Exemple #1
0
        public static bool Startup()
        {
            if (!SfxManager.Startup())
            {
                return(false);
            }

            if (!LabelManager.Startup())
            {
                return(false);
            }

            if (!MapManager.Startup())
            {
                return(false);
            }

            if (!NpcManager.Startup())
            {
                return(false);
            }

            if (!BulletManager.Startup())
            {
                return(false);
            }

            if (!EmitterManager.Startup())
            {
                return(false);
            }

            if (!SkillManager.Startup())
            {
                return(false);
            }

            if (!BuffManager.Startup())
            {
                return(false);
            }

            if (!WaveManager.Startup())
            {
                return(false);
            }

            Calculator = new CombatCalculator();

            EventManager.Register <NpcIdleEvent>(OnCombatEvent);
            EventManager.Register <NpcWalkEvent>(OnCombatEvent);
            EventManager.Register <NpcSkillEvent>(OnCombatEvent);
            EventManager.Register <NpcDieEvent>(OnCombatEvent);
            EventManager.Register <NpcBackEvent>(OnCombatEvent);

            return(true);
        }
Exemple #2
0
 public static void Tick(float DeltaTime)
 {
     SfxManager.Tick(DeltaTime);
     LabelManager.Tick(DeltaTime);
     MapManager.Tick(DeltaTime);
     NpcManager.Tick(DeltaTime);
     BulletManager.Tick(DeltaTime);
     EmitterManager.Tick(DeltaTime);
     SkillManager.Tick(DeltaTime);
     BuffManager.Tick(DeltaTime);
     WaveManager.Tick(DeltaTime);
 }
Exemple #3
0
        public static void Shutdown()
        {
            EventManager.UnRegister <NpcIdleEvent>(OnCombatEvent);
            EventManager.UnRegister <NpcWalkEvent>(OnCombatEvent);
            EventManager.UnRegister <NpcSkillEvent>(OnCombatEvent);
            EventManager.UnRegister <NpcDieEvent>(OnCombatEvent);
            EventManager.UnRegister <NpcBackEvent>(OnCombatEvent);

            WaveManager.Shutdown();
            BuffManager.Shutdown();
            SkillManager.Shutdown();
            EmitterManager.Shutdown();
            BulletManager.Shutdown();
            NpcManager.Shutdown();
            MapManager.Shutdown();
            LabelManager.Shutdown();
            SfxManager.Shutdown();
        }