//开始游戏 public void GameStart(int PathIndex) { //Debug.Log("开始游戏"); m_SceneDefineListIndex = PathIndex; CreateIParkourScene(IParkourControllerScriptCS.GameStatus.status_Standby, null, PathIndex); SettingFog(); SetPlayerIsEnterStart(); iParkourControllerScriptCS.Initialization(currentSelectSceneDefine, IParkourControllerScriptCS.GameStatus.status_NewGame, players); IniAroundCamera(GameProcessLock.Gameing); //iParkourControllerScriptCS.m_LookAroundCamera.StartLookAround(); //CreateIParkourScene(IParkourControllerScriptCS.GameStatus.status_NewGame, players); m_GameProcess = GameProcessLock.Gameing; //GameRoot.gameProcessControl.ActivateProcess(typeof(GameRaceProcess)); //iParkourControllerScriptCS.Initialization(currentSelectSceneDefine, IParkourControllerScriptCS.GameStatus.status_NewGame, players); Invoke("ChangePropItemActive", 0.3f); Invoke("ChangePropItemActive", currentSelectSceneDefine.startShowPropDelayTime); //当巡逻相机运行完成后才标记游戏开始 //Invoke("SetGameIsStart", currentSelectSceneDefine.startDelayCameraTime); iParkourControllerScriptCS.playerXiong2.IsShowPrompt_Accelerate = true; iParkourControllerScriptCS.playerXiongDa.IsShowPrompt_Accelerate = true; //Invoke("GameEnd", sceneDefineList[0].gameTime); //Debug.Log("游戏结束倒计时开始"); }
//游戏结束 public void GameEnd() { //Debug.Log("游戏结束"); m_GameProcess = GameProcessLock.GameOver; StartStandBy(); GameRoot.gameProcessControl.ActivateProcess(typeof(GameOverProcess)); //iParkourControllerScriptCS.Initialization(currentSelectSceneDefine, IParkourControllerScriptCS.GameStatus.status_Standby, players); //Invoke("SetGameIsStart", 0.01f); }
//生成环绕相机 public void IniAroundCamera(GameProcessLock gameprocess) { switch (gameprocess) { case GameProcessLock.Gameing: currentSelectSceneDefine.startAroundCamera = GameRoot.gameResource.LoadResource_Prefabs("CameraLookAroundStart.prefab").GetComponentInChildren <PlayerController>(); currentSelectSceneDefine.startAroundCamera.StartLookAround(); break; case GameProcessLock.GameOver: currentSelectSceneDefine.endAroundCamera = GameRoot.gameResource.LoadResource_Prefabs("CameraLookAroundEnd.prefab").GetComponentInChildren <PlayerController>(); currentSelectSceneDefine.endAroundCamera.gameObject.transform.position = iParkourControllerScriptCS.gameObject.transform.position; currentSelectSceneDefine.endAroundCamera.StartLookAround(); break; } }