//进入状态机 public override void Enter() { GMInstance.UIController.updateTeamScore(GMInstance.currentScoreOfAttackerTeam, GMInstance.currentScoreOfDefenderTeam); GMInstance.UIController.setTargetScore(GMInstance.targetScore); AudioSource.PlayClipAtPoint(GMInstance.gameStartAudio, GMInstance.localPlayer.transform.position); //播放游戏开始音效 if (PhotonNetwork.isMasterClient) { GMInstance.InitCountDown(PhotonNetwork.time + competeDuration); } }
//进入状态机 public override void Enter() { //显示夺宝状态的相关UI GMInstance.UIController.enableGuardHPUI(true); GMInstance.UIController.enableTimeAndProcessPanel(true); GMInstance.UIController.enableRemainDistance(false); AudioSource.PlayClipAtPoint(GMInstance.gameStartAudio, GMInstance.localPlayer.transform.position); //播放游戏开始音效 if (PhotonNetwork.isMasterClient) { GMInstance.InitCountDown(PhotonNetwork.time + getTreasureDuration); } GuardZombie = GameObject.FindWithTag("Guard"); //僵尸生成池开始工作 GMInstance.zombieGenerator.generatorStartWorking(); /* * 添加骷髅兵 完成并完成生成池对骷髅兵调度(模仿僵尸生成池) */ //骷髅生成池开始工作 GMInstance.skeletonGenerator.generatorStartWorking(); GuardZombie.GetComponent <GuardAI>().Born(); //守护者开始工作 var maxHp = GuardZombie.GetComponent <ZombieHealth>().maxHP; GMInstance.UIController.setGuardMaxHp(maxHp); var team = PhotonNetwork.player.customProperties["Team"].ToString(); if (team == "AttackerTeam") { GMInstance.UIController.updateProcessText("击败守护者,夺得宝物车!"); } else { GMInstance.UIController.updateProcessText("保护守护者,阻止盗墓者入侵!"); } }