protected override void preInit() { base.preInit(); instance = this; Collision.init(); this.canvas.enabled = false; if (null == Main.inst) { FightMain.fightTest = true; this.gameObject.AddComponent <Main>(); Application.targetFrameRate = 30; Debug.Log("单独战斗版本"); } else { Debug.Log("正式上线版本"); //这个是正式版本! FightMain.fightTest = false; if (ModelManager.inst.fightModel.fightType == ModelFight.FIGHT_MATCHGUIDE) { FightMain.isLocal = true; PlayerData.instance.data["mode"] = ConfigConstant.MODE_GUIDE; Debug.Log("新手引导"); } else { FightMain.isLocal = false; } PlayerData.instance.uid = ModelManager.inst.userModel.uid; //TODO:临时这么写一下。 PlayerData.instance.cardGroup = ModelManager.inst.userModel.GetCurrCardGroup(); } this.gameObject.AddComponent <FPS>(); Dictionary <string, object> data = PlayerData.instance.data; FightMain.instance.mode = (int)data["mode"]; this.roomId = data["room_id"].ToString(); this.roomKey = data["room_key"].ToString(); //自己初始化好了,就显示战斗了哦! this.addListener(EventConstant.PLAYER_IN, (e) => { this.canvas.enabled = true; DispatchManager.inst.Dispatch(new MainEvent(MainEvent.FIGHT_INIT_COMPLETE)); this.scene.gameObject.SetActive(true); if (!FightMain.fightTest) { GameObject.Find("Main Camera").GetComponent <Camera>().enabled = false; GameObject.Find("Stage Camera").GetComponent <Camera>().enabled = false; } }); }
//**// //*ИНТЕРАКТИВНЫЕ ЭЛЕМЕНТЫ ФОРМЫ**// public static void AttackBtn() { FightMain.Fighting(NPC, "Attack", true); UpdateNPC(); UpdateActionVariables(); }