コード例 #1
0
    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);
    }
コード例 #2
0
    // 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;
            }
        }
    }
コード例 #3
0
ファイル: CSceneBattleRoot.cs プロジェクト: nixud/projectDog
 private void Start()
 {
     m_system        = new CBattleSystem(this);
     m_inputReceiver = gameObject.AddComponent <CInputReceiver>();
 }