public void Init(int mapID) { resSvc = ResSvc.Instance; audioSvc = AudioSvc.Instance; //初始化各个管理器 stateMgr = gameObject.AddComponent <StateMgr>(); stateMgr.Init(); skillMgr = gameObject.AddComponent <SkillMgr>(); skillMgr.Init(); //加载战场地图 MapCfgs mapData = resSvc.GetMapCfgData(mapID); resSvc.AsyncLoadScene(mapData.sceneName, () => { //初始化地图数据 GameObject map = GameObject.FindGameObjectWithTag("MapRoot"); mapMgr = map.GetComponent <MapMgr>(); mapMgr.Init(); //初始化地图位置和摄像机位置 map.transform.localPosition = Vector3.zero; map.transform.localScale = Vector3.zero; Camera.main.transform.position = mapData.mainCamPos; Camera.main.transform.localEulerAngles = mapData.mainCamRote; LoadPlayer(mapData); audioSvc.PlayBGMusic(Constants.BGHuangYe); entityPlayer.Idle(); }); }
public void Init(int mapId) { resSvc = ResSvc.instance; audioSvc = AudioSvc.instance; timerSvc = TimerSvc.instance; stateMgr = this.gameObject.AddComponent <StateMgr>(); stateMgr.Init(); skillMgr = this.gameObject.AddComponent <SkillMgr>(); skillMgr.Init(); mapCfg = resSvc.GetMapCfgData(mapId); resSvc.AsyncLoadScene(mapCfg.sceneName, () => { GameObject mapObj = GameObject.FindWithTag("MapRoot"); mapMgr = mapObj.GetComponent <MapMgr>(); mapMgr.Init(); audioSvc.PlayBgMusic(Constants.BGHuangye); mapObj.transform.position = Vector3.zero; mapObj.transform.localScale = Vector3.one; Camera.main.transform.position = mapCfg.mainCamPos; Camera.main.transform.localEulerAngles = mapCfg.mainCamRote; LoadPlayer(mapCfg); SetActiveCurrentBatchMonsters(); }); }
public void Init(int mapid, Action cb = null) { TriggerCheck = true; IsPauseGame = false; //初始化各管理器 m_StateMgr.Init(); m_SkillMgr.Init(); //加载战场地图 m_MapCfg = GameEntry.Res.GetMapCfg(mapid); //初始化地图数据 //GameObject map = GameObject.FindGameObjectWithTag("MapRoot"); m_MapMgr = GameObject.FindObjectOfType <MapMgr>(); m_MapMgr.Init(this); monsterDic.Clear(); Camera.main.transform.position = m_MapCfg.mainCamPos; Camera.main.transform.localEulerAngles = m_MapCfg.mainCamRote; LoadPlayer(); //GameEntry.Sound.PlayUISound(Constants.BGHuangYe); if (cb != null) { cb(); } }
public void Init(int mapID) { resSvc = ResSvc.Instance; audioSvc = AudioSvc.Instance; //初始化各个管理器 stateMgr = gameObject.AddComponent <StateMgr>(); stateMgr.Init(); skillMgr = gameObject.AddComponent <SkillMgr>(); skillMgr.Init(); MapCfg mapData = resSvc.GetMapCfgData(mapID); resSvc.AsyncLoadScene(mapData.sceneName, () => { audioSvc.PlayBGMusic(Constants.BGHuangYe); GameObject map = GameObject.FindGameObjectWithTag("MapRoot"); mapMgr = map.GetComponent <MapMgr>(); mapMgr.Init(); Camera.main.transform.position = mapData.mainCamPos; Camera.main.transform.eulerAngles = mapData.mainCamRote; LoadPlayer(mapData); }); }
public void Init(int mapId) { resSev = ResSev.Instance; audioSev = AudioSev.Instance; stateMgr = gameObject.AddComponent <StateMgr>(); skillMgr = gameObject.AddComponent <SkillMgr>(); stateMgr.Init(); skillMgr.Init(); mapCfg = resSev.GetMapCfgData(mapId); resSev.AsyncLoadScene(mapCfg.sceneName, () => { GameObject map = GameObject.FindGameObjectWithTag("MapRoot"); mapMgr = map.GetComponent <MapMgr>(); mapMgr.Init(this); map.transform.localPosition = Vector3.zero; map.transform.localScale = Vector3.one; Camera.main.transform.position = mapCfg.mainCamPos; Camera.main.transform.localEulerAngles = mapCfg.mainCamRote; LoadPlayer(mapCfg); audioSev.PlayBGM(Constans.HuangYeBGM); ActiveCurrentBatchMonsters(); }); }
protected virtual bool InitTplData(IActorInitBase initBase) { var init = initBase as NpcInit; if (null == init) { return(false); } mNpcData.TemplateId = init.Data.tid; if (null == NPCData.Template) { return(false); } mNpcData.RoleName = NPCData.Template.name; mDeadBodyTime = mNpcData.Template.deadBodyTime; SkillMgr.Init(this, mNpcData); mCurrentSpellID = SkillMgr.getElementByIndex(0).ID; mCastSpellDistance = NPCData.Template.distance; mSpellType = (ushort)eSkillTargetType.Enemy; BaseGameLogic <INPCLogic> bgLogic = (BaseGameLogic <INPCLogic>)GameLogicManager.Instance.GetGameLogic(eGameLogicType.NPCLogic, (short)mNpcData.Template.logic); if (null != bgLogic) { mLogic = bgLogic.Logic; } mState = eNPCState.Idle; return(true); }
public void Init(int mapId) { mResSvc = ResSvc.Instance; mAudioSvc = AudioSvc.Instance; mCfgSvc = CfgSvc.Instance; mSkillMgr = gameObject.AddComponent <SkillMgr>(); mSkillMgr.Init(); mStateMgr = gameObject.AddComponent <StateMgr>(); mStateMgr.Init(); mAudioSvc.PlayBgAudio(Constant.Audio_BgHuangYe); CfgMap cfg = mCfgSvc.GetCfgMap(mapId); if (cfg == null) { Debug.LogError("╪сть╣ьм╪й╖╟э: " + mapId); return; } mResSvc.AsyncLoadScene(cfg.sceneName, () => { GameObject mapGo = GameObject.FindGameObjectWithTag("MapRoot"); mMapMgr = mapGo.AddComponent <MapMgr>(); mMapMgr.Init(); InitScene(cfg); }); }
static int Init(IntPtr L) { LuaScriptMgr.CheckArgsCount(L, 1); SkillMgr obj = (SkillMgr)LuaScriptMgr.GetUnityObjectSelf(L, 1, "SkillMgr"); obj.Init(); return(0); }
public void Init(int fbid, Action cb) { resSvc = ResSvc.Instance; audioSvc = AudioSvc.Instance; //初始化各状态管理器 stateMgr = gameObject.AddComponent <StateMgr>(); stateMgr.Init(); skillMgr = gameObject.AddComponent <SkillMgr>(); skillMgr.Init(); //加载战斗的地图 mapCfg = resSvc.GetMapCfg(fbid); resSvc.AsyncLoadScene(mapCfg.sceneName, () => { //地图初始化 GameObject map = GameObject.FindGameObjectWithTag("MapRoot"); mapMgr = map.GetComponent <MapMgr>(); mapMgr.Init(this); audioSvc.PlayBGMusic(Constant.BGOrge, true); map.transform.localPosition = Vector3.zero; map.transform.localScale = Vector3.one; Camera.main.transform.position = mapCfg.mainCamPos; Camera.main.transform.localEulerAngles = mapCfg.mainCamRote; LoadPlayer(mapCfg); BattleSys.Instance.SetPlayerCtrlWindow(true); //激活第一批怪物 ActiveCurrentBatchMonster(); if (cb != null) { cb(); } }); PECommon.Log("BattleMgr Init Done"); }
public void Init(int mapid, Action cb = null) { resSvc = ResSvc.Instance; audioSvc = AudioSvc.Instance; // 初始化各个管理器 stateMgr = gameObject.AddComponent <StateMgr>(); stateMgr.Init(); skillMgr = gameObject.AddComponent <SkillMgr>(); skillMgr.Init(); // 加载战场地图 mapCfg = resSvc.GetMapCfgData(mapid); resSvc.AsyncLoadScene(mapCfg.sceneName, () => { // 初始化地图数据 GameObject map = GameObject.FindGameObjectWithTag("MapRoot"); mapMgr = map.GetComponent <MapMgr>(); mapMgr.Init(this); map.transform.localPosition = Vector3.zero; map.transform.localScale = Vector3.one; Camera.main.transform.position = mapCfg.mainCameraPos; Camera.main.transform.localEulerAngles = mapCfg.mainCameraRot; LoadPlayer(mapCfg); entityPlayer.Idle(); // 激活当前批次的怪物 ActiveCurrentBatchMonsters(); if (cb != null) { cb(); } audioSvc.PlayBGAudio(Constants.BGHuangYe); }); Common.Log("BattleMgr init done"); }
public void Init(int mapId, Action cb = null) { resSvc = ResSvc.Instance; audioSvc = AudioSvc.Instance; // 初始化各管理器 stateMgr = gameObject.AddComponent <StateMgr>(); stateMgr.Init(); skillMgr = gameObject.AddComponent <SkillMgr>(); skillMgr.Init(); // 加载战场地图 mapCfg = resSvc.GetMapCfg(mapId); resSvc.AsyncLoadScene(mapCfg.sceneName, () => { // 初始化地图数据 GameObject map = GameObject.FindGameObjectWithTag("MapRoot"); mapMgr = map.GetComponent <MapMgr>(); mapMgr.Init(this); map.transform.localPosition = Vector3.zero; map.transform.localScale = Vector3.one; Camera.main.transform.localPosition = mapCfg.mainCamPos; Camera.main.transform.localEulerAngles = mapCfg.mainCamRote; LoadPlayer(mapCfg); entitySelfPlayer.Idle(); // 激活第一批次怪物 ActiveCurrentBatchMonsters(); audioSvc.PlayBGMusic(Constants.BGHuangYe); if (cb != null) { cb(); } }); }
public void Init(int characterID, int mapId) { // TODO: 单个实体独立状态管理 stateMgr = gameObject.AddComponent <StateMgr>(); stateMgr.Init(); skillMgr = gameObject.AddComponent <SkillMgr>(); skillMgr.Init(); mapCfg = ConfigSvc.Ins.GetMapCfg(mapId); AsyncLoadScene(mapCfg.SceneName, () => { var go = GameObject.FindGameObjectWithTag("MapRoot"); go.transform.localPosition = Vector3.zero; go.transform.localScale = Vector3.one; mapMgr = go.GetComponent <MapMgr>(); mapMgr.Init(this); LoadPlayer(characterID, mapCfg); selfPlayer.Idle(mapCfg.PlayerBornDir); }); }
public virtual void Init(CreateSceneCreature serverData, CreatureDatabase tableData) { this.serverData = serverData; this.tableData = tableData; initMountPoint(); _agent = gameObject.AddComponent <NavMeshAgent>(); _agent.stoppingDistance = GameSetting.StopDistance; _agent.speed = 10f; //角速度 _agent.angularSpeed = float.MaxValue; //加速度 _agent.acceleration = float.MaxValue; //阻挡等级为不阻挡 _agent.obstacleAvoidanceType = ObstacleAvoidanceType.NoObstacleAvoidance; _rig = this.gameObject.AddComponent <Rigidbody>(); _rig.useGravity = false; _rig.isKinematic = true; _animator = gameObject.GetComponent <Animator>(); _skillMgr.Init(this); }