//private Map m_Map; public FightScene(PassItem passData) { m_TimerMgr = new TimerMgr(); m_Ended = false; m_PassData = passData; m_SceneType = (SceneType)passData.sceneType; m_InNormalPassType = (m_SceneType == SceneType.NormalScene); GeneralConfigItem initPassIdConfig = Global.gApp.gGameData.GeneralConfigData.Get(GeneralConfigConstVal.INIT_PASS_ID); int type = passData.id / System.Convert.ToInt32(initPassIdConfig.content); if (type == 1) { if (Global.gApp.gSystemMgr.GetPassMgr().GetCurPassId() != m_PassData.id || Global.gApp.gSystemMgr.GetPassMgr().GetHasPassedMaxPass()) { m_ModeEnum = ModeEnum.RE_NORMAL; } else { m_ModeEnum = ModeEnum.NORMAL; } } else { m_ModeEnum = ModeEnum.SPECIAL; } Global.gApp.gLightCompt.enabled = true; //m_Map = new Map(90, 90, m_MainPlayer); }
public GameCtrl() { m_TimerMgr = new TimerMgr(); m_GameTipsMgr = new GameTipsMgr(); m_GameGuideMgr = new GameGuideMgr(); EffectCache = new EffectCacheMgr(); BulletCache = new BulletCacheMgr(); }
private void InitOther() { gGameData = new GameDatas(); gMsgDispatcher = new MsgDispatcher(); gSystemMgr = new SystemMgr(); gResMgr = new ResEditorMgr(); gUiMgr = new UiMgr(); gGameCtrl = new GameCtrl(); gTimerMgr = new TimerMgr(); gGameAdapter = new GameAdapterUtils(); }
public Timer(TimerMgr timerMgr, int guid, float dtTime, int callTimes, Action <float, bool> callBack) { m_TimerMgr = timerMgr; m_Guid = guid; m_DtTime = dtTime; m_CallTimes = callTimes; m_CurCallTimes = 0; m_CallBack = callBack; m_CurTime = 0; m_scale = 1; m_IsEnd = false; }
public WaveMgr(PassItem passData, GameObject player) { m_PassData = passData; m_MainPlayer = player; m_Wave = new Dictionary <int, Wave>(); m_DynamicCalMonsterCountMgr = new DynamicCalMst(this); m_TimerMgr = new TimerMgr(); m_PlayerMgr = Global.gApp.CurScene.GetPlayerMgr(); m_InNormalPass = Global.gApp.CurScene.IsNormalPass(); ResetFremeCreateCount(); CreateWaves(); //CacheSpecialEnemy(3004); CacheMonster(); //m_TimerMgr.AddTimer(30, 5, CreateSpecialWave); }
public MainScene() { m_TimerMgr = new TimerMgr(); }