/// <summary> /// 判断是不是单机副本 - /// </summary> public static bool IsSingleCarbon() { return(MonsterSpawnPointHandler.IsSingleCarbon() || Application.loadedLevelName == "Map911"); // if( aoiObject.Count == 0 ) // return true; // return false; }
public void ShowInviteFriend() { if (MonsterSpawnPointHandler.GetInstance().CurrentPlayerCount <= 2) { PanelStatic.StaticBtnGameManagerBack.UICL.SendMessage("ShowInvite", SendMessageOptions.DontRequireReceiver); } else { warnings.warningAllTime.Show("", StaticLoc.Loc.Get("info968")); } }
void Awake() { SpawnPointHandler = MonsterSpawnPointHandler.GetInstance(); }
static void WriteNumSpawnPoint() { //Xml文件路径// string FilePath = Application.dataPath + "/Scripts/K_GetNumSpawnPoint/Resources/SpawnPointsCount.xml"; //获取当前SceneName// string[] buff1 = EditorApplication.currentScene.Split('/'); string[] buff2 = buff1[buff1.Length - 1].Split('.'); string LoadedSceneName = buff2[0]; MonsterSpawn[] AllSpawnPoint = FindObjectsOfType <MonsterSpawn>(); BodyguardSpawn[] BodyGuards = FindObjectsOfType <BodyguardSpawn>(); if (AllSpawnPoint.Length > 0 || BodyGuards.Length > 0) { //------ 顺次赋值当前场景的SpawnPointID ------// for (int i = 0; i < AllSpawnPoint.Length; i++) { //AllSpawnPoint[i].CurrentMonsterSpawnPointID = i; SpawnPointNetView SPNV = AllSpawnPoint[i].gameObject.GetComponent <SpawnPointNetView>(); if (SPNV == null) { SPNV = AllSpawnPoint[i].gameObject.AddComponent <SpawnPointNetView>(); } SPNV.CurrentSpawnPointID = i; MonsterSpawnPointHandler MSPHandle = AllSpawnPoint[i].gameObject.GetComponent <MonsterSpawnPointHandler>(); if (MSPHandle != null) { GameObject.DestroyImmediate(MSPHandle); } } for (int i = 0, j = AllSpawnPoint.Length; i < BodyGuards.Length; i++) { //AllSpawnPoint[i].CurrentMonsterSpawnPointID = i; SpawnPointNetView SPNV = BodyGuards[i].gameObject.GetComponent <SpawnPointNetView>(); if (SPNV == null) { SPNV = BodyGuards[i].gameObject.AddComponent <SpawnPointNetView>(); } SPNV.CurrentSpawnPointID = i + j; MonsterSpawnPointHandler MSPHandle = BodyGuards[i].gameObject.GetComponent <MonsterSpawnPointHandler>(); if (MSPHandle != null) { GameObject.DestroyImmediate(MSPHandle); } } //------ 顺次赋值当前场景的SpawnPointID ------// XmlDocument XML = new XmlDocument(); Object o = Resources.Load("SpawnPointsCount"); if (o != null) { //创建// XML.LoadXml(o.ToString()); } else { XmlNode RootNode = XML.CreateElement("SpawnPointsCount"); XML.AppendChild(RootNode); } XmlNodeList NList = XML.SelectNodes("SpawnPointsCount/PerScene"); bool Founded = false; XmlNode XNode; for (int i = 0; i < NList.Count; i++) { XNode = NList[i].SelectSingleNode("SceneName"); if (XNode.InnerText == LoadedSceneName) { Founded = true; XNode = NList[i].SelectSingleNode("Counts"); XNode.InnerText = "" + (AllSpawnPoint.Length + BodyGuards.Length); } } if (!Founded) { Debug.Log("AddNewScene"); XmlNode Root = XML.SelectSingleNode("SpawnPointsCount"); XmlElement PerScene = XML.CreateElement("PerScene"); XmlElement SceneName = XML.CreateElement("SceneName"); SceneName.InnerText = LoadedSceneName; XmlElement Counts = XML.CreateElement("Counts"); Counts.InnerText = "" + (AllSpawnPoint.Length + BodyGuards.Length); PerScene.AppendChild(SceneName); PerScene.AppendChild(Counts); Root.AppendChild(PerScene); } XML.Save(@FilePath); AssetDatabase.Refresh(); Debug.Log("更新完成! ==>" + LoadedSceneName); } else { Debug.Log("没有怪物刷新点 ==>" + LoadedSceneName); } }