| | |
| | | public BattleStartAction(BattleField _battleField) |
| | | : base(RecordActionType.BattleStart, _battleField, null) |
| | | { |
| | | |
| | | |
| | | } |
| | | |
| | | public override bool IsFinished() |
| | |
| | | } |
| | | |
| | | |
| | | public override void Run() |
| | | { |
| | | base.Run(); |
| | | public override void Run() |
| | | { |
| | | base.Run(); |
| | | |
| | | if (isRun) |
| | | return; |
| | |
| | | // 隐藏部分UI |
| | | EventBroadcast.Instance.Broadcast(EventName.DISPLAY_BATTLE_UI, battleField.guid, false); |
| | | |
| | | // battleField.battleRootNode.SetSortingOrder(); |
| | | battleField.StartBattle(() => |
| | | { |
| | | isFinish = true; |
| | | // 完成就开始显示UI |
| | | EventBroadcast.Instance.Broadcast(EventName.DISPLAY_BATTLE_UI, battleField.guid, true); |
| | | if (1 == battleField.MapID) |
| | | { |
| | | // 主线不播战斗开始 |
| | | StartBattleCallback(); |
| | | return; |
| | | } |
| | | |
| | | battleField.battleRootNode.battleStartNode.SetActive(true); |
| | | |
| | | UniTaskExtension.DelayTime((GameObject)null, 1f, () => |
| | | { |
| | | battleField.battleRootNode.battleStartNode.SetActive(false); |
| | | StartBattleCallback(); |
| | | }); |
| | | }); |
| | | |
| | | isRun = true; |
| | | } |
| | | } |
| | | |
| | | private void StartBattleCallback() |
| | | { |
| | | isFinish = true; |
| | | EventBroadcast.Instance.Broadcast(EventName.DISPLAY_BATTLE_UI, battleField.guid, true); |
| | | battleField.DistributeNextPackage(); |
| | | } |
| | | |
| | | public override void ForceFinish() |
| | | { |
| | | //正常开始之后到界面出现之前都点不了 所以这边不用强制完成 接口留着 |
| | | |
| | | base.ForceFinish(); |
| | | // 完成就开始显示UI |
| | | |
| | | } |
| | | } |