public ActorPreloadTab GetGlobalPreload() { ActorPreloadTab loadInfo = new ActorPreloadTab { ageActions = new List <AssetLoadBase>(), parPrefabs = new List <AssetLoadBase>(), mesPrefabs = new List <AssetLoadBase>(), spritePrefabs = new List <AssetLoadBase>(), soundBanks = new List <AssetLoadBase>(), behaviorXml = new List <AssetLoadBase>() }; this.BuildAreaTrigger(ref loadInfo); this.BuildActionHelper(ref loadInfo); this.BuildActionTrigger(ref loadInfo); this.BuildCommonSpawnPoints(ref loadInfo); this.BuildEquipInBattle(ref loadInfo); EffectPlayComponent.Preload(ref loadInfo); HudComponent3D.Preload(ref loadInfo); CBattleFloatDigitManager.Preload(ref loadInfo); OrganHitEffect.Preload(ref loadInfo); OrganWrapper.Preload(ref loadInfo); KillNotify.Preload(ref loadInfo); SkillIndicateSystem.Preload(ref loadInfo); ObjAgent.Preload(ref loadInfo); CSkillButtonManager.Preload(ref loadInfo); UpdateShadowPlane.Preload(ref loadInfo); CBattleSystem.Preload(ref loadInfo); CSkillData.Preload(ref loadInfo); return(loadInfo); }
// Start is called before the first frame update void Start() { battleSystem = GameObject.Find(CSceneRoot.CSceneRootName).GetComponent <CSceneBattleRoot>().m_system as CBattleSystem; if (furnitures != null) { m_furnitureLeftNum = furnitures.Length; for (int i = 0; i < furnitures.Length; i++) { furnitures[i].furnituresRoot = this; } } }
private void Start() { m_system = new CBattleSystem(this); m_inputReceiver = gameObject.AddComponent <CInputReceiver>(); }