少年修仙传客户端代码仓库
Client_PangDeRong
2018-09-21 d1a2ab5b56bae336a1b5cbc4f307cb67e76c22e6
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//--------------------------------------------------------
//    [Author]:           第二世界
//    [  Date ]:           Wednesday, March 14, 2018
//--------------------------------------------------------
 
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Snxxz.UI;
 
public class SpGetBehaviour
{
 
    public static void Init()
    {
        PlayerDatas.Instance.spNewGetEvent += OnGetNewSp;
    }
 
    public static void UnInit()
    {
        PlayerDatas.Instance.spNewGetEvent += OnGetNewSp;
    }
 
    static void OnGetNewSp(long _sp)
    {
        if (!WindowCenter.Instance.CheckOpen<SpGetWin>())
        {
            WindowCenter.Instance.Open<SpGetWin>(true);
        }
 
        var win = WindowCenter.Instance.Get<SpGetWin>();
        win.OnGetNewSp(_sp);
    }
 
}
 
namespace Snxxz.UI
{
 
    public class SpGetWin : Window
    {
 
        [SerializeField]
        Transform m_ResetPoint;
 
        float interval = 0.2f;
        float nextShowTime = 0f;
 
        int queueMax = 10;
        Queue<long> spQueue = new Queue<long>();
 
        #region Built-in
        protected override void BindController()
        {
        }
 
        protected override void AddListeners()
        {
        }
 
        protected override void OnPreOpen()
        {
        }
 
        protected override void OnAfterOpen()
        {
        }
 
        protected override void OnPreClose()
        {
            spQueue.Clear();
            SpFloatPool.RecycleAll();
        }
 
        protected override void OnAfterClose()
        {
 
        }
        #endregion
 
        public void OnGetNewSp(long _sp)
        {
            if (spQueue.Count >= queueMax)
            {
                spQueue.Dequeue();
            }
 
            spQueue.Enqueue(_sp);
        }
 
        protected override void LateUpdate()
        {
            base.LateUpdate();
 
            if (Time.time > nextShowTime)
            {
                if (spQueue.Count > 0)
                {
                    var sp = spQueue.Dequeue();
                    var spFloat = SpFloatPool.Require();
                    spFloat.gameObject.SetActive(true);
                    spFloat.transform.SetParentEx(m_ResetPoint, Vector3.zero, Quaternion.identity, Vector3.one);
                    spFloat.Begin(sp);
 
                    nextShowTime = Time.time + interval;
                }
            }
 
        }
 
    }
 
}