectManager> .Instance = null; } yield return(new WaitForEndOfFrame()); SingletonMonoBehaviour <AppInformation> .Instance.NextLoadType = AppInformation.LoadType.White; SingletonMonoBehaviour <AppInformation> .Instance.NextLoadScene = Generics.Scene.Battle; Application.LoadLevel("LoadingScene"); } else { mPracticeHeader.UpdateHeaderText(string.Empty); PracticeManager practiceManager = new PracticeManager(context.FriendDeck.Id); BattleCutManager bcm = BattleCutManager.Instantiate(mPrefab_BattleCutManager, new Vector3(20f, 0f)); yield return(new WaitForEndOfFrame()); bcm.StartBattleCut(practiceManager, context.TargetDeck.Id, context.FormationType, delegate { SingletonMonoBehaviour <PortObjectManager> .Instance.SceneLoad(Generics.Scene.Strategy); }); } }
private void OnCommitBattleStart(BattlePracticeContext context) { StartCoroutine(OnCommitBattleStartCoroutine(context)); }