Exemple #1
0
        public void Load(EngineCore.Simulater.GState state)
        {
            var releaserData = ExcelToJSONConfigManager.Current.GetConfigByID <CharacterData> (1);
            var targetData   = ExcelToJSONConfigManager.Current.GetConfigByID <CharacterData> (2);

            var releaserMagics = ExcelToJSONConfigManager
                                 .Current.GetConfigs <CharacterMagicData>(t => t.CharacterID == releaserData.ID).ToList();

            var targetMagics = ExcelToJSONConfigManager
                               .Current.GetConfigs <CharacterMagicData>(t => t.CharacterID == targetData.ID).ToList();
            //throw new NotImplementedException ();
            var per      = state.Perception as BattlePerception;
            var scene    = UPerceptionView.Singleton.UScene;
            var releaser = per.CreateCharacter(1, releaserData, releaserMagics, 1,
                                               new UVector3(scene.startPoint.position.x,
                                                            scene.startPoint.position.y, scene.startPoint.position.z),
                                               new UVector3(0, 90, 0), -1);
            var target = per.CreateCharacter(1, targetData, targetMagics, 2,
                                             new UVector3(scene.enemyStartPoint.position.x,
                                                          scene.enemyStartPoint.position.y, scene.enemyStartPoint.position.z),
                                             new UVector3(0, -90, 0), -1);

            Gate.releaser = releaser;
            Gate.target   = target;
        }
Exemple #2
0
 public static void Tick(GState state, GTime now)
 {
     if (state.Enable)
     {
         state.Tick(now);
     }
     else
     {
         throw new Exception("You can't tick a state before you start it.");
     }
 }
Exemple #3
0
 public GPerception(GState state)
 {
     this.State = state;
 }