biography-of-lijie/Assets/GameMain/Scripts/Procedure/ProcedureCombine.cs

77 lines
2.2 KiB
C#

using CustomComponent;
using UI;
using ProcedureOwner = GameFramework.Fsm.IFsm<GameFramework.Procedure.IProcedureManager>;
namespace Procedure
{
public class ProcedureCombine : ProcedureBase
{
#region Property
/// <summary>
/// 拼装玩法组件入口。
/// </summary>
private CombineComponent _combineComponent = null;
/// <summary>
/// 当前流程不使用原生对话框。
/// </summary>
public override bool UseNativeDialog => false;
#endregion
#region FSM
/// <summary>
/// 进入流程:重置状态、订阅事件、拉取组件。
/// </summary>
protected override void OnEnter(ProcedureOwner procedureOwner)
{
base.OnEnter(procedureOwner);
AIChatEntryRuntime.EnsureOpen();
GameEntry.Dialog.Init(1);
//GameEntry.Dialog.StartDialog(1001);
GameEntry.Dialog.StartDialog(1002);
// AIChatFormContext context = new AIChatFormContext();
//
// AIChatFormController controller = new AIChatFormController();
// context.Controller = controller;
// controller.OpenUI(context);
}
/// <summary>
/// 离开流程:反订阅事件、停止关卡并清理状态。
/// </summary>
protected override void OnLeave(ProcedureOwner procedureOwner, bool isShutdown)
{
base.OnLeave(procedureOwner, isShutdown);
}
/// <summary>
/// 流程逐帧更新:
/// 1. 未结算时推进关卡运行;
/// 2. 已结算时推进重开倒计时。
/// </summary>
protected override void OnUpdate(ProcedureOwner procedureOwner, float elapseSeconds, float realElapseSeconds)
{
base.OnUpdate(procedureOwner, elapseSeconds, realElapseSeconds);
if (GameEntry.Dialog.IsInitialized)
{
}
// if (TryUpdateRound(realElapseSeconds))
// {
// return;
// }
//
// TryRestartScene(procedureOwner, realElapseSeconds);
}
#endregion
}
}