void Test_StartGame() { int stageId = 1091; VSMode vsModel = VSMode.Dungeon; TestWarParameter parameter = GameObject.Find("GlobalGenerator").GetComponent <TestWarParameter>(); if (parameter != null) { stageId = parameter.stageId; vsModel = parameter.vsMode; if (parameter.useJsonData) { StartCoroutine(OnUseJson()); return; } else if (parameter.useRecrodJson) { StartCoroutine(WRTimeLineData.OnUseJson(parameter.watchRoleId)); return; } else if (parameter.useRecrodBinary) { StartCoroutine(WRTimeLineData.OnUseBinary(parameter.watchRoleId)); return; } } // heroSkill=[heroId, skillId, skillLevel, skillId2, skillLevel2] // WarEnterData enterData = WarEnterData.CreateTest(3004, 1, new int[][]{ // new int[]{2, 20002, 1, 1, 101, 1}, // new int[]{5, 20003, 2, 1, 102, 1} // }); WarEnterData enterData; enterData = WarEnterData.CreateTest(stageId, 1, // 自己技能 new int[][] { // new int[]{20003, 8, 1, 0, 1}, // new int[]{20004, 8, 1, 0, 1}, // new int[]{20010, 8, 1, 0, 0}, // new int[]{20102, 8, 1, 0, 0}, // new int[]{20107, 8, 1, 0, 0}, // new int[]{20109, 8, 1, 0, 0}, // new int[]{20202, 17, 1, 0, 0}, // new int[]{20204, 19, 1, 0, 0}, // new int[]{20104, 8, 1, 0, 0}, // new int[]{20205, 8, 1, 0, 0}, // new int[]{20104, 3, 1, 0, 0}, // new int[]{20206, 3, 1, 0, 0}, // new int[]{20205, 12, 1, 0, 0}, new int[] { 20301, 19, 1, 0, 0 }, new int[] { 20302, 24, 1, 0, 0 }, new int[] { 20303, 25, 1, 0, 0 }, new int[] { 20304, 32, 1, 0, 0 }, new int[] { 20305, 33, 1, 0, 0 }, // new int[]{20301, 8, 1, 0, 0}, // new int[]{20302, 32, 1, 0, 0}, // new int[]{20303, 32, 1, 0, 0}, // new int[]{20304, 3, 1, 0, 0}, // new int[]{20305, 32, 1, 0, 0}, //new int[]{20202, 100004, 1, 0, 0}, //new int[]{20204, 100005, 1, 0, 0}, //new int[]{20205, 100006, 1, 0, 0}, //new int[]{20301, 100007, 1, 0, 0}, //new int[]{20302, 100008, 1, 0, 0}, }, //电脑技能 new int[][] { // new int[]{20301, 251001, 1, 0, 0}, // new int[]{20302, 251001, 1, 0, 0}, // new int[]{20303, 251001, 1, 0, 0}, new int[] { 20301, 101001, 1, 0, 0 }, new int[] { 20302, 191001, 1, 0, 0 }, new int[] { 20303, 251001, 1, 0, 0 }, new int[] { 20304, 311001, 1, 0, 0 }, } ); enterData.skillConfigDict = skillConfigs; enterData.vsmode = vsModel; War.Start(enterData); // StartCoroutine(CloseSound()); }
/// <summary> /// 进入战斗 /// </summary> /// <param name="enterData">进入战斗数据</param> public static void Start(WarEnterData enterData) { Debug.Log("进入战斗数据 enterData=" + enterData); if (War.isTest) { War.Clear(); } War.enterData = enterData; War.isRecord = enterData.isRecord; // 初始化 War.Init(); // 战斗流程状态--生成数据 War.processState = WarProcessState.GenerateData; // 对战模式 War.vsmode = enterData.vsmode; // 是否自动关闭加载面板 War.isAutoCloseLoad = !War.requireSynch; // 自己势力ID War.ownLegionID = enterData.ownLegionId; Debug.LogFormat("type====={0}", enterData.vsmode); // 战斗已过时间 War.time = 0; // 战斗环境配置--PC机是否开启PC操作模式 War.config.PCOperater = ConstConfig.GetInt(ConstConfig.ID.War_PCOperater) == 1; // 生成战场数据 War.sceneData = new SceneDataForEnterData(); (War.sceneData as SceneDataForEnterData).Generation(enterData); // 生成预加载资源 WarRes.GenerationPreloadList(); // 战斗流程状态--加载中 War.processState = WarProcessState.Loading; if (War.isEditor == false) { if (!War.isTest) { LoadType loadType = LoadType.None; switch (War.vsmode) { case VSMode.Dungeon: case VSMode.Train: loadType = LoadType.Scene_Dungeon; break; case VSMode.PVP: loadType = LoadType.Scene_PVP; break; case VSMode.PVE: case VSMode.PVE_Expedition: default: loadType = LoadType.Scene_Normal; break; } Coo.menuManager.OpenMenuBack(MenuType.WarScene, enterData.backMenuId, null, loadType); } } War.signal.GenerateDataComplete(); Debug.Log(" 战斗数据生成完毕 War.sGenerateDataComplete.Dispatch();"); LuaCallMethod("Start"); }