//private List<GameObject>[] mTmpFishGatheredView;//用于显示已收集的鱼 void Awake() { //HitProcessor.FuncGetFishAddtiveForDieRatio += Func_GetFishOddAddtiveForDieRatio; HitProcessor.AddFunc_Odd(Func_GetFishOddAddtiveForDieRatio, null); GameMain.EvtFishKilled += Evt_FishKilled; GameMain.EvtBGClearAllData_Before += Evt_BGClearAllData_Before; //mTmpFishGatheredView = new List<GameObject>[Defines.MaxNumPlayer]; //for (int i = 0; i != mTmpFishGatheredView.Length; ++i) // mTmpFishGatheredView[i] = new List<GameObject>(); Players = GameMain.Singleton.Players; mPrefabNeedGatherFishCache = new Dictionary <int, int>(); for (int i = 0; i != Prefab_GatherFishAry.Length; ++i) { mPrefabNeedGatherFishCache.Add(Prefab_GatherFishAry[i].TypeIndex, i); } //创建PersistentData if (PlayerGatheredFishRecs == null) { PlayerGatheredFishRecs = new PersistentData <uint, uint> [Defines.MaxNumPlayer]; for (int i = 0; i != Defines.MaxNumPlayer; ++i) { PlayerGatheredFishRecs[i] = new PersistentData <uint, uint>("PlayerGatheredFishRecs" + i.ToString()); } } if (PlayerGatheredScore == null) { PlayerGatheredScore = new PersistentData <int, int> [Defines.MaxNumPlayer]; for (int i = 0; i != Defines.MaxNumPlayer; ++i) { PlayerGatheredScore[i] = new PersistentData <int, int>("PlayerGatheredScore" + i.ToString()); } } //创建 PlayerGatheredFish PlayerGatheredFish = new Dictionary <int, object> [Defines.MaxNumPlayer]; //由PlayerGatheredFishRec得出字典PlayerGatheredFish for (int playerIdx = 0; playerIdx != Defines.MaxNumPlayer; ++playerIdx) { PlayerGatheredFish[playerIdx] = new Dictionary <int, object>(); for (int gIdx = 0; gIdx != Prefab_GatherFishAry.Length; ++gIdx)//收集索引 { if (((PlayerGatheredFishRecs[playerIdx].Val >> gIdx) & 1) == 1) { PlayerGatheredFish[playerIdx].Add(gIdx, null); //_tmpAddViewAniFish(gIdx, Players[playerIdx]; } } } }
// Use this for initialization void Start() { if (nameSetAniBulletLizi == null || nameSetAniBulletNor == null || Prefab_AniBullet == null) { Debug.LogError("Module_BulletSplit有变量未赋值"); return; } for (int i = 0; i != ModuleBullet.Fireable.Length; ++i) { ModuleBullet.Fireable[i] = false; } GameMain.EvtPlayerGunFired += Handle_GunFire; HitProcessor.AddFunc_Odd(Func_GetFishDieRatioAddtive, null); }
private Dictionary <int, Fish> mSlayFishCache; //可被杀死鱼cache,与Prefab_SlayFish关联 void Awake() { //HitProcessor.FuncGetFishAddtiveForDieRatio += Func_GetFishOddAddtiveForDieRatio; HitProcessor.AddFunc_Odd(Func_GetFishOddAddtiveForDieRatio, null); /*GameMain.EvtFishKilled += Event_FishKilled; * GameMain.EvtMainProcessFinishPrelude += Event_MainProcess_FinishPrelude; * GameMain.EvtMainProcessFirstEnterScene += Event_MainProcess_FirstEnterScene; * GameMain.EvtBgClearAllDataBefore += Event_BackGroundClearAllData_Before;*///adq DragonSlayerScores = new PersistentData <int, int> [Defines.MaxNumPlayer]; for (int i = 0; i != Defines.MaxNumPlayer; ++i) { DragonSlayerScores[i] = new PersistentData <int, int>("DragonSlayerScores" + i.ToString()); } foreach (Fish f in Prefab_SlayFish) { RandomOddsNum rndOdd = f.GetComponent <RandomOddsNum>(); if (rndOdd != null) { mSlayFishAveragyOdd += (rndOdd.MinOdds + rndOdd.MaxOdds) / 2; } else { mSlayFishAveragyOdd += f.Odds; } } mSlayFishCache = new Dictionary <int, Fish>(); foreach (Fish f in Prefab_SlayFish) { mSlayFishCache.Add(f.TypeIndex, f); } mSlayFishAveragyOdd /= Prefab_SlayFish.Length; //GenerateDragonSlayer(0); }
// Use this for initialization void Start() { HitProcessor.AddFunc_Odd(Func_GetFishOddAdditive, Func_GetFishOddAdditive); }