Exemple #1
0
        public override void OnStart()
        {
            //系统监视窗,之后也要出editor版本,更详细,信息量更大
            var inspector = SystemUIFactroy.GetSystemInspector(new Vector2(50, 0));

            //团队框架,盯着这个加血
            GameObject.CreateWith <TeamGridPanel>("TeamGridHuge", "GameState", localPosition: new Vector2(0, 20));

            //角色面板,玩家控制的角色的技能状态
            GameObject.CreateWith <PlayerPanel>("PlayerPanel", "GameState", localPosition: new Vector2(1, 12));

            //焦点面板,上面是玩家信息,下面是焦点信息
            GameObject.CreateWith <FocusPanel>("FocusPanel", "GameState", localPosition: new Vector2(1, 1));

            //Boss面板
            GameObject.CreateWith <BossHUD>("BossUI", "GameState", localPosition: new Vector2(1, 36));

            //控制器也是创建出来,然后控制器自己去取数据
            GameObject.CreateWith <GameLogic>("GameLogic", "Controller");
        }
Exemple #2
0
        /// <summary>
        ///
        /// </summary>
        public override void OnStart()
        {
            Camera.Main.Position = Vector2.Zero;

            //检查资源文件数量
            Resource.Init();
            Debug.Log("查找目录Resouce,资源数量:" + Resource.Name_Path.Keys.Count);
            //开启贴图转换器 GDI渲染可用,使用贴图文件代替原字符显示
            ImageConvertor.Init();

            //创建角色
            SRPGAgent wizardAgent = GameObject.CreateWith <SRPGAgent>();

            wizardAgent.LocalPosition = new Vector2(12, 12);
            //创建系统监视器
            SystemUIFactroy.GetSystemInspector(new Vector2(28, 13));
            //创建迷宫地图
            var maze = MazeGeneration.GetMaze(21, 21, new RenderPoint("■", Color.White, Config.DefaultBackColor, (int)Layer.Environment));

            maze.Position = new Vector2(5, 5);
        }
Exemple #3
0
        /// <summary>
        /// 在场景中创建对象
        /// </summary>
        public override void OnStart()
        {
            //主角位于原点
            GameObject player = TPSFactroy.CreateStandardPlayer("吊", new Vector2(0, 0));

            GameObject.CreateWith <CameraController>().followTrans = player;
            player.AddComponent <Shooter>();

            //创建迷宫地图 位于第三象限
            var maze = MazeGeneration.GetMaze(21, 21, new RenderPoint("■", Color.White, Config.DefaultBackColor, (int)Layer.Environment));

            maze.Position = new Vector2(-25, -25);

            //俄罗斯方块位于第一象限
            for (int x = 5; x < 20; x += 5)
            {
                for (int y = 5; y < 20; y += 5)
                {
                    TPSFactroy.CreateBox(new Vector2(x, y));
                }
            }

            //系统指示器 位于右上角
            SystemUIFactroy.GetSystemInspector();

            //左侧的三个UI组件
            TPSFactroy.CreateTestLable(new Vector2(0, 26));

            ListBox gunBox = UIFactroy.CreateListBox(new Vector2(0, 15), 5, 10);

            gunBox.AddComponent <GunBox>();

            var gunUI = UIFactroy.CreateTextBox(new Vector2(0, 21), 3, 10);

            gunUI.AddComponent <GunUI>();
        }