public bool Init(BattleField battleField) { m_battleField = battleField; m_missionList = new List <Queue <BattleMissionBase> >(); m_usableMissionDic = new Dictionary <EBattleCommandType, Queue <BattleMissionBase> >(); foreach (EBattleCommandType item in Enum.GetValues(typeof(EBattleCommandType))) { m_usableMissionDic.Add(item, new Queue <BattleMissionBase>()); } m_battleFieldObj = m_battleField.BattleFieldObj; m_balls = m_battleField.Balls; m_waitBalls = m_battleField.WaitBalls; m_waitBallsType = m_battleField.WaitBallsType; m_isIdle = true; return(true); }
public static BattleMissionBase CreateBattleMission(EBattleCommandType type, BattleField battleField) { BattleMissionBase bm = null; switch (type) { case EBattleCommandType.CmdFireBallResponse: bm = new BMAddBall(type, battleField); break; case EBattleCommandType.CmdEraseBall: bm = new BMEraseBall(type, battleField); break; case EBattleCommandType.CmdFallBall: bm = new BMFallBall(type, battleField); break; case EBattleCommandType.CmdExchangeBall: bm = new BMExChangeBall(type, battleField); break; case EBattleCommandType.CmdBallQueue: bm = new BMBallQueue(type, battleField); break; case EBattleCommandType.CmdSceneTransform: bm = new BMFceneTransform(type, battleField); break; default: bm = null; break; } return(bm); }
public override void OnSceneLoaded(bool bLoaded) { base.OnSceneLoaded(bLoaded); BattleResource.Instance.LoadResources(); if (GameCore.Instance.IsOfflineMode) { BattleServer.Instance.StartServer(1, HandleBattleCommand); } if (GameCore.Instance.MySide == 0) { var pos = Camera.main.transform.position; pos.z = -pos.z; var rotX = 180f; var rot = Quaternion.Euler(rotX, 0f, 180f); Camera.main.transform.position = pos; Camera.main.transform.rotation = rot; } else { var rot = Quaternion.Euler(0f, 0f, 180f); Camera.main.transform.rotation = rot; OnRotateBackGround(); } m_battleField = new BattleField(DoSetBallNum, DoSetMissionProgress); m_battleLocalCal = new BattleLocalCal(); m_battleField.Init(); m_battleLocalCal.Init(this, m_battleField.BattleFieldObj); Reset(); SyncClock(); }
public BMFallBall(EBattleCommandType type, BattleField battleField) : base(type, battleField) { m_fallTime = ConfigHelper.GetSysConfig(ESysConfig.BubbleFallTime) * 0.001f; }
public BMEraseBall(EBattleCommandType type, BattleField battleField) : base(type, battleField) { }
public BMFceneTransform(EBattleCommandType type, BattleField battleField) : base(type, battleField) { }
public BMBallQueue(EBattleCommandType type, BattleField battleField) : base(type, battleField) { }