Esempio n. 1
0
        public void Start(object param)
        {
            _isStoped = false;

            PVPStartParam startParam = param as PVPStartParam;

            _gameMode = startParam.gameParam.mode;

            // 注册玩家
            uint mainUserId = UserManager.Instance.UserData.id;

            var players = startParam.players;

            for (int i = 0; i < players.Count; i++)
            {
                if (players[i].userID == mainUserId)
                {
                    _mainPlayerId = players[i].playerID;
                }

                //注册玩家数据,为在帧同步过程中创建玩家提供数据
                //因为帧同步协议非常精简,不包含具体的玩家数据
                BattleEngine.Instance.RegPlayerData(players[i]);
            }

            // 创建游戏
            BattleEngine.Instance.EnterBattle(startParam.gameParam, this);
            m_context = BattleEngine.Instance.Context;

            // 帧同步
            StartFSP();

            // 接收输入
            GameInput.onVKey = OnVKey;
            GameInput.DisableInput();

            Scheduler.AddFixedUpdateListener(FixedUpdate);
        }
Esempio n. 2
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        /// <summary>
        /// 恢复游戏
        /// </summary>
        public void Resume()
        {
            m_pause = false;

            GameInput.EnableInput();
        }
Esempio n. 3
0
        /// <summary>
        /// 暂停游戏
        /// </summary>
        public void Pause()
        {
            m_pause = true;

            GameInput.DisableInput();
        }