public void CreateClass(FFMonoBehaviour havior) { if (m_occurEvent == false) { havior.classIndex = GenerateClassIndex(); if (havior.classIndex == 0) { Debug.Log(havior.name); } m_classList.Add(havior.classIndex, havior); } else { m_prepareAwakeList.Add(havior); } }
public void FixedUpdate() { m_elapsedTime += Time.fixedDeltaTime / Time.timeScale; if (m_elapsedTime < 1) { return; } m_elapsedTime -= 1; if (m_classList.Count != 0) { Dictionary <int, FFMonoBehaviour> .Enumerator rator = m_classList.GetEnumerator(); while (rator.MoveNext()) { FFMonoBehaviour beHavior = rator.Current.Value; if (beHavior == null) { continue; } beHavior.UpdateOneSecond(); } } }
public void RemoveClass(int index) { if (m_removeClass.ContainsKey(index)) { FFMonoBehaviour haviour = (FFMonoBehaviour)m_removeClass[index]; if (haviour != null) { Debug.Log(haviour.name); } else { Debug.Log("RemoveClass Duplicate Add 0!!!!!!!!"); return; } } if (m_classList.ContainsKey(index) == false) { Debug.Log(string.Format("RemoveClass noClass!! 0!!!!!!!!", index)); return; } m_removeClass.Add(index, m_classList[index]); }
void LateUpdate() { m_occurEvent = true; if (m_classList.Count != 0) { while (true) { if (m_occurMessageList.Count == 0) { break; } EventActionMessgeInfo info = m_occurMessageList[0]; Dictionary <int, FFMonoBehaviour> .Enumerator rator = m_classList.GetEnumerator(); while (rator.MoveNext()) { FFMonoBehaviour beHavior = rator.Current.Value; if (beHavior == null) { continue; } beHavior.OccurEventActionMessage(info._msg, info._param); } m_occurMessageList.RemoveAt(0); } } m_occurEvent = false; if (m_removeClass.Count != 0) { Dictionary <int, FFMonoBehaviour> .Enumerator rator = m_removeClass.GetEnumerator(); while (rator.MoveNext()) { if (ReturnClassIndex(rator.Current.Key) == false) { FFMonoBehaviour beHavior = rator.Current.Value; if (beHavior) { Debug.Log(string.Format("{0}Class Id Error!1", beHavior.name)); } } m_classList.Remove(rator.Current.Key); } m_removeClass.Clear(); } if (m_prepareAwakeList.Count != 0) { for (int i = 0; i < m_prepareAwakeList.Count; ++i) { FFMonoBehaviour beHavior = m_prepareAwakeList[i]; beHavior.classIndex = GenerateClassIndex(); if (beHavior.classIndex == 0) { Debug.Log(beHavior.name); } m_classList.Add(beHavior.classIndex, beHavior); } m_prepareAwakeList.Clear(); } }
public override void Enter() { FFMonoBehaviour.Destroy(GameScene.Instance.m_enemy.gameObject); GameScene.Instance.battleStateManager.SetState(BattleStateIndex.BattleReady); }