//暂时把新建新手场景的方法写在这里 private void addNewNewBieWorld() { string timeStr = "-" + DateTime.Now.Year + DateTime.Now.Month + DateTime.Now.Day + DateTime.Now.Hour + DateTime.Now.Minute + DateTime.Now.Second; string path = GameConfig.Instance.WorldSavedPath + "/" + GameConfig.Instance.defaultWorldConfigStr + "_" + "剧情模式" + timeStr + "_" + GameConfig.Instance.defalutSeed; DirectoryInfo dd = new DirectoryInfo(path); if (!dd.Exists) { dd.Create(); } UnityEngine.Object[] objlist = Resources.LoadAll("Data/Plot/SceneData/Newbie"); for (int i = 0; i < objlist.Length; i++) { if (objlist[i] is TextAsset) { //string objstr = objlist[i].ToString(); byte[] bt = (objlist[i] as TextAsset).bytes; FileInfo newf = new FileInfo(path + "/" + objlist[i].name + ".mtb"); FileStream fs = newf.Open(FileMode.OpenOrCreate, FileAccess.ReadWrite); //byte[] byteArray = System.Text.Encoding.Default.GetBytes(objstr); fs.Write(bt, 0, bt.Length); fs.Close(); } } UIManager.Instance.closeUI(uiType); LoadingUI loadingUI = UIManager.Instance.showUI <LoadingUI>(UITypes.LOADING) as LoadingUI; loadingUI.setProcessEvt(EventMacro.CHUNK_GENERATE_FINISH, 121); loadingUI.setFinishEvt(EventMacro.GENERATE_FIRST_WORLD_FINISH); EventManager.SendEvent(EventMacro.SELECT_WORLD, NetType.Single, GameConfig.Instance.defaultWorldConfigStr, "剧情模式" + timeStr, GameConfig.Instance.defalutSeed); }
private void onNewWorldSet(string worldName) { string timeStr = "-" + DateTime.Now.Year + "-" + DateTime.Now.Month + "-" + DateTime.Now.Day + "-" + DateTime.Now.Hour + "-" + DateTime.Now.Minute + "-" + DateTime.Now.Second; UIManager.Instance.closeUI(uiType); LoadingUI loadingUI = UIManager.Instance.showUI <LoadingUI>(UITypes.LOADING) as LoadingUI; loadingUI.setProcessEvt(EventMacro.CHUNK_GENERATE_FINISH, 121); loadingUI.setFinishEvt(EventMacro.GENERATE_FIRST_WORLD_FINISH); EventManager.SendEvent(EventMacro.SELECT_WORLD, NetType.Single, GameConfig.Instance.defaultWorldConfigStr, worldName + timeStr, GameConfig.Instance.defalutSeed); }
private void onSelectWorld(params object[] paras) { if ((UITypes)paras[0] == uiType) { if ((NetType)paras[1] == NetType.Single) { UIManager.Instance.closeUI(uiType); LoadingUI loadingUI = UIManager.Instance.showUI <LoadingUI>(UITypes.LOADING) as LoadingUI; loadingUI.setProcessEvt(EventMacro.CHUNK_GENERATE_FINISH, 121); loadingUI.setFinishEvt(EventMacro.GENERATE_FIRST_WORLD_FINISH); EventManager.SendEvent(EventMacro.SELECT_WORLD, NetType.Single, paras[2], paras[3], paras[4]); } else { EventManager.RegisterEvent(NetEventMacro.ON_LINK_SERVER, OnLinkServer); NetManager.Instance.client.Connect((string)paras[2], (int)paras[3]); } } }
private void OnJoinGame(object[] param) { EventManager.UnRegisterEvent(NetEventMacro.ON_JION_GAME, OnJoinGame); PlayerInfo info = (PlayerInfo)param[0]; Debug.Log("进入游戏成功!isMe:" + info.isMe); if (!info.isMe) { return; } string worldConfigName = (string)param[1]; int seed = (int)param[2]; float worldTime = (float)param[3]; UIManager.Instance.closeUI(uiType); LoadingUI loadingUI = UIManager.Instance.showUI <LoadingUI>(UITypes.LOADING) as LoadingUI; loadingUI.setProcessEvt(EventMacro.CHUNK_GENERATE_FINISH, 121); loadingUI.setFinishEvt(EventMacro.GENERATE_FIRST_WORLD_FINISH); EventManager.SendEvent(EventMacro.SELECT_WORLD, NetType.Local, worldConfigName, "", seed, info, worldTime); }