Beispiel #1
0
    public void RegisterReceiver()
    {
        #region Event
        EventDispatch.RegisterReceiver <int>(EventID.Ready_Request, OnReadyRequest);
        EventDispatch.RegisterReceiver <EventConnect>(EventID.Connect_Request, OnConnectRequest);
        EventDispatch.RegisterReceiver <Command>(EventID.AddCommand, OnAddCommand);
        #endregion
        #region Message
        MessageDispatch.RegisterReceiver <GM_Accept>(MessageID.GM_ACCEPT_SC, OnAccept);
        MessageDispatch.RegisterReceiver <GM_Connect>(MessageID.GM_CONNECT_SC, OnConnectReturn);
        MessageDispatch.RegisterReceiver <GM_Connect>(MessageID.GM_CONNECT_BC, OnConnectBC);
        MessageDispatch.RegisterReceiver <GM_Disconnect>(MessageID.GM_DISCONNECT_BC, OnDisconnectBC);
        MessageDispatch.RegisterReceiver <GM_Ready>(MessageID.GM_READY_BC, OnReadyBC);
        MessageDispatch.RegisterReceiver <GM_Begin>(MessageID.GM_BEGIN_BC, OnBeginBC);
        MessageDispatch.RegisterReceiver <GM_Frame_BC>(MessageID.GM_FRAME_BC, OnFrameBC);
        MessageDispatch.RegisterReceiver <GM_Return>(MessageID.GM_PING_SC, OnPingReturn);
        #endregion

        #region Command
        CommandDispatch.RegisterReceiver <CMD_ReleaseSkill>(CommandID.RELEASE_SKILL, OnCommandReleaseSkill);
        CommandDispatch.RegisterReceiver <CMD_MoveToPoint>(CommandID.MOVE_TO_POINT, OnCommandMoveToPoint);
        CommandDispatch.RegisterReceiver <CMD_CreateMonster>(CommandID.CREATE_MONSTER, OnCreateMonster);

        #endregion
    }
Beispiel #2
0
    void Start()
    {
        MessageDispatch.RegisterReceiver(this);

        GState = GameState.Get();
        //SceneParser.BuildScene(SceneFile);
        SceneParser.ReadSceneFile(SceneFile);

        Debug.Log("CurrentPhaseIndex is Null? " + (Phases[CurrentPhaseIndex] == null));
        GlobalPhase.Init();
        Phases[CurrentPhaseIndex].Init();
        Phases[CurrentPhaseIndex].PushGlobalEvent(PP.EVENT_BEGIN_PHASE, "");
    }
 void Start()
 {
     MessageDispatch.RegisterReceiver(this);
 }