Example #1
0
    public void ReceiveBattleInfor(object parm)
    {
        LogModule.DebugLog("ReceiveBattlerInfor");
        CBattleInfor tBattleInfor = GameFacade.GetProxy <BattleProxy>().BattleInfor;

        mCurrentCamp = (SquadCamp)tBattleInfor.camp;
        ServerBattleState tServerBattleState = (ServerBattleState)tBattleInfor.currentState;

        if (tServerBattleState == ServerBattleState.STATUS_SELECTTARGET ||
            tServerBattleState == ServerBattleState.STATUS_MARCH ||
            tServerBattleState == ServerBattleState.STATUS_COMBAT)
        {
            mBattleState = BattleState.Start;
        }
        else
        {
            mBattleState = BattleState.prepare;
        }
        if (mSceneID != tBattleInfor.sceneId)
        {
            return;
        }
        StartCoroutine(LoadUnitAssets(tBattleInfor));

        //Open Battle UI.
        MediatorManager.GetInstance().Add(new BattleUIController());
    }
Example #2
0
    IEnumerator LoadUnitAssets(CBattleInfor tBattleInfor)
    {
        yield return(AssetLoadManager.LoadFromResource <Object>("SquadPrefab/Cylinder", (Object tObject) =>
        {
            mSquadAsset = tObject;
        }));

        yield return(AssetLoadManager.LoadFromResource <Object>("AimPrefab/AimObj", (Object tObject) =>
        {
            mAimAsset = tObject;
        }));

        for (int i = 0; i < tBattleInfor.objList.Count; i++)
        {
            SquadData tSquadData = new SquadData();
            tSquadData.SetSquadInfor(tBattleInfor.objList[i]);
            Tab_UnitTemplate  tUnitTpData    = TableManager.GetUnitTemplateByID(tSquadData.GetUnitTemplateID())[0];
            Tab_SkillTemplate tSkillTemplate = TableManager.GetSkillTemplateByID(tSquadData.SkillTemplateID)[0];
            yield return(AssetLoadManager.LoadFromResource <Object>(tUnitTpData.UnitPath, (Object tObject) => {
                tSquadData.UnitAsset = tObject;
            }));

            yield return(AssetLoadManager.LoadFromResource <Object>(tSkillTemplate.UnitPath, (Object tObjcet) =>
            {
                tSquadData.SkillAsset = tObjcet;
            }));

            yield return(AssetLoadManager.LoadFromResource <Object>(tUnitTpData.UnitSkillPath, (Object tObjcet) =>
            {
                tSquadData.UnitSkillAsset = tObjcet;
            }));

            yield return(AssetLoadManager.LoadFromResource <Object>(tUnitTpData.UnitArrowPath, (Object tObjcet) =>
            {
                tSquadData.UnitArrowAsset = tObjcet;
            }));

            mSquadDataList.Add(tSquadData);
        }

        PrepareForBattle(mSquadGameObjDict, mSquadDataList);
        switch (mBattleState)
        {
        case BattleState.prepare:
            AddEmbateBornList();
            StartCoroutine(BattleStart());
            break;

        case BattleState.Start:

            break;
        }
        SetSquadEnemy();
    }
 public static void SetBattleInfor(CBattleInfor battleInfor, GC_BATTLEINFOR gcBattleInfor)
 {
     battleInfor.sceneId = gcBattleInfor.SceneId;
     battleInfor.objList.Clear();
     for (int i = 0; i < gcBattleInfor.objListCount; i++)
     {
         CObjInfor objInfor = new CObjInfor();
         SetObjInfor(objInfor, gcBattleInfor.objListList[i]);
         battleInfor.objList.Add(objInfor);
     }
     battleInfor.camp         = gcBattleInfor.Camp;
     battleInfor.currentState = gcBattleInfor.CurrentState;
 }