public virtual void Initializa(long local_player_pstid, CombatStartInfo combat_start_info) { //真正的local_player_pstid在局外,传进来就好;combat_start_info是给所有玩家、观战者、以及录像回放时,都一致的消息 m_local_player_pstid = local_player_pstid; m_level_data = GetConfigProvider().GetLevelData(combat_start_info.m_level_id); m_state = CombatClientState.Loading; m_state_frame_cnt = 0; m_state_start_time = -1; m_last_update_time = -1; m_waiting_cnt = 0; #if UNITY_EDITOR m_is_first_frame = true; #endif AttributeSystem.Instance.InitializeAllDefinition(m_combat_factory.GetConfigProvider()); ComponentTypeRegistry.RegisterDefaultComponents(); BehaviorTreeNodeTypeRegistry.RegisterDefaultNodes(); DamageModifier.RegisterDefaultModifiers(); m_combat_factory.RegisterCommands(); BehaviorTreeFactory.Instance.SetConfigProvider(m_combat_factory.GetConfigProvider()); m_logic_world = m_combat_factory.CreateLogicWorld(); m_logic_world.Initialize(this, combat_start_info.m_world_seed, true); m_render_world = m_combat_factory.CreateRenderWorld(); m_render_world.Initialize(this, m_logic_world); m_logic_world.SetIRenderWorld(m_render_world); m_sync_client = m_combat_factory.CreateSyncClient(); m_sync_client.Init(m_logic_world); BuildLogicWorld(combat_start_info); BuildRenderWorld(m_level_data); }
public void Initializa(long local_player_pstid) { m_local_player_pstid = local_player_pstid; m_state = TestCombatClientState.Loading; m_waiting_cnt = 0; m_logic_world = new TestLogicWorld(this, true); m_render_world = new TestRenderWorld(this, m_logic_world); m_sync_client = new MNLPSyncClient(); m_sync_client.Init(m_logic_world); ++m_waiting_cnt; m_render_world.LoadScene(); }