/// <summary> /// 初始化 /// </summary> /// <param name="players">玩家集合</param> /// <param name="barrierId">关卡类型id</param> public void Start(List <Tuple <string, int, int, int, int> > players) { Log.Trace("Start 开始生成"); Random r = new Random(); //TODO 可能进行动态初始化 foreach (var player in players) { var id = _createComponent.GetCreateID(); this.players.Add(player.Item1, id); _eventComponent.AddEventMessagesToHandlerForward(new InitEventMessage(id, LevelActorBase.PlayerCamp, player.Item3, r.Next(-300, -100), r.Next(-300, -100), 0, 0.1f, true, player.Item4, player.Item5, player.Item1)); } //开启所有任务 _taskEventComponent.StartTaskEvents(); //动态初始化任务配置 //AddPrepareTask(); //设置空气墙 _envirinfoComponent.AddAirWall(); //动态初始化敌人 //PrepareEnemy(); isStart = true; Log.Trace("Start 生成完成"); OnStartDone?.Invoke(); }
void sendStartResult() { if (null != OnStartDone) { OnStartDone.Invoke(); OnStartDone = null; } }
/// <summary> /// 客户端Start函数 /// </summary> public void Start() { //AddPrepareTask(); isStart = true; _envirinfoComponent.AddAirWall(); OnStartDone?.Invoke(); }