Beispiel #1
0
 public void StartSingleVSMatch(ConfigDataCharacter p1CharacterConfig, ConfigDataCharacter p2CharacterConfig, ConfigDataStage stageConfig)
 {
     m_stageConfig      = stageConfig;
     m_cameraConfig     = ConfigDataLoader.Instance.GetConfigDataCamera(m_stageConfig.CameraConfigID);
     m_characterConfigs = new ConfigDataCharacter[2] {
         p1CharacterConfig, p2CharacterConfig
     };
     m_battleWorld.StartSingleVSMatch(m_characterConfigs[0], m_characterConfigs[1], m_stageConfig, m_cameraConfig);
 }
Beispiel #2
0
        public static void StartUITask(UIIntent prevIntent, ConfigDataCharacter p1Config, ConfigDataCharacter p2Config, ConfigDataStage stageConfig)
        {
            UIIntent intent = new UIIntent(typeof(BattleUITask).Name, prevIntent);

            intent.SetCustomParam(ParamKey_P1Config, p1Config);
            intent.SetCustomParam(ParamKey_P2Config, p2Config);
            intent.SetCustomParam(ParamKey_StageConfig, stageConfig);
            UIManager.Instance.StartUITask(intent);
        }
Beispiel #3
0
        /// <summary>
        /// 创建一个角色
        /// </summary>
        /// <param name="configDataCharacter"></param>
        /// <param name="index"></param>
        /// <returns></returns>
        private Entity AddCharacter(ConfigDataCharacter configDataCharacter, int index)
        {
            var entity = AddEntity();

            entity.AddComponent <MoveComponent>();
            entity.AddComponent <PlayerComponent>().Init(index, configDataCharacter);
            entity.AddComponent <CommandComponent>().Init();
            entity.AddComponent <LuaScriptComponent>().Init(configDataCharacter.LuaMainModule, entity);
            //entity.AddComponent<AnimationComponent>().Init(); todo
            entity.AddComponent <FSMComponent>();
            entity.AddComponent <DelayImpactComponent>();
            return(entity);
        }
Beispiel #4
0
        /// <summary>
        /// 开始战斗
        /// </summary>
        public void StartSingleVSMatch(ConfigDataCharacter p1CharacterConfig, ConfigDataCharacter p2CharacterConfig, ConfigDataStage stageConfig, ConfigDataCamera cameraConfig)
        {
            //更新配置
            m_characterConfigs = new ConfigDataCharacter[2] {
                p1CharacterConfig, p2CharacterConfig
            };
            m_stageConfig     = stageConfig;
            m_cameraConfig    = cameraConfig;
            m_cacheInputCodes = new int[2];
            //创建单例组件
            AddSingletonComponent <StageComponent>().Init(m_stageConfig);
            var cameraComponent = AddSingletonComponent <CameraComponent>().Init(m_cameraConfig);

            m_listener.OnCameraCreate(cameraComponent);
            var character1 = AddCharacter(m_characterConfigs[0], 0);
            var character2 = AddCharacter(m_characterConfigs[1], 1);

            m_matchComponent.SetMatchMode(MatchMode.SingleVS);
            m_matchComponent.SetMatchState(MatchState.None);
            m_matchComponent.SetRoundState(RoundState.PreIntro);
            m_listener.OnCreateCharacter(character1);
            m_listener.OnCreateCharacter(character2);
            m_listener.OnMatchStart(0);
        }
Beispiel #5
0
 public void UpdateInfo(ConfigDataCharacter configDataCharacter, Dictionary <string, UnityEngine.Object> assetDic)
 {
     HeadImage.sprite = AssetUtility.GetSprite(assetDic, configDataCharacter.LittleHeadIcon);
 }
Beispiel #6
0
 public void Init(int index, ConfigDataCharacter config)
 {
     m_index  = index;
     m_config = config;
 }