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@ -27,7 +27,6 @@ namespace GameLogic
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#region 事件
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#region 事件
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// 两个模式的选择记忆功能补充
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// 两个模式的选择记忆功能补充
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int gameModelId = -1;
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int gameLenTiemrId = -1;
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int gameLenTiemrId = -1;
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private void OnClick_GameStartBtn()
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private void OnClick_GameStartBtn()
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@ -39,21 +38,10 @@ namespace GameLogic
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{
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{
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if (m_rect_GameModel.GetChild(i).GetComponent<Toggle>().isOn)
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if (m_rect_GameModel.GetChild(i).GetComponent<Toggle>().isOn)
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{
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{
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gameModelId = i;
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gameLenTiemrId = i;
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}
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}
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}
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}
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//for (int i = 0; i < m_rect_GameTimeLen.childCount; i++)
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//{
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// if (m_rect_GameTimeLen.GetChild(i).GetComponent<Toggle>().isOn)
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// {
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// gameLenTiemrId = i;
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// }
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//}
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// 设置游戏模式
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// EventConts.gameStateType = (GameStateType)gameModelId;
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//EventConts.gameStateType = GameStateType.团队赛;
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// 设置游戏时长
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// 设置游戏时长
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switch (gameLenTiemrId)
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switch (gameLenTiemrId)
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{
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{
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@ -71,9 +59,9 @@ namespace GameLogic
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break;
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break;
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}
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}
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//Log.Info("当前选择游戏模式: {0} , 设置游戏时长: {1}", EventConts.gameStateType, EventConts.gameLenTiemr);
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Log.Info(" 设置游戏时长: {0}", EventConts.gameLenTiemr);
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GameModule.Setting.SetInt("gameModelId", gameModelId);
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//GameModule.Setting.SetInt("gameModelId", gameModelId);
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GameModule.Setting.SetInt("gameLenTiemrId", gameLenTiemrId);
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GameModule.Setting.SetInt("gameLenTiemrId", gameLenTiemrId);
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GameModule.Setting.Save();
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GameModule.Setting.Save();
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@ -99,11 +87,10 @@ namespace GameLogic
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base.OnCreate();
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base.OnCreate();
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// 默认记忆功能(先不推,优先级不高)
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// 默认记忆功能(先不推,优先级不高)
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gameModelId = GameModule.Setting.GetInt("gameModelId");
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//gameModelId = GameModule.Setting.GetInt("gameModelId");
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gameLenTiemrId = GameModule.Setting.GetInt("gameLenTiemrId");
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gameLenTiemrId = GameModule.Setting.GetInt("gameLenTiemrId");
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m_rect_GameModel.GetChild(gameModelId).GetComponent<Toggle>().isOn = true;
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m_rect_GameModel.GetChild(gameLenTiemrId).GetComponent<Toggle>().isOn = true;
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//m_rect_GameTimeLen.GetChild(gameLenTiemrId).GetComponent<Toggle>().isOn = true;
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// 读取音频设置
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// 读取音频设置
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