public GMaze(CBattle battle, Vector3 scale, Vector3 offset, int row, int col) { this._battle = battle; this.scale = scale; this.offset = offset; this.row = row; this.col = col; this._localToWorld = Matrix4x4.TRS(this.offset, Quaternion.identity, this.scale); this._worldToLocal = this._localToWorld.inverse; this._root = new GameObject("Maze_root"); this._root.isStatic = true; Object.DontDestroyOnLoad(this._root); //this._ground = Object.Instantiate( Resources.Load<GameObject>( "Prefabs/Water0" ) ).transform; //this._ground.localScale = new Vector3( this.col * this.scale.x * 2, this.row * this.scale.z * 2, 1 );//because rotation.x = 90 //this._ground.position = new Vector3( this.col * this.scale.x * 0.5f, -0.4f, -this.row * this.scale.z * 0.5f ); //this._ground.SetParent( this._root.transform ); //this._groundMat = this._ground.GetComponent<MeshRenderer>().material; //this._groundMat.mainTextureScale = new Vector2( this.col * this.scale.x * 2, this.row * this.scale.z * 2 ); this._FOWPlane = Object.Instantiate(Resources.Load <GameObject>("Prefabs/FOWPlane")).transform; this._FOWPlane.localScale = new Vector3(this.col * this.scale.x * 2, this.row * this.scale.z * 2, 1); //because rotation.x = 90 this._FOWPlane.position = new Vector3(this.col * this.scale.x * 0.5f, 2f, -this.row * this.scale.z * 0.5f); this._FOWPlane.SetParent(this._root.transform); this._FOWPlaneMat = this._FOWPlane.GetComponent <MeshRenderer>().material; this._FOWPlaneMat.SetFloat("_Frequency", ( float )this._battle.FOWFogFrequency); this._FOWPlaneMat.SetFloat("_Amplitude", ( float )this._battle.FOWFogAmplitude); }
public static void Init(BattleParams param) { _init = true; _shouldSendActions = false; _elapsedSinceLastLogicUpdate = Fix64.Zero; _framesPerKeyFrame = param.framesPerKeyFrame; _frameRate = param.frameRate; _nextKeyFrame = _framesPerKeyFrame; cBattle = new CBattle(param); lBattle = new Battle(param); _logicThread = new Thread(LogicWorker); _logicThread.IsBackground = true; _logicThread.Start(); if (Env.useNetwork) { NetModule.instance.AddACMDListener(Module.BATTLE, Command.ACMD_BATTLE_START, HandleBattleStart); NetModule.instance.AddACMDListener(Module.BATTLE, Command.ACMD_FRAME, HandleFrame); NetModule.instance.AddACMDListener(Module.BATTLE, Command.ACMD_BATTLE_END, HandleBattleEnd); NetModule.instance.Send(ProtocolManager.PACKET_BATTLE_QCMD_BATTLE_CREATED()); } }
public void Dispose() { if (this._root != null) { //Object.Destroy( this._ground.gameObject ); //this._ground = null; //Object.Destroy( this._groundMat ); //this._groundMat = null; Object.Destroy(this._FOWPlane.gameObject); this._FOWPlane = null; Object.Destroy(this._FOWPlaneMat); this._FOWPlaneMat = null; MeshRenderer mr = this._root.GetComponent <MeshRenderer>(); Object.Destroy(mr.material); Object.Destroy(this._root); this._root = null; } this._battle = null; this._tmpPos = null; this._tmpFov = null; this._tmpEntities = null; this._bright = false; }
public CGameCmdAttack(int _targetCityID, CBattle _battle) { this.targetCityID_ = _targetCityID; this.battle_ = _battle; }