// Use this for initialization void Start() { PcvrComState tankPMState = XkGameCtrl.GetInstance().GameTKPMState; if (tankPMState != PcvrComState.TanKeGame2Ping) { return; } XKPlayerAutoFire fireScript = GetComponent <XKPlayerAutoFire>(); fireScript.AmmoStartPosOne[0] = AmmoStartPos[0]; fireScript.AmmoStartPosTwo[0] = AmmoStartPos[0]; fireScript.DaoDanAmmoPosOne = DaoDanAmmoPos; fireScript.DaoDanAmmoPosTwo = DaoDanAmmoPos; }
void Awake() { Instance = this; switch (AppType) { case AppGameType.DanJiFeiJi: case AppGameType.LianJiFeiJi: MyCOMDevice.PcvrComSt = PcvrComState.TanKeGunZhenDong; IsZuoBiaoFanZhuanPY = true; PcvrGameSt = PcvrComState.TanKeFangXiangZhenDong; GameTKPMState = PcvrComState.TanKeFangXiangZhenDong; break; case AppGameType.DanJiTanKe: case AppGameType.LianJiTanKe: if (!pcvr.IsComTankTest) { MyCOMDevice.PcvrComSt = PcvrComState.TanKeFangXiangZhenDong; } IsZuoBiaoFanZhuanPY = AppType == AppGameType.DanJiTanKe ? true : false; PcvrGameSt = AppType == AppGameType.DanJiTanKe ? PcvrComState.TanKeFangXiangZhenDong : PcvrComState.TanKeGunZhenDong; GameTKPMState = AppType == AppGameType.DanJiTanKe ? GameTKPMState : PcvrComState.TanKeGame2Ping; break; } GameTKPMStatic = GameTKPMState; MyCOMDevice.PcvrGameSt = PcvrGameSt; pcvr.IsFanZhuanZuoBiaoPY = IsZuoBiaoFanZhuanPY; AppType = AppType == AppGameType.Null ? AppGameType.LianJiServer : AppType; if (!pcvr.bIsHardWare && DaoJiShiCtrl.IsTestActivePlayer) { string gameType = HandleJson.GetInstance().ReadFromFilePathXml(TestGameFile, "gameType"); if (gameType == null || gameType == "") { gameType = "0"; HandleJson.GetInstance().WriteToFilePathXml(TestGameFile, "gameType", gameType); } switch (gameType) { case "0": AppType = AppGameType.LianJiTanKe; break; case "1": AppType = AppGameType.LianJiFeiJi; break; case "2": AppType = AppGameType.LianJiServer; break; case "3": AppType = AppGameType.DanJiTanKe; break; case "4": AppType = AppGameType.DanJiFeiJi; break; } //Debug.Log("appType "+AppType+", gameType "+gameType); } AppTypeStatic = AppType; if (AppType == AppGameType.LianJiServer) { IsServer = true; DelayCheckServerIP(); } }