示例#1
0
        private void Start()
        {
            this.Sequence()
            .Delay(1.0f)
            .Event(() => Log.I("Sequence1 延时了 1s"))
            .Begin()
            .DisposeWhenFinished()                     // Default is DisposeWhenGameObjDestroyed
            .OnDisposed(() => { Log.I("Sequence1 destroyed"); });

            var sequenceNode2 = SequenceNode.Allocate(DelayNode.Allocate(1.5f));

            sequenceNode2.Append(EventNode.Allocate(() => Log.I("Sequence2 延时 1.5s")));
            sequenceNode2.Append(DelayNode.Allocate(0.5f));
            sequenceNode2.Append(EventNode.Allocate(() => Log.I("Sequence2 延时 2.0s")));

            this.ExecuteNode(sequenceNode2);

            /* 这种方式需要自己手动进行销毁
             * sequenceNode2.Dispose();
             * sequenceNode2 = null;
             */

            // 或者 OnDestroy 触发时进行销毁
            sequenceNode2.AddTo(this);
        }
示例#2
0
        private IEnumerator Start()
        {
//			this.Sequence().Delay();

            var delayNode = new DelayNode(1.0f);

            delayNode.OnBeganCallback = () => Log.I("first began");
            delayNode.OnEndedCallback = () => Log.I("first ended");

            var delayNode2 = new DelayNode(1.0f);

            delayNode2.OnBeganCallback = () => Log.I("second began");
            delayNode2.OnEndedCallback = () => Log.I("second ended");

            yield return(SequenceNode.Allocate(delayNode, delayNode2).Execute());

            yield return(QWait.ForSeconds(1.0f));

            Log.I("from seconds");

            mHostIp = NetworkUtil.GetAddressIP();

            mSocketServer = FlexiSocket.Create(1366, Protocols.BodyLengthPrefix, false);
            mSocketServer.ClientConnected += delegate(ISocketClientToken client)
            {
                Log.I("OnClientConnected ID:{0} Count:{1}", client.ID, mSocketServer.Clients.Count);
            };
            mSocketServer.SentToClient += delegate(bool success, ISocketClientToken client)
            {
                if (success)
                {
                }
            };

            mSocketServer.ReceivedFromClient += delegate(ISocketClientToken client, byte[] message)
            {
                SocketMsg msg = SerializeHelper.FromProtoBuff <SocketMsg>(message);
                mMessage = msg.msgId + ":" + msg.ToEventID;
                if (!string.IsNullOrEmpty(msg.Msg))
                {
                    mMessage += ":" + msg.Msg;
                }
                Log.I("OnReceivedFromClient:{0}", mMessage);
                mMsgQueue.Enqueue(msg);
            };

            mSocketServer.ClientDisconnected += delegate(ISocketClientToken client) {};
            mSocketServer.StartListen(10);

            yield return(0);
        }
示例#3
0
        /// <summary>
        /// 连接到移动设备
        /// </summary>
        /// <param name="mobileIPAddress"></param>
        /// <returns></returns>
        public void ConnectToMobile(string mobileIPAddress, ConnectedCallback onConnectionEvent)
        {
            Log.I("mobileIPAddres:{0}", mobileIPAddress);
            mSocketClient               = FlexiSocket.Create(mobileIPAddress, 1366, Protocols.BodyLengthPrefix);
            mSocketClient.Connected    += onConnectionEvent;
            mSocketClient.Disconnected += OnDisconnected;
            mSocketClient.Received     += OnReceived;
            mSocketClient.Sent         += OnSent;

            DelayNode delayNode = new DelayNode(1.0f)
            {
                OnEndedCallback = delegate
                {
                    mSocketClient.Connect();
                }
            };

            StartCoroutine(delayNode.Execute());
        }
 /// <summary>
 /// Same as Delayw
 /// </summary>
 /// <param name="senfChain"></param>
 /// <param name="seconds"></param>
 /// <returns></returns>
 public static IExecuteNodeChain Wait(this IExecuteNodeChain senfChain, float seconds)
 {
     return(senfChain.Append(DelayNode.Allocate(seconds)));
 }
示例#5
0
 public static void Delay <T>(this T selfBehaviour, float seconds, Action delayEvent) where T : MonoBehaviour
 {
     selfBehaviour.ExecuteNode(DelayNode.Allocate(seconds, delayEvent));
 }
示例#6
0
        protected override void ProcessMsg(int key, QMsg msg)
        {
            Log.I("{0}", msg.EventID);
            switch (key)
            {
            case (ushort)UIFilterEvent.DelayLock:
                Log.I("receive");
                UILockOnClickEventMsg lockOnClickEventMsg = msg as UILockOnClickEventMsg;
                LockBtnOnClick = true;
                DelayNode delayNode = new DelayNode(lockOnClickEventMsg.LockTime)
                {
                    OnEndedCallback = delegate
                    {
                        LockBtnOnClick = false;
                    }
                };
                StartCoroutine(delayNode.Execute());
                break;

            case (ushort)UIFilterEvent.Lock:
                Log.I("Lock");
                Lock = true;
                break;

            case (ushort)UIFilterEvent.UnLock:
                Log.I("UnLock");
                Lock = false;
                break;

            case (int)UIFilterEvent.LockObjEvent:
            {
                UILockObjEventMsg lockObjEventMsg = msg as UILockObjEventMsg;
                if (null == LockedObj)
                {
                    LockedObj = lockObjEventMsg.LockedObj;
                }
                else if (LockedObj == lockObjEventMsg.LockedObj)
                {
                    // maybe two finger in one obj
                    Log.W("error: curLockedObj is already seted");
                }
                else if (LockedObj != lockObjEventMsg.LockedObj)
                {
                    throw new Exception("error: pre obj need unlocked");
                }
            }
            break;

            case (int)UIFilterEvent.UnlockObjEvent:
            {
                UIUnlockObjEventMsg unlockObjEventMsg = msg as UIUnlockObjEventMsg;
                if (unlockObjEventMsg.UnlockedObj == LockedObj)
                {
                    unlockObjEventMsg.UnlockedObj = null;
                    LockedObj = null;
                }
                else if (LockedObj == null)
                {
                    Log.W("error: curLockedObj is already unlocked");
                }
                else if (LockedObj != unlockObjEventMsg.UnlockedObj)
                {
                    throw new Exception("error: pre obj need unlocked");
                }
            }
            break;
            }
        }