public void Initinal() { isBattleOver = false; mapSystem = new BattleMapSystem(this); mapSystem.Initialize(); buildingSystem = new BattleBuildingSystem(this); buildingSystem.Initialize(); playerSystem = new BattlePlayerSystem(this); playerSystem.Initialize(); inputSystem = new SLGInputSystem(this); inputSystem.Initialize(); troopSystem = new BattleTroopSystem(this); troopSystem.Initialize(); aiSystem = new BattleAISystem(this); aiSystem.Initialize(); //显示初始化战斗面板 ShowBattleUI(); GameFacade.Instance.SendNotification(GlobalSetting.Msg_StartBattle); //初始化所有角色 playerSystem.InitPlayers(); GameFacade.Instance.SendNotification(GlobalSetting.Mst_PlayerGenerateComplete); //发送初始化战斗场景相机 GameFacade.Instance.SendNotification(GlobalSetting.Msg_InitBattleCameraMediator); //调整相机位置到玩家位置 //mapSystem.SetCameraPosition(playerSystem.UserMainBasePosition); FocuseUserMainBase(); //生成地图 mapSystem.PrintMap(); }
public void Release() { GameFacade.Instance.SendNotification(GlobalSetting.Msg_EndBattle); inputSystem.Release(); troopSystem.Release(); playerSystem.Release(); buildingSystem.Release(); mapSystem.Release(); inputSystem = null; troopSystem = null; playerSystem = null; buildingSystem = null; mapSystem = null; PoolManager.Instance.ClearData(); System.GC.Collect(); }
public BattlePlayerSystem(IBattleManager mgr) : base(mgr) { _BuildingSystem = battleManager.buildingSystem; _MapSystem = battleManager.mapSystem; }