void Awake() { gameObject.AddComponent <ResourceManager>(); Debuger.SetOutputType(Debuger.OutputType.File); Debuger.SetDebugLevel((int)(Debuger.DebugLevel.Logic)); Game.create(); RealTimeRAProcessCenter.create(); FrameRecording.create(); SceneViews.create(); LogicEvent.add("onFBGameNewed", this, "onFBGameNewed"); LogicEvent.add("onFBGameStart", this, "onFBGameStart"); LogicEvent.add("onFBGameOver", this, "onFBGameOver"); }
void Awake() { gameObject.AddComponent <Zeus>(); gameObject.AddComponent <ResourceManager>(); RealTimeRAProcessCenter.create(); Game.create(); SceneViews.create(); LogicEvent.add("onWaitForSync", this, "onWaitForSync"); LogicEvent.add("editor_onActorPassBallOut", this, "editor_onActorPassBallOut"); LogicEvent.add("editor_onBallHit", this, "editor_onBallHit"); LogicEvent.add("onFBGameNewed", this, "onFBGameNewed"); LogicEvent.add("onFBGameDestroyed", this, "onFBGameDestroyed"); LogicEvent.add("onFBGameEnter", this, "onFBGameEnter"); LogicEvent.add("onFBGameStart", this, "onFBGameStart"); LogicEvent.add("onFBGameOver", this, "onFBGameOver"); }
void Awake() { Debuger.SetOutputType(Debuger.OutputType.Console); Debuger.SetDebugLevel((int)(Debuger.DebugLevel.Normal | Debuger.DebugLevel.Warning | Debuger.DebugLevel.Error)); Debuger.Open(); Game.create(); RealTimeRAProcessCenter.create(); SceneViews.create(); Profiler.create(); #if !SCENEEDITOR_TOOL LuaProxy.create(); #endif #if FRAME_RECORDING FrameRecording.create(); #endif LogicEvent.add("onWaitForSync", this, "onWaitForSync"); //FBGame刚被创建 LogicEvent.add("onFBGameNewed", this, "onFBGameNewed"); //FBGame被删除 LogicEvent.add("onFBGameDestroyed", this, "onFBGameDestroyed"); //FBGame游戏开始前,比如进场 LogicEvent.add("onFBGameEnter", this, "onFBGameEnter"); //FBGame游戏正式开始 LogicEvent.add("onFBGameStart", this, "onFBGameStart"); //FBGame游戏结束 LogicEvent.add("onFBGameOver", this, "onFBGameOver"); }