public bool Init() { LoggerSystem.Instance.Debug("BattleSystem init begin"); lockStep.frameThreshold = 3; lockStep.AddListennerLogic(FrameTick); lockStep.AddListennerPacket(FramePacketRun); string produceValue = GameVariableConfigProvider.Instance.GetData(3); string[] pros = produceValue.Split(';'); for (int i = 0; i < pros.Length; ++i) { List <float> args = Converter.ConvertNumberList <float> (pros [i]); sceneManager.AddProduce(args [0], args[1]); } battleData.Init(); sceneManager.Init(); #if !SERVER AssetManager.Get().Init(); //EffectManager.Get ().Init (); GameTimeManager.Get().Init(); #endif pause = false; bStartBattle = true; LoggerSystem.Instance.Debug("BattleSystem init end"); return(true); }
public void Start() { BattleData data = new BattleData(); data.Init(); CreateBattle(data); }