public static void OnLoadFinishedSingle(int level) { Application.targetFrameRate = GameStateMgr.Ins.gameStatus.TargetFrame; DlcMng.Ins.Init(); LevelData lev = DataMgr.Ins.GetLevelData(level); LevelScriptBase script = GetLevelScript(lev.LevelScript); if (script == null) { UnityEngine.Debug.LogError(string.Format("level script is null levId:{0}, levScript:{1}", lev.Id, lev.LevelScript)); return; } CombatData.Ins.GLevelItem = lev; CombatData.Ins.GLevelMode = LevelMode.SinglePlayerTask; CombatData.Ins.GGameMode = GameMode.Normal; CombatData.Ins.GScript = script; CombatData.Ins.wayPoints = CombatData.GetWayPoint(CombatData.Ins.GLevelItem); //加载场景配置数据 SceneMng.Ins.OnEnterLevel(); GameObject battleRoot = new GameObject("GameBattle"); Main.Ins.GameBattleEx = battleRoot.AddComponent <GameBattleEx>(); //等脚本设置好物件的状态后,根据状态决定是否生成受击盒,攻击盒等. Main.Ins.GameBattleEx.Init(script); FrameReplay.Ins.OnBattleStart(); PathHelper.Ins.StartCalc(); FightState.State.Open(); }
//打开资料片中指定关卡 public void PlayDlc(Chapter chapter, int levelIdx) { Main.Ins.GameStateMgr.SaveState(); LevelDatas.LevelDatas lev = chapter.GetItem(levelIdx); Main.Ins.CombatData.GLevelItem = lev; Main.Ins.CombatData.GRecord = null; Main.Ins.CombatData.GLevelMode = LevelMode.SinglePlayerTask; Main.Ins.CombatData.GGameMode = GameMode.Normal; Main.Ins.CombatData.wayPoints = CombatData.GetWayPoint(lev); U3D.LoadLevelEx(); }
//打开资料片中指定关卡 public void PlayDlc(Chapter chapter, int levelIdx) { LevelData lev = chapter.GetLevel(levelIdx); CombatData.Ins.GLevelItem = lev; CombatData.Ins.GRecord = null; CombatData.Ins.GLevelMode = LevelMode.SinglePlayerTask; CombatData.Ins.GGameMode = (GameMode)lev.LevelType; CombatData.Ins.wayPoints = CombatData.GetWayPoint(lev); U3D.LoadLevelEx(); }