Esempio n. 1
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    // 延迟销毁一个道具,销毁时是强制销毁
    public void destroyItemDelay(SceneItemBase item, float delayTime)
    {
        CommandSceneItemManagerDestroyItem cmd = newCmd(out cmd, true, true);

        cmd.mSceneItem = item;
        pushDelayCommand(cmd, this, delayTime);
        cmd.addStartCommandCallback(onDestroyItemCmd, null);
        mDelayDestroyList.Add(cmd.mAssignID);
    }
Esempio n. 2
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 // 销毁一个道具,force为真则表示直接销毁,否则通知道具开始销毁
 public void destroyItem(SceneItemBase item, bool force = false)
 {
     if (!item.getSelfControlDestroy() || force)
     {
         item.destroy();
         mItemList[item.getItemType()].Remove(item);
     }
     else
     {
         item.notifyDestroy();
     }
 }
Esempio n. 3
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    // 创建一个道具
    public SceneItemBase createItem(SCENE_ITEM type, ItemParamBase param)
    {
        if (!mItemRegisteList.ContainsKey(type))
        {
            return(null);
        }
        SceneItemBase item = UnityUtility.createInstance <SceneItemBase>(mItemRegisteList[type], type);

        item.init(param);
        if (mItemList.ContainsKey(type))
        {
            mItemList[type].Add(item);
        }
        else
        {
            List <SceneItemBase> itemList = new List <SceneItemBase>();
            itemList.Add(item);
            mItemList.Add(type, itemList);
        }
        return(item);
    }
Esempio n. 4
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 public override void init()
 {
     base.init();
     mSceneItem = null;
 }