Esempio n. 1
0
    protected override void OnStart()
    {
        base.OnStart();

        sceneIns = GetComponentInParent <SceneTotalPoints>();

        thisCs.OnBeAttack         += (CharacterState cs) => ChangeTarget(cs);
        sceneIns.Tower.OnBeAttack += (CharacterState tCs) => TowerBeAttack(tCs);
    }
Esempio n. 2
0
    public override void InitScene()
    {
        sceneType = SceneType.TP;
        instance  = this;
        ReadTask();
        SpawnMonster[] sm = GetComponentsInChildren <SpawnMonster>();
        for (int i = 0; i < sm.Length; i++)
        {
            spwanList.Add(sm[i]);
        }

        Tower.OnBorn += AddCallbacks;
        Tower.OnDead += (CharacterState mCs) =>
        {
            WinCondition(blueSumRatio > redSumRatio ? true : false && blueSumRatio != redSumRatio);
            SceneUIManager.instance.pnReborn.HideRevornCD();
        };
        MobaMiniMap.instance.AddMapIconByType(Tower);
        MonsterData towerData = new MonsterData(206000200, (int)Towerlvl);

        towerData.groupIndex = 2;
        towerData.lvlRate    = Towerlvl;
        towerData.state      = Modestatus.Tower;
        Tower.InitData(towerData);
        Tower.GetComponent <Tower_AI>().InitTowerAI();
        AddCs(Tower);

        spawn = GetComponentsInChildren <SpawnMonster>();
        for (int i = 0; i < spawn.Length; i++)
        {
            spawn[i].OnCreatMonster += OnMonsterCreated;
        }

        CreateMainHero();
        MobaMiniMap.instance.AddMapIconByType(player);
        escortNPC = player;
        player.AddHpBar();
        CreateEnemyHero();
        player.OnDead += (CharacterState mCs) => OnHeroDead(mCs);

        //SceneNode sceneNode = FSDataNodeTable<SceneNode>.GetSingleton().FindDataByType(GameLibrary.dungeonId);
        //BattleCDandScore.instance.StartCD(null != sceneNode && sceneNode.time_limit != 0 ? (int)sceneNode.time_limit : 300);
        //BattleCDandScore.instance.cd.OnRemove += (int count, long id) =>
        //{
        //    if (blueSumRatio > redSumRatio)
        //        WinCondition(true);
        //    else
        //        WinCondition(false);
        //};

        base.InitScene();
    }