Beispiel #1
0
 private void GoNextGroups()
 {
     base.Stop();
     if (this.KillCurrentWhenSwitch)
     {
         while (this.m_spawnedList.get_Count() > 0)
         {
             PoolObjHandle <ActorRoot> poolObjHandle = this.m_spawnedList.get_Item(0);
             if (poolObjHandle)
             {
                 poolObjHandle.handle.ActorControl.bSuicide  = true;
                 poolObjHandle.handle.ValueComponent.actorHp = 0;
                 if (poolObjHandle)
                 {
                     poolObjHandle.handle.ActorControl.bSuicide = false;
                     this.m_spawnedList.Remove(poolObjHandle);
                 }
             }
         }
     }
     if (this.NextGroups.Length > 0)
     {
         SpawnGroup[] nextGroups = this.NextGroups;
         for (int i = 0; i < nextGroups.Length; i++)
         {
             SpawnGroup spawnGroup = nextGroups[i];
             if (spawnGroup != null)
             {
                 spawnGroup.TriggerStartUp();
             }
         }
         NextSpawnGroupsParam nextSpawnGroupsParam = new NextSpawnGroupsParam(this, this.NextGroups);
         Singleton <GameEventSys> .instance.SendEvent <NextSpawnGroupsParam>(GameEventDef.Event_NextSpawnGroups, ref nextSpawnGroupsParam);
     }
 }
Beispiel #2
0
        protected override void DecSpawnPointOver()
        {
            base.DecSpawnPointOver();
            if (this.m_spawnPointOver == 0)
            {
                this.m_bCountingSpawn = true;
                SGroupDeadEventParam sGroupDeadEventParam = default(SGroupDeadEventParam);
                sGroupDeadEventParam.sg = this;
                Singleton <GameEventSys> .get_instance().SendEvent <SGroupDeadEventParam>(GameEventDef.Event_SpawnGroupDead, ref sGroupDeadEventParam);

                if (this.m_spawnCounter == 0 && this.SpawnTimes > 0)
                {
                    this.Stop();
                    SpawnGroup[] nextGroups = this.NextGroups;
                    for (int i = 0; i < nextGroups.Length; i++)
                    {
                        SpawnGroup spawnGroup = nextGroups[i];
                        if (spawnGroup != null)
                        {
                            spawnGroup.TriggerStartUp();
                        }
                    }
                }
            }
        }
 public override RefParamOperator TriggerEnter(PoolObjHandle <ActorRoot> src, PoolObjHandle <ActorRoot> atker, ITrigger inTrigger, object prm)
 {
     foreach (GameObject obj2 in base.RefObjList)
     {
         if (obj2 != null)
         {
             SpawnGroup component = obj2.GetComponent <SpawnGroup>();
             if (component != null)
             {
                 component.TriggerStartUp();
             }
         }
     }
     return(null);
 }
 public override RefParamOperator TriggerEnter(PoolObjHandle <ActorRoot> src, PoolObjHandle <ActorRoot> atker, ITrigger inTrigger)
 {
     GameObject[] refObjList = this.RefObjList;
     for (int i = 0; i < refObjList.Length; i++)
     {
         GameObject gameObject = refObjList[i];
         if (!(gameObject == null))
         {
             SpawnGroup component = gameObject.GetComponent <SpawnGroup>();
             if (!(component == null))
             {
                 component.TriggerStartUp();
             }
         }
     }
     return(null);
 }