//初始化 public override void Init() { _playerLayer = GameObject.Find("PlayerLayer").transform; _cameraManager = Camera.main.GetComponent <CameraFollow>(); _charaDic = new Dictionary <uint, CharaActorInfo>(); _charaViewDic = new Dictionary <uint, GameObject>(); _charaList = new List <CharaActorInfo>(); SceneFrame = 0; _playerPrefab = new Dictionary <uint, GameObject>(); //操作集合初始化 CommandDic = new Dictionary <uint, List <FightCommandBase> >(); OwnerControl.GetInstance().Init(); //技能解析管理器初始化 SkillActionManager.GetInstance().Init(); //特效管理器 EffectManager.GetInstance().Init(); //战斗ui ZTSceneUI.GetInstance().Init(); InitEvent(); }
public override void Destroy() { RemoveEvent(); ClearChara(); OwnerControl.GetInstance().Destroy(); //地图移除 MapManager.GetInstance().Destroy(); //技能解析管理器移除 SkillActionManager.GetInstance().Destroy(); //特效管理器 EffectManager.GetInstance().Destroy(); //战斗ui ZTSceneUI.GetInstance().Destroy(); }
//刷新对象( 场景相关计算 唯一更新接口) public void Update() { if (SceneFrame > FightDefine.MaxFrame) { SceneFrame = 0; } SceneFrame++; //刷新玩家虚拟摇杆 OwnerControl.GetInstance().Update(); UpdateCommand(); UpdatePlayer(); UpdateMap(); SkillActionManager.GetInstance().Update(); //战斗ui ZTSceneUI.GetInstance().Update(); }