internal static SerializableGame NewGame(int playerCount) { SerializableGame result = new SerializableGame(); //{ result.currentPosition = new SerializableVector3(0, 0, 0); result.currentRotation = new SerializableVector3(0, 0, 0); result.currentScene = 1; GameObject configObject = GameObject.FindGameObjectWithTag("New Game"); NewGameConfig config = configObject.GetComponent <NewGameConfig>(); config.InstantiateGame(playerCount); List <Frame> frames = config.InstantiateGame(playerCount); List <SerializedFrame> serializedFrames = new List <SerializedFrame>(); foreach (Frame frame in frames) { serializedFrames.Add(frame.SerializeTo(result)); } foreach (SerializedFrame frame in serializedFrames) { frame.scene = 1; } return(result); }
string processUpdateConfig(string parm) { string[] pp = parm.Split(','); string cmd = pp[0]; string p = pp[1]; string result = ""; bool ret = NewGameConfig.Singleton().restore(cmd, p); if (ret) { result = parm + ":" + "执行成功"; } else { result = "未找到更新表:" + parm; } return("反馈数据:" + result); }