Yosin_Game/SquirrelTownStage.cpp

70 lines
1.8 KiB
C++

#include "SquirrelTownStage.h"
#include "SquirrelClassEx.h"
extern SquirrelClassEx* TObject;
extern Cursor* Mouse_Object;
extern std::map<std::uint64_t, int>UI_HOVER_ZORDER;
extern std::map<std::uint64_t, UiFrameWork*>UI_HOVER_OBJECT;
void SquirrelTownStage::PushBaseUi()
{
//创建鼠标UI图层
LayerActorPtr MouseUiLayer = new LayerActor();
MouseUiLayer->SetName("Scene_Mouse_UI_Layer");
//设置鼠标图层层级最高
MouseUiLayer->SetZOrder(100000);
SquirrelClassEx::PushLayerActorPtrToMap(MouseUiLayer);
this->AddChild(MouseUiLayer);
//创建默认图层
LayerActorPtr DefaultLayer = new LayerActor();
DefaultLayer->SetName(this->GetName() + "_Default_Layer");
SquirrelClassEx::PushLayerActorPtrToMap(DefaultLayer);
this->AddChild(DefaultLayer);
}
void SquirrelTownStage::OnEnter()
{
//将鼠标对象从父场景移除
Mouse_Object->RemoveFromParent();
ActorPtr MouseUiLayer = this->GetChild("Scene_Mouse_UI_Layer");
//将鼠标对象设置为当前场景子对象
MouseUiLayer->AddChild(Mouse_Object);
//场景进入
//TObject->RunSceneScript(this->GetName() + "_Enter", this);
//全局进入
TObject->RunSceneScript("Game_Enter", this);
}
void SquirrelTownStage::OnExit()
{
//清空UI类Map
UI_HOVER_ZORDER.clear();
UI_HOVER_OBJECT.clear();
//将鼠标对象从父场景移除
Mouse_Object->RemoveFromParent();
//全局退出
TObject->RunSceneScript("Game_Exit", this);
}
void SquirrelTownStage::OnUpdate(Duration dt)
{
if (Director::GetInstance().GetCurrentStage()->GetHashName() == this->GetHashName() && this->GetName().find("LoadingGame") == std::string::npos) {
//全局Proc
TObject->RunSceneScript("Game_Proc", this);
//判断是否需要重载
if (FILE* file = fopen("Yosin_Game_Reloading.Sign", "r")) {
SquirrelClassEx::ReloadingScript();
//OnExit();
//OnEnter();
fclose(file);
remove("Yosin_Game_Reloading.Sign");
}
}
}