public UIManager(GameMainProgram gameMain) : base(gameMain) { //字段初始化 allUIFormsDict = new Dictionary <string, ViewBase>(); currentShowUIFormsDict = new Dictionary <string, ViewBase>(); formToPathDict = new Dictionary <string, string>(); currentUIFormsStack = new Stack <ViewBase>(); }
public UIManager(GameMainProgram gameMain) : base(gameMain) { //字段初始化 _DicALLUIForms = new Dictionary <string, ViewBase>(); _DicCurrentShowUIForms = new Dictionary <string, ViewBase>(); _DicFormsPaths = new Dictionary <string, string>(); _StaCurrentUIForms = new Stack <ViewBase>(); }
public override void StateBegin() { gameMainProgram = GameMainProgram.Instance; gameMainProgram.Initialize(); //UI初始化 gameMainProgram.uiManager.ShowUIForms("BeginBackground"); gameMainProgram.uiManager.ShowUIForms("ButtonPlay"); }
public DataBaseMgr(GameMainProgram gameMain) : base(gameMain) { dicWeapon = new Dictionary <string, IEquip>(); dicCloth = new Dictionary <string, IEquip>(); dicShoe = new Dictionary <string, IEquip>(); dicMedicine = new Dictionary <string, IProp>(); dicEnemyWeapon = new Dictionary <string, IEquip>(); dicEnemyCloth = new Dictionary <string, IEquip>(); }
public override void StateBegin() { gameMainProgram = GameMainProgram.Instance; gameMainProgram.Initialize(); //UI初始化 gameMainProgram.uiManager.ShowUIForms("FadeOut"); gameMainProgram.uiManager.ShowUIForms("BeginBackground"); CoroutineMgr.Instance.StartCoroutine(PlayBgm()); }
/// <summary> /// 初始化和释放由NpcMgr调用 /// </summary> public virtual void Initialize() { gameMainProgram = GameMainProgram.Instance; AnimatorComponent = gameObject.GetComponent <Animator>(); // Npc的生成应该在Player之后 player = GameMainProgram.Instance.playerMgr.CurrentPlayer; if (player != null) { playerTransform = player.GameObjectInScene.transform; } else { Debug.LogError("未能获取到Player"); } }
/// <summary> /// 初始化GameMainProgram,初始化场景,场景初始设置 /// </summary> public virtual void StateBegin() { gameMainProgram = GameMainProgram.Instance; gameMainProgram.Initialize(); }
public GameData gameData;//实例 public GameDataMgr(GameMainProgram gameMain) : base(gameMain) { xs = new XmlSaver(); }
/// <summary> /// 默认在游戏开始时会读取Setting文件 /// </summary> /// <param name="gameMain"></param> public GameDataMgr(GameMainProgram gameMain) : base(gameMain) { xmlSaver = new XmlSaver(); LoadSetting(); }
public SqlMgr(GameMainProgram gameMain) : base(gameMain) { }
public LanguageMgr(GameMainProgram gameMain) : base(gameMain) { dicLauguageCN = new Dictionary <string, string>(); dicLauguageEN = new Dictionary <string, string>(); }
public NpcMgr(GameMainProgram gameMain) : base(gameMain) { npcInScene = new List <INPC>(); dicNpcPaths = new Dictionary <string, string>(); }
public ThreadMgr(GameMainProgram gameMain) : base(gameMain) { ThreadList = new List <Thread>(); }
//继承后在这里声明Mgr对象 /// <summary> /// 构造函数指定m_GameMain /// </summary> /// <param name="gameSys"></param> public IGameMgr(GameMainProgram gameMain) { this.gameMain = gameMain; }
private string musicResouceDir = @"Musics\"; // 存放路径 public AudioMgr(GameMainProgram gameMain) : base(gameMain) { musicPathList = new List <string>(); soundAudioSources = new List <AudioSource>(); }
public PlayerMgr(GameMainProgram gameMain) : base(gameMain) { }
public ResourcesMgr(GameMainProgram gameMain) : base(gameMain) { //字段初始化 ht = new Hashtable(); dicGO = new Dictionary <string, GameObject>(); }
public FileMgr(GameMainProgram gameMain) : base(gameMain) { }
public EnemyMgr(GameMainProgram gameMain) : base(gameMain) { enemysInScene = new List <IEnemy>(); }
public DataBaseMgr(GameMainProgram gameMain) : base(gameMain) { }
public DialogMgr(GameMainProgram gameMain) : base(gameMain) { }
public ResourcesMgr(GameMainProgram gameMain) : base(gameMain) { // 字段初始化 resourcesHashTable = new Hashtable(); gameObjectDict = new Dictionary <string, GameObject>(); }
public LanguageMgr(GameMainProgram gameMain) : base(gameMain) { languageCN_Dict = new Dictionary <string, string>(); languageEN_Dict = new Dictionary <string, string>(); }
//public UnityEvent OnButtonDrinkDown = new UnityEvent(); //public UnityEvent OnButtonAvoidDown = new UnityEvent(); public InputMgr(GameMainProgram gameMain) : base(gameMain) { }
public CourseMgr(GameMainProgram gameMain) : base(gameMain) { }
public override void StateBegin() { gameMainProgram = GameMainProgram.Instance; gameMainProgram.Initialize(); }
public UIMaskMgr(GameMainProgram gameMain) : base(gameMain) { }
public EventMgr(GameMainProgram gameMain) : base(gameMain) { eventDictionary = new Dictionary <EventName, UnityEvent>(); }