public static StageData CreateStageData() //从资源装载关卡 { StageData data = new StageData(); for (int i = 0; i < GameLogic.BlockCountX; i++) for (int j = 0; j < GameLogic.BlockCountY; j++) { data.GridData[i, j] = new int(); } return data; }
private void OnStageClicked() { m_lastClickStageTime = Timer.GetRealTimeSinceStartUp(); //更新关卡点击时间 SetStageHelp(false); if (GlobalVars.UseSFX) { NGUITools.PlaySound(CapsConfig.CurAudioList.ButtonClip); } string stageNum = UIButton.current.name.Substring(5); GlobalVars.CurStageNum = System.Convert.ToInt32(stageNum); GlobalVars.CurStageData = StageData.CreateStageData(); GlobalVars.LastStage = GlobalVars.CurStageNum; if (GlobalVars.HeartCount == 0) //若没有心了 { UIWindowManager.Singleton.GetUIWindow <UINoMoreHearts>().NeedOpenStageInfoAfterClose = true; UIWindowManager.Singleton.GetUIWindow <UINoMoreHearts>().ShowWindow(); return; } GlobalVars.CurStageData.LoadStageData(GlobalVars.CurStageNum); UIWindowManager.Singleton.GetUIWindow <UIStageInfo>().ShowWindow(); }