future 1 an în urmă
părinte
comite
dcc83082a1

+ 1 - 3
assets/script/config.ts

@@ -82,7 +82,6 @@ export class config {
         config.clcik_type_map.set(config.clcik_type.click_not_auto_finish,"单击(不自动完成)")
 
         //event_type_map
-        // config.event_type_map.set(config.event_type.event_group,"事件组")
         config.event_type_map.set(config.event_type.be_event,"被动触发事件")
         config.event_type_map.set(config.event_type.delay_exe_event,"延迟时间调用一个事件")
         config.event_type_map.set(config.event_type.active_event,"激活交互")
@@ -95,6 +94,7 @@ export class config {
         config.event_type_map.set(config.event_type.stop_active_event,"停用交互")
         config.event_type_map.set(config.event_type.collect_event,"收集事件")
         config.event_type_map.set(config.event_type.change_one_item_status,"改变指定道具资源")
+        config.event_type_map.set(config.event_type.event_group,"事件组")
         config.event_type_map.set(config.event_type.switch_scene_event,"多场景-切换场景事件")
         config.event_type_map.set(config.event_type.more_scene_is_show_arrow_event,"多场景-是否显示箭头事件")
         config.event_type_map.set(config.event_type.more_scene_jump_assigned_page_event,"多场景-跳转指定页数事件")
@@ -331,8 +331,6 @@ export class config {
         ON_WIN:"ON_WIN",  //胜利
         SHOW_TIPS:"SHOW_TIPS",  //显示一个提示
         TOGGLE_YIN_YUE:"TOGGLE_YIN_YUE",  //开关音乐
-        MORE_SCENE_DIRECTION_BUTTON_CLICK_FINISH:"MORE_SCENE_DIRECTION_BUTTON_CLICK_FINISH", //多场景方向按钮点击完成
-        MORE_SCENE_FINISH:"MORE_SCENE_FINISH", //多场景完成
     }
     static MSG_CODE = {
         SUCCESS: 10000,

+ 2 - 2
assets/script/run/TaskSchedule/taskServce.ts

@@ -483,11 +483,11 @@ export class taskServce {
         }
     }
 
-    public static exeSwitchSceneNextevent(trigger_event_id: number) {
+    public static exeSuccessTriggerEvent(trigger_event_id: number) {
         if(trigger_event_id == -1) {
             return
         }
-        let event = taskServce.getEventById(trigger_event_id)
+        let event = this.getEventById(trigger_event_id)
         if(event == null) {
             return
         }

+ 4 - 8
assets/script/run/gameManager.ts

@@ -223,8 +223,6 @@ export class gameManager extends Component {
         ClientEvent.offAll(config.EventRun.ON_COUNT_DOWN_START)
         ClientEvent.offAll(config.EventRun.ON_SHOW_RULE_BTN)
         ClientEvent.offAll(config.EventRun.ON_BOSS_HURT)
-        ClientEvent.offAll(config.EventRun.MORE_SCENE_DIRECTION_BUTTON_CLICK_FINISH)
-        ClientEvent.offAll(config.EventRun.MORE_SCENE_FINISH)
 
         ClientEvent.on(config.EventRun.WIDGET_FINISH,this.onWidgetFinishEvent.bind(this),this)
         ClientEvent.on(config.EventRun.WIDGET_FAIL,this.onWidgetFailEvent.bind(this),this)
@@ -233,8 +231,6 @@ export class gameManager extends Component {
         ClientEvent.on(config.EventRun.TOP_VIEW_FAIL,this.onUiFailEvent.bind(this),this)
         ClientEvent.on(config.EventRun.ON_COUNT_DOWN_FAIL,this.onCountDownFailEvent.bind(this),this)
         ClientEvent.on(config.EventRun.ON_COUNT_DOWN_START,this.onStartCountDownEvent.bind(this),this)
-        ClientEvent.on(config.EventRun.MORE_SCENE_DIRECTION_BUTTON_CLICK_FINISH,this.onMoreSceneDirectionButtonClickEvent.bind(this),this)
-        ClientEvent.on(config.EventRun.MORE_SCENE_FINISH,this.onMoreSceneFinishEvent.bind(this),this)
     }
 
     public initGR(gr:game_run){
@@ -454,16 +450,16 @@ export class gameManager extends Component {
     onStartCountDownEvent(event_id:number){
         taskServce.extEventByEventId(event_id)
     }
-
+    
     exeEvent(event_id:number){
         taskServce.extEventByEventId(event_id)
     }
 
-    onMoreSceneDirectionButtonClickEvent(trigger_event_id:number){
-        taskServce.exeSwitchSceneNextevent(trigger_event_id)
+    exeSuccessTriggerEvent(trigger_event_id:number) {
+        taskServce.exeSuccessTriggerEvent(trigger_event_id)
     }
 
-    onMoreSceneFinishEvent(event_item:event_item) {
+    exeNextDelayEvent(event_item:event_item) {
         taskServce.exeNextDelayEvent(event_item)
     }
 

+ 9 - 0
assets/script/run/lib.meta

@@ -0,0 +1,9 @@
+{
+  "ver": "1.2.0",
+  "importer": "directory",
+  "imported": true,
+  "uuid": "bdbb0159-b184-498b-ba60-bbb42a2a202a",
+  "files": [],
+  "subMetas": {},
+  "userData": {}
+}

+ 9 - 0
assets/script/run/lib/Coroutine.ts.meta

@@ -0,0 +1,9 @@
+{
+  "ver": "4.0.23",
+  "importer": "typescript",
+  "imported": true,
+  "uuid": "628d2000-0b52-4719-912a-18e78dc6788a",
+  "files": [],
+  "subMetas": {},
+  "userData": {}
+}

+ 6 - 6
assets/script/run/scene_layer.ts

@@ -95,7 +95,7 @@ export class scene_layer extends Component {
                     this.changeHideAllDirectionBtn()
                 }
                 this.is_show_cur_directionBtn = data.is_show
-                ClientEvent.dispatchEvent(config.EventRun.MORE_SCENE_FINISH, event)
+                gameManager.Singleton.exeNextDelayEvent(event)
             }
         }else if(event.type===config.event_type.more_scene_jump_assigned_page_event){
             let data = event.event_item_more_scene_jump_assigned_page_event_data
@@ -105,14 +105,14 @@ export class scene_layer extends Component {
                     let interval_time = data.interval_time
                     gameManager.Singleton.onLaunch(()=>{
                         this.changePage(page_index)
-                        ClientEvent.dispatchEvent(config.EventRun.MORE_SCENE_FINISH, event)
+                        gameManager.Singleton.exeNextDelayEvent(event)
                     },interval_time)
                 }
             }
         } else if(event.type===config.event_type.event_group) {
             let data = event.event_item_event_group_data
             if(data!=null&&data.list.length>0) {
-                this.executeEventGroup(data)
+                this.executeEventGroup(event, data)
             }
         }
     }
@@ -264,7 +264,7 @@ export class scene_layer extends Component {
         }
         // 延迟时间
         let call = (()=> {
-            ClientEvent.dispatchEvent(config.EventRun.MORE_SCENE_DIRECTION_BUTTON_CLICK_FINISH, trigger_event_id)
+            gameManager.Singleton.exeSuccessTriggerEvent(trigger_event_id)
         })
         if(switch_scene_event_data.delay_time > 0) {
             this.changeHideAllDirectionBtn()
@@ -281,7 +281,6 @@ export class scene_layer extends Component {
         }
 
         // 用于下一个是:"延迟时间调用一个事件"
-        // ClientEvent.dispatchEvent(config.EventRun.MORE_SCENE_DIRECTION_BUTTON_CLICK_FINISH, event_id)
         // let trigger_event_id = eventTarget.event_item.success.trigger_event_id
         // if(trigger_event_id!=-1) {
         //     let _event:event_item = taskServce.getEventById(trigger_event_id)
@@ -333,12 +332,13 @@ export class scene_layer extends Component {
        
     }
 
-    executeEventGroup(data:event_group_event_item) {
+    executeEventGroup(event:event_item, data:event_group_event_item) {
         var c_index = 0
         let c_item_data = data.list[c_index]
         let call_back = (()=>{
             c_index++
             if(c_index >= data.list.length) {
+                gameManager.Singleton.exeSuccessTriggerEvent(event.success.trigger_event_id)
                 return
             }
             c_item_data = data.list[c_index]