Exemple #1
0
        public async Task <LevelConfig> GetNewLevelConfig(string levelName)
        {
            LevelConfig newLevelConfig = new LevelConfig();

            // 房间 add by TangJian 2018/12/27 12:30
            newLevelConfig.rooms = await AssetManager.LoadJson <List <RoomConfig> >("Level/" + levelName + "/Rooms.json");

//                Tools.Json2Obj<List<RoomConfig>>(Tools.getJsonStringFromResource("Configs/Levels/" + levelName + "/Rooms"));

            // 房间连接 add by TangJian 2018/12/27 12:30
            for (int i = 1; i < 999; i++)
            {
                string pathString = await AssetManager.LoadString("Level/" + levelName + "/Path" + i + ".json");

                if (pathString == null)
                {
                    break;
                }
                PathConfig newPath = Tools.Json2Obj <PathConfig>(pathString);
                newLevelConfig.paths.Add(newPath);
            }

            // 房间怪物物品 add by TangJian 2018/12/27 12:31
            newLevelConfig.objectses =
                await AssetManager.LoadJson <List <RoomObjectesConfig> >("Level/" + levelName + "/Roles.json");

            // 读取场景事件 add by TangJian 2018/12/29 16:04
            newLevelConfig.sceneEvents =
                await AssetManager.LoadJson <SceneEvents>("Level/" + levelName + "/Events.json");

            return(newLevelConfig);
        }
Exemple #2
0
        IEnumerator LoadLevelConfig(LevelConfig levelConfig)
        {
            levelConfig.currPath = levelConfig.paths[Random.Range(0, levelConfig.paths.Count)];

            CurrPathName = levelConfig.currPath.pathName;

            IEnumerator loadSceneList = SceneManager.Instance.LoadLevelConfig(levelConfig);

            // 显示载入条 add by TangJian 2019/3/25 22:18
            loadingUIController.Show();
            loadingUIController.SetProgress(0);

            while (loadSceneList.MoveNext())
            {
                loadingUIController.SetProgress(Convert.ToSingle(loadSceneList.Current));
                yield return(null);
            }

            // 创建角色 进入第一个场景 add by TangJian 2017/11/23 17:34:30
            {
                var task = CreatePlayer1Async(gameData.player1Data);

                while (task.IsCompleted == false)
                {
                    yield return(null);
                }

                Player1 = task.Result;

                SceneManager.Instance.RoleEnterAndSwitchScene(Player1, levelConfig.currPath.beginRoom, "RoleAreas");
            }

            // 隐藏载入界面 add by TangJian 2017/11/23 18:22:25
            loadingUIController.gameObject.SetActive(false);

            gamingUIController.Init();
            newRoleInfoUIController.Init();
            gameoverUIController.Init();
            suspendUIController.Init();
            storeUIController.Init();
            initRoleInfovalueMonitorPool();
        }
Exemple #3
0
        IEnumerator StartNewGame(int level = 1)
        {
            var newLevelConfigTask = LevelManager.Instance.GetNewLevelConfig(NewLevelName);

            while (newLevelConfigTask.IsCompleted == false)
            {
                yield return(null);
            }

            LevelConfig newLevelConfig = newLevelConfigTask.Result;

            newLevelConfig.difficultyLevel = level;

            var loadScene = LoadLevelConfig(newLevelConfig);

            bool canMoveNext = true;

            while (canMoveNext)
            {
                canMoveNext = loadScene.MoveNext();
                yield return(null);
            }
        }
Exemple #4
0
        public IEnumerator LoadLevelConfig(LevelConfig levelConfig)
        {
            ClearLoadedScene();

            List<SceneData> sceneDataList = new List<SceneData>();
            PathConfig currPath = levelConfig.currPath;
            Debug.Assert(currPath != null);
           
            // 创建场景数据 add by TangJian 2018/12/26 15:31
            foreach (var roomData in levelConfig.rooms)
            {
                SceneData sceneData = new SceneData();
                sceneData.sceneId = roomData.id;
                sceneData.rawSceneId = roomData.RawId;
                sceneDataList.Add(sceneData);
            }

            // 创建场景连接 add by TangJian 2018/12/26 15:32
            foreach (var connectionData in currPath.connections)
            {
                string fromSceneId = connectionData.fromScene;
                string fromPortalId = connectionData.fromPortal;

                string toSceneId = connectionData.toScene;
                string toPortalId = connectionData.toPortal;

                SceneData fromSceneData = sceneDataList.Find((SceneData sceneData_) => { return fromSceneId == sceneData_.sceneId; });
                SceneData toSceneData = sceneDataList.Find((SceneData sceneData_) => { return toSceneId == sceneData_.sceneId; });

                Debug.Assert(fromSceneData!= null, "找不到场景" + fromSceneId);
                Debug.Assert(toSceneData!= null, "找不到场景" + toSceneId);

                // 添加门 add by TangJian 2018/12/26 15:42
                {
                    PortalData fromPortalData = new PortalData();
                    
                    fromPortalData.id = fromPortalId;
                    fromPortalData.sceneId = fromSceneId;

                    fromPortalData.toSceneId = toSceneId;
                    fromPortalData.toPortalId = toPortalId;

                    fromSceneData.portalDatas.Add(fromPortalData);    

                    PortalData toPortalData = new PortalData();
                    
                    toPortalData.id = toPortalId;
                    toPortalData.sceneId = toSceneId;

                    toPortalData.toSceneId = fromSceneId;
                    toPortalData.toPortalId = fromPortalId;
                    
                    toSceneData.portalDatas.Add(toPortalData);   
                }
            }

            // 向场景数据中添加怪物数据 add by TangJian 2018/12/27 12:42
            foreach (var objectData in levelConfig.objectses)
            {
                RoomObjectesConfig newRoomObjects = objectData;

                SceneData sceneData = sceneDataList.Find((SceneData sceneData_) => { return newRoomObjects.roomId == sceneData_.sceneId; });
                Debug.Assert(sceneData!=null, "找不到SceneData: " + newRoomObjects.roomId);

                for (int j = 0; j < newRoomObjects.objects.Count; j++)
                {
                    RoomObjectConfig newRoomObject = newRoomObjects.objects[j];

                    for (int k = 0; k < newRoomObject.count; k++)
                    {
                        RoleData roleData = new RoleData();
                        roleData.Id = newRoomObject.objectId;
                        roleData.Prefab = newRoomObject.objectId;
                        roleData.TeamId = "2";
                        roleData.locationData.areaId = newRoomObject.areaId;

                        sceneData.roleDatas.Add(roleData);
                    }
                }
            }
            
            // 设置场景事件 add by TangJian 2019/1/2 14:49
            InitSceneEvent(levelConfig.sceneEvents);
            
            int step = 0;
            int stepCount = sceneDataList.Count;
            
            // 创建场景 add by TangJian 2018/12/26 15:48
            for (int i = 0; i < sceneDataList.Count; i++)
            {
                SceneData sceneData = sceneDataList[i];

                var handle = CreateSceneAsync(sceneData, levelConfig.difficultyLevel);

                while (handle.IsCompleted == false)
                {
                    yield return (float)(step) / stepCount;
                }
                
                SceneController scene = handle.Result;
                
//                SceneController scene = CreateScene(sceneData, levelConfig.difficultyLevel);
                scenes.Add(sceneData.sceneId, scene);
                scene.gameObject.SetActive(false);
                yield return (float)(++step) / stepCount;
            }
        }