public void Initinal() { isBattleOver = false; mapSystem = new BattleMapSystem(this); mapSystem.Initialize(); buildingSystem = new BattleBuildingSystem(this); buildingSystem.Initialize(); playerSystem = new BattlePlayerSystem(this); playerSystem.Initialize(); inputSystem = new SLGInputSystem(this); inputSystem.Initialize(); troopSystem = new BattleTroopSystem(this); troopSystem.Initialize(); aiSystem = new BattleAISystem(this); aiSystem.Initialize(); //显示初始化战斗面板 ShowBattleUI(); GameFacade.Instance.SendNotification(GlobalSetting.Msg_StartBattle); //初始化所有角色 playerSystem.InitPlayers(); GameFacade.Instance.SendNotification(GlobalSetting.Mst_PlayerGenerateComplete); //发送初始化战斗场景相机 GameFacade.Instance.SendNotification(GlobalSetting.Msg_InitBattleCameraMediator); //调整相机位置到玩家位置 //mapSystem.SetCameraPosition(playerSystem.UserMainBasePosition); FocuseUserMainBase(); //生成地图 mapSystem.PrintMap(); }
public MapCreator(BattleMapSystem mapSystem) { this.mapSystem = mapSystem; //测试数据 weights = mapSystem.weights; width = mapSystem.width; height = mapSystem.height; xOriMax = mapSystem.xOriMax; yOriMax = mapSystem.yOriMax; scale = mapSystem.scale; totalWeight = 0; for (int i = 0; i < weights.Length; i++) { totalWeight += weights[i]; } tileMaxVals = new float[weights.Length]; tileMaxVals[0] = 0; for (int i = 1; i < weights.Length; i++) { tileMaxVals[i] = weights[i - 1] / totalWeight + tileMaxVals[i - 1]; } }
public MapChecker(BattleMapSystem battleMapSystem) { mapSystem = battleMapSystem; height = mapSystem.height; width = mapSystem.width; walkable = mapSystem.walkable; }
public MapPrinter(BattleMapSystem battleMapSystem, Transform tileParent) { this.tileParent = tileParent; this.battleMapSystem = battleMapSystem; this.tiles = battleMapSystem.tiles; this.width = battleMapSystem.width; this.height = battleMapSystem.height; this.tileNames = battleMapSystem.tileNames; }
public Map45DegreesPrinter(BattleMapSystem mapSystem, Transform tileParent) { width = mapSystem.width; height = mapSystem.height; tiles = new Transform[width, height]; this.tileParent = tileParent; tileNames = mapSystem.tileNames; for (int i = 0; i < tileNames.Length; i++) { dicRecoveryObject.Add(tileNames[i], new Stack <Transform>()); } }
public void Release() { GameFacade.Instance.SendNotification(GlobalSetting.Msg_EndBattle); inputSystem.Release(); troopSystem.Release(); playerSystem.Release(); buildingSystem.Release(); mapSystem.Release(); inputSystem = null; troopSystem = null; playerSystem = null; buildingSystem = null; mapSystem = null; PoolManager.Instance.ClearData(); System.GC.Collect(); }
public BattleBuildingSystem(IBattleManager battleMgr) : base(battleMgr) { _MapSystem = battleManager.mapSystem; _BuildingVOProxy = facade.RetrieveProxy(BuildingVOProxy.NAME) as BuildingVOProxy; }
public BattlePlayerSystem(IBattleManager mgr) : base(mgr) { _BuildingSystem = battleManager.buildingSystem; _MapSystem = battleManager.mapSystem; }