public BattleState(IHeroesService heroesService, GraphicResources graphicResources) { _heroesService = heroesService; _graphicResources = graphicResources; _world = new BattleWorld(heroesService, graphicResources); _backgroundSprite = new Sprite(graphicResources.SpriteBatch); _backgroundSprite.Dimension = graphicResources.Window.Dimension; _backgroundSprite.Texture = _graphicResources.Content.Load<Texture2D>("Backgrounds\\Forêt"); }
public BU_Robot(XRobot XRobot, BattleWorld World) : base(World) { _xRob = XRobot; _world = World; XRobot.RegistedToWorld(this, World.Env,World.Map); //机器人默认行进速度1.0 Speed = 2; _hp = 100; }
public ClientBattleWorld(GameObject sceneRoot, IAssetProvider assetProvider, int renderFPS = 60, int logicFPS = 60) { //初始化GameObject节点 m_sceneRoot = sceneRoot; //初始化配置信息 var configLoader = ConfigDataLoader.Instance; m_inputConfigList = new List <ConfigDataInputDefault>(configLoader.GetAllConfigDataInputDefault().Values); m_inputConfigList.Sort((a, b) => { return(a.ID - b.ID); }); //从小到大,从id代表第几个玩家 m_commandsConfig = new List <ConfigDataCommand>(ConfigDataLoader.Instance.GetAllConfigDataCommand().Values); m_assetProvider = assetProvider; //资源加载器 m_renderFPS = renderFPS; m_logicFPS = logicFPS; Application.targetFrameRate = m_renderFPS; m_gameDeltaTime = (1000 / m_logicFPS) / 1000f; InitPlayerInputMapConfig(m_inputConfigList);//初始化输入配置 // new BattleWorld BattleWorld.ExternalDependenceInit(LuaLoader, Debug.Log, Debug.LogWarning, Debug.LogError); m_battleWorld = new BattleWorld(m_commandsConfig, this); }
/// <summary> /// 创建战场 /// </summary> /// <param name="ruleId"></param> /// <param name="battleWorldId"></param> /// <returns></returns> static public Int64 CreateBattle(int ruleId = 0, int battleWorldId = -1) { //判断是否越界 if (counter >= 1 << 63 - 1) { counter = 0; } counter++; IBattleRule rule = null; if (ruleId == 0) { rule = new BattleRule_TBS(); } var world = new BattleWorld(battleWorldId); var battle = new global::Game.Battle.Battle(rule, world); // battleMap[counter] = battle; battle.Init(); return(counter); }
public BattleUnit(BattleWorld World) { UnitID = Guid.NewGuid(); _world = World; }