public override void EnterGameHandler() { base.EnterGameHandler(); #if LOG_DISABLED Debug.unityLogger.logEnabled = false; #endif IModular[] modulars = new ApplicationModular[] { new GameDataModular(), new BattleModular(), new BattleCardModular(), new BattleHeroModular(), new BattleAIModular(), }; ShipDockApp shipDockApp = ShipDockApp.Instance; GameObject configableItems = shipDockApp.ABs.GetAndQuote <GameObject>("is_king_main/configables", "ConfigableItems", out _); ConfigableItemsComponent component = configableItems.GetComponent <ConfigableItemsComponent>(); InitConfigables(ref component); Consts.D_PLAYER.GetData <PlayerData>().InitPlayer(); shipDockApp.AppModulars.AddModular(modulars); shipDockApp.AppModulars.NotifyModular(Consts.N_START_BATTLE); }
public void Add(IServer server) { if (mServerMapper == null) { return; } if (!IsInited) { IsInited = true; OnInit?.Invoke(); OnInit = default; } string serverName = (server != null) ? server.ServerName : string.Empty; if (!string.IsNullOrEmpty(serverName) && !mServerMapper.IsContainsKey(serverName)) { SetAndInitServer(ref server); SetServerPriority(server); mNewServers.Add(server); if (!mCanCheckServers) { mCanCheckServers = true; ShipDockApp.CallLater(CheckServerList); } mServerPriorAttrs = null; } }
private void CreateComponents() { ShipDockApp app = ShipDockApp.Instance; var components = app.Components; components.Create <RoleMustComponent>(FWConsts.COMPONENT_ROLE_MUST); components.Create <FWRoleCampComponent>(FWConsts.COMPONENT_ROLE_CAMP); components.Create <FWUserInputComponent>(FWConsts.COMPONENT_ROLE_INPUT); components.Create <PositionComponent>(FWConsts.COMPONENT_POSITION); components.Create <RoleNormalEnterSceneBehavior>(FWConsts.COMPONENT_ROLE_NORMAL_ENTER_SCENE); components.Create <RoleColliderComponent>(FWConsts.COMPONENT_ROLE_COLLIDER); }
private void OnShipDockStart() { Tester.Instance.SetDefaultTester(FWTester.Instance); Tester.Instance.Init(FWTester.Instance); Tester.Instance.Log(FWTester.LOG0, "ShipDock start up.."); ShipDockConsts.NOTICE_SCENE_UPDATE_READY.Add(OnSceneUpdateReady); ShipDockApp app = ShipDockApp.Instance; app.AddStart(OnAppStarted); Servers servers = app.Servers; servers.OnInit += OnServersInit; servers.Add(new FWServer()); servers.Add(new FWDataServer()); servers.Add(new FWComponentServer()); servers.Add(new FWCamerasServer()); servers.AddOnServerFinished(OnFinished); }
/// <summary> /// 检测需要初始化的新容器 /// </summary> private void CheckServerList(int time) { Utils.CloneFrom(ref mServersWillCheck, ref mNewServers, true); int max = mServersWillCheck.Count; if (max > 0) { IServer server = null; for (int i = 0; i < max; i++) { server = mServersWillCheck[i]; if (server != null) { mServersWillSort.Add(server); } } } mServersWillCheck.Clear(); mCanCheckServers = false; ShipDockApp.CallLater(SortServersByPriority); }
private void OnServersInit() { ShipDockApp app = ShipDockApp.Instance; app.Servers.AddResolvableConfig(FWConsts.ServerConfigs); }
void Start() { ShipDockApp.StartUp(120, OnShipDockStart); }
private void OnDestroy() { ShipDockApp.Close(); }
void Start() { ShipDockApp.StartUp(120); }