/// <summary> /// 加载新游戏 /// </summary> public virtual void StartNewGame(string battleId = "") { if (IsInBattle) { CLog.Error("正在游戏中"); return; } TDBaseBattleData tempData = Table.Find(battleId); if (tempData == null) { CLog.Error("没有这个战场:{0}", battleId); return; } BaseDBGameData data = SelfBaseGlobal.DBMgr.StartNewGame(); if (data == null) { CLog.Error("游戏存档为空"); return; } data.GameNetMode = GameNetMode.PVE; data.GamePlayStateType = GamePlayStateType.NewGame; LoadBattle(tempData); Callback_OnStartNewGame?.Invoke(); }
/// <summary> /// 加载游戏 /// </summary> public virtual void LoadGame(string dbKey) { if (IsInBattle) { ReloadGame(dbKey); return; } BaseDBGameData data = SelfBaseGlobal.DBMgr.LoadGame(dbKey); if (data == null) { CLog.Error("游戏存档为空"); return; } TDBaseBattleData tempData = Table.Find(data.BattleID); if (tempData == null) { CLog.Error("没有这个战场:{0}", data.BattleID); return; } data.GamePlayStateType = GamePlayStateType.LoadGame; LoadBattle(tempData); }
// 加载游戏 public virtual void LoadGame(string dbKey) { if (SubBattleMgr != null && SubBattleMgr.IsInBattle) { CLog.Error("正在SubBattle中"); return; } if (IsInBattle) { ReloadGame(dbKey); return; } DBBaseGame data = DBMgr.LoadGame(dbKey); if (data == null) { CLog.Error("游戏存档为空"); return; } TDBaseBattleData tempData = TDLuaMgr.Get <TData>(data.BattleID); if (tempData == null) { CLog.Error("没有这个战场:{0}", data.BattleID); return; } data.GamePlayStateType = GamePlayStateType.LoadGame; LoadScene(tempData); }
// 加载新游戏 public virtual void StartNewGame(string battleId = "") { if (SubBattleMgr != null && SubBattleMgr.IsInBattle) { CLog.Error("正在SubBattle中"); return; } if (IsInBattle) { CLog.Error("正在游戏中"); return; } TDBaseBattleData tempData = TDLuaMgr.Get <TData>(battleId); if (tempData == null) { CLog.Error("没有这个战场:{0}", battleId); return; } BattleID = battleId; DBBaseGame data = DBMgr.StartNewGame(); if (data == null) { CLog.Error("游戏存档为空"); return; } data.GameNetMode = GameNetMode.PVE; data.GamePlayStateType = GamePlayStateType.NewGame; LoadScene(tempData); Callback_OnStartNewGame?.Invoke(); }
public virtual void Load(string battleID = "") { if (IsInBattle) { CLog.Error("正处于SubBattle中"); return; } TDBaseBattleData tempData = TDLuaMgr.Get <TData>(battleID); if (tempData == null) { CLog.Error("没有这个战场:{0}", battleID); return; } SubBattleCoroutine.Kill(); CurData = tempData.Copy <TData>(); if (CurData != null) { BattleID = tempData.TDID; CurData.OnBeAdded(SelfBaseGlobal); BattleCoroutine.Run(_LoadBattle()); } else { CLog.Error("Battle not found !error id=" + battleID); } }
/// <summary> /// 加载战斗场景 /// </summary> protected void LoadBattle(TDBaseBattleData data, bool readData = true) { GC.Collect(); MainUICoroutine.Kill(); CurData = data.Copy() as TData; if (CurData != null) { CurData.OnBeAdded(SelfBaseGlobal); BattleCoroutine.Run(_LoadBattle(readData)); } else { CLog.Error("Battle not found !error id=" + data.TDID); } }
/// <summary> /// 加载场景 /// </summary> /// <param name="tdid"></param> public void LoadBattle(string tdid) { CurBaseGameData.GamePlayStateType = GamePlayStateType.LoadGame; if (!IsInBattle) { TDBaseBattleData data = Table.Find(tdid); if (data == null) { return; } LoadBattle(data, false); } else { UnLoadBattle(() => LoadBattle(tdid)); } }
// 加载战场 public void LoadBattle(string tdid) { if (SubBattleMgr != null && SubBattleMgr.IsInBattle) { CLog.Error("正在SubBattle中"); return; } CurBaseGameData.GamePlayStateType = GamePlayStateType.LoadGame; if (!IsInBattle) { TDBaseBattleData data = TDLuaMgr.Get <TData>(tdid); LoadScene(data, false); } else { UnLoadBattle(() => LoadBattle(tdid)); } }
// 加载场景 protected void LoadScene(TDBaseBattleData data, bool readData = true) { if (data == null) { return; } MainUICoroutine.Kill(); CurData = data.Copy <TData>(); if (CurData != null) { BattleID = data.TDID; CurData.OnBeAdded(SelfBaseGlobal); BattleCoroutine.Run(_loadBattle(readData)); } else { CLog.Error("Battle not found !error id=" + data.TDID); } }