//--------------------------------------------------- // InitializeCoroutine //--------------------------------------------------- override protected IEnumerator InitializeCoroutine() { InitRandomGameData(); while (ApplicationManager.Instance.IsInitialize == false) { yield return(null); } _battleModel = new BattleModel(); _battleModel.AddListerner(this); while (_stageManager.IsInitilaize == false) { yield return(null); } _itemManager.Initialize(_battleModel); while (_itemManager.IsInitilaize == false) { yield return(null); } _stateMachine.Initialize(this, _battleModel); _stateMachine.SetNextState(BATTLE_STATE.INIT); CreateAISystem(); ApplicationManager.Instance.Battlesystem = this; InitializeObserver(); EndInitilaize(); }
//--------------------------------------------------- // Initialize //--------------------------------------------------- public void Initialize(BattleSystem system, BattleModel battleModel) { base.Initialize(new JobtypeCompare()); _battleModel = battleModel; _battleSystem = system; InitilazeState(); }
//--------------------------------------------------- // Initialize //--------------------------------------------------- public void Initialize(BattleModel _model) { _battleModel = _model; _battleModel.AddListerner(this); _itemGameObject = Resources.Load(_itemPrefabPath) as GameObject; InitializeObserver(); _isInitilaize = true; }
//--------------------------------------------------- // Release //--------------------------------------------------- override protected void Release() { if (_battleModel != null) { _battleModel.RemoveListerner(this); _battleModel.Release(); _battleModel = null; } if (_stateMachine != null) { _stateMachine.Release(); _stateMachine = null; } }
//--------------------------------------------------- // Release //--------------------------------------------------- override protected void Release() { _stageManager = null; _battleModel = null; }