public void Start(FSPParam param)
        {
            this.Log("Start()");
            param.sid = m_playerId;
            m_mgrFSP  = new FSPManager();
            m_mgrFSP.Start(param, m_playerId);
            m_mgrFSP.SetFrameListener(OnEnterFrame);
            m_mgrFSP.onGameEnd += (arg) =>
            {
                this.Log("OnGameEnd() " + arg);
                DelayInvoker.DelayInvoke(0.01f, Close);
                //Close();
            };
            m_mgrFSP.onGameExit += (playerId) =>
            {
                this.Log("onGameExit() " + playerId);
                if (playerId == m_playerId)
                {
                    DelayInvoker.DelayInvoke(0.01f, Close);
                    //Close();
                }
            };

            m_mgrFSP.SendGameBegin();
        }
Example #2
0
        public bool Start(FSPParam param)
        {
            m_mgrFSP = new FSPManager();
            m_mgrFSP.Start(param, m_playerId);

            m_mgrFSP.SetFrameListener(OnEnterFrame);
            m_mgrFSP.SetGameStateListener(this);

            return(true);
        }
Example #3
0
        //--------------------------------------------------

        /// <summary>
        /// 开始游戏
        /// </summary>
        /// <param name="param"></param>
        public void Start(PVPStartParam param)
        {
            Debuger.Log(LOG_TAG, "StartGame() param:{0}", param);


            UserData mainUserData = UserManager.Instance.MainUserData;

            m_listPlayerData = param.players;
            for (int i = 0; i < m_listPlayerData.Count; i++)
            {
                if (m_listPlayerData[i].userId == mainUserData.id)
                {
                    m_mainPlayerId           = m_listPlayerData[i].id;
                    GameCamera.FocusPlayerId = m_mainPlayerId;
                }

                //注册玩家数据,为在帧同步过程中创建玩家提供数据
                //因为帧同步协议非常精简,不包含具体的玩家数据
                GameManager.Instance.RegPlayerData(m_listPlayerData[i]);
            }

            //启动游戏逻辑
            GameManager.Instance.CreateGame(param.gameParam);
            GameManager.Instance.onPlayerDie += OnPlayerDie;            //有玩家死亡
            m_context = GameManager.Instance.Context;

            //启动帧同步逻辑
            m_mgrFSP = new FSPManager();
            m_mgrFSP.Start(param.fspParam, m_mainPlayerId);
            m_mgrFSP.SetFrameListener(OnEnterFrame);
            m_mgrFSP.onGameBegin += OnGameBegin; //游戏开始
            m_mgrFSP.onGameExit  += OnGameExit;  //有玩家退出
            m_mgrFSP.onRoundEnd  += OnRoundEnd;  //有玩家退出
            m_mgrFSP.onGameEnd   += OnGameEnd;   //游戏结束


            //初始化输入
            GameInput.Create();
            GameInput.OnVkey += OnVKey;

            //监听EnterFrame
            MonoHelper.AddFixedUpdateListener(FixedUpdate);

            GameBegin();
        }
Example #4
0
        //--------------------------------------------------

        /// <summary>
        /// Start Game
        /// </summary>
        /// <param name="param"></param>
        public void Start(PVPStartParam param)
        {
            MyLogger.Log(LOG_TAG, "StartGame() param:{0}", param.ToString());


            UserBean mainUserData = UserManager.Instance.MainUserData;

            playerDataList = param.players;
            for (int i = 0; i < playerDataList.Count; i++)
            {
                if (playerDataList[i].userId == mainUserData.id)
                {
                    mainPlayerId             = playerDataList[i].id;
                    GameCamera.FocusPlayerId = mainPlayerId;
                }

                //register player data, this can provide player data for FSP
                //coz FSP is too easy to have player data
                GameManager.Instance.RegPlayerData(playerDataList[i]);
            }

            //start game
            GameManager.Instance.CreateGame(param.gameParam);
            GameManager.Instance.onPlayerDie += OnPlayerDie;//player died
            m_context = GameManager.Instance.Context;

            //start FSP
            mgrFSP = new FSPManager();
            mgrFSP.Start(param.fspParam, mainPlayerId);
            mgrFSP.SetFrameListener(OnEnterFrame);
            mgrFSP.onGameBegin += OnGameBegin; //game start
            mgrFSP.onGameExit  += OnGameExit;  //player exit
            mgrFSP.onRoundEnd  += OnRoundEnd;  //player exit
            mgrFSP.onGameEnd   += OnGameEnd;   //game over


            //initial game input
            GameInput.Create();
            GameInput.OnVkey += OnVKey;

            //listen on EnterFrame
            MonoHelper.AddFixedUpdateListener(FixedUpdate);

            GameBegin();
        }
        public void Start(PVPStartParam param)
        {
            m_waitGameEnd = false;
            uint mainPlayerId = 0;
            uint mainUserId   = OnlineManager.Instance.MainUserData.id;

            for (int i = 0; i < param.players.Count; i++)
            {
                if (param.players[i].userId == mainUserId)
                {
                    mainPlayerId = param.players[i].id;
                }
            }

            m_fsp = new FSPManager();
            m_fsp.Start(param.fspParam, mainPlayerId);
            m_fsp.onGameEnd  += OnGameEnd;
            m_fsp.onGameExit += OnGameExit;

            m_fsp.SetFrameListener(OnEnterFrame);
        }