Commit c0d68ea9 authored by wanqing's avatar wanqing

修改代码

parent 35f6dd4d
This diff is collapsed.
...@@ -188,10 +188,7 @@ public class BattleUI : MonoBehaviour ...@@ -188,10 +188,7 @@ public class BattleUI : MonoBehaviour
//胜利 //胜利
public void OnBattleWin() public void OnBattleWin()
{ {
m_successObj.SetActive(true); Invoke("DelayWin", 2.0f);
m_selectLevelObj.SetActive(false);
int varCurTime = (int)BattleCtrl.instance.levelManager.curLevel.bestTime;
m_gameBestTime.text = string.Format("{0:d2}:{1:d2}", varCurTime / 60, varCurTime % 60);
//string varKey = BattleCtrl.instance.levelManager.CurLevelIndex.ToString(); //string varKey = BattleCtrl.instance.levelManager.CurLevelIndex.ToString();
//if (LocalRecord.HasKey(varKey)) //if (LocalRecord.HasKey(varKey))
//{ //{
...@@ -217,11 +214,18 @@ public class BattleUI : MonoBehaviour ...@@ -217,11 +214,18 @@ public class BattleUI : MonoBehaviour
//}); //});
//GameServices.audioServices.PlayAudio(GameServices.configService.audioConfig.Success); //GameServices.audioServices.PlayAudio(GameServices.configService.audioConfig.Success);
} }
//胜利延迟
void DelayWin()
{
m_successObj.SetActive(true);
m_selectLevelObj.SetActive(false);
int varCurTime = (int)BattleCtrl.instance.levelManager.curLevel.bestTime;
m_gameBestTime.text = string.Format("{0:d2}:{1:d2}", varCurTime / 60, varCurTime % 60);
}
//失败 //失败
public void OnBattleFail() public void OnBattleFail()
{ {
m_loseObj.SetActive(true); Invoke("DelayFail", 2.0f);
m_selectLevelObj.SetActive(false);
//做法2 //做法2
//GameServices.audioServices.RecycleBgm(); //GameServices.audioServices.RecycleBgm();
//GameServices.audioServices.PlayAudio(GameServices.configService.audioConfig.GetFail(),false, delegate () //GameServices.audioServices.PlayAudio(GameServices.configService.audioConfig.GetFail(),false, delegate ()
...@@ -230,6 +234,12 @@ public class BattleUI : MonoBehaviour ...@@ -230,6 +234,12 @@ public class BattleUI : MonoBehaviour
//}); //});
//GameServices.audioServices.PlayAudio(GameServices.configService.audioConfig.GetFail()); //GameServices.audioServices.PlayAudio(GameServices.configService.audioConfig.GetFail());
} }
//失败延迟
void DelayFail()
{
m_loseObj.SetActive(true);
m_selectLevelObj.SetActive(false);
}
/// 加载关卡前调用,隐藏不需要显示的ui /// 加载关卡前调用,隐藏不需要显示的ui
public void OnBeforeLoadLevel() public void OnBeforeLoadLevel()
{ {
......
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