public void Update() { //判断是否处于被控制状态,如果是则重置任务 //-------------------------- if (false) { runTaskStruct.InitTask(); this.skillBaseStructs = null; this.readTheArticleOver = false; this.loosenTheReleaseKey = false; this.savingMagicPowerTime = 0; } }
/// <summary> /// 游戏状态发生变化 /// </summary> /// <param name="iGameState"></param> /// <param name="fieldName"></param> private void IGameStateChanged_In_IMonsterCollection(IGameState iGameState, string fieldName) { if (string.Equals(fieldName, GameState.Instance.GetFieldName <IGameState, string>(temp => temp.SceneName)))//场景名发生变化说明切换了场景 { if (allMonsterObjDic != null) { foreach (KeyValuePair <MonsterDataInfo, List <GameObject> > item in allMonsterObjDic) { if (item.Value != null) { foreach (GameObject obj in item.Value) { try { GameObject.Destroy(obj); } catch { } } } } } allMonsterObjDic = new Dictionary <MonsterDataInfo, List <GameObject> >(); thisSceneCanCheckMonsterObjDic = new Dictionary <MonsterDataInfo, List <GameObject> >(); thisSceneCanCheckMonsterObjList = new List <GameObject>(); //加载该场景的怪物配置 MonsterData monsterData = DataCenter.Instance.GetMetaData <MonsterData>(); monsterDataInfos = monsterData.GetMonsterDataInfos(iGameState.SceneName); //创建检测 if (monsterDataInfos != null) { runTaskStruct_CheckMonster.InitTask(); runTaskStruct_CheckMonster.SetSpeed(1); runTaskStruct_CheckMonster.StartTask(UpdateTime, CheckMonsterDataInfoState, 0, true); } } }