public override void StartTask() { base.StartTask(); // MAP this.RegisterEvent("clientInitMap", this.OnClientReceiveMapObjects); // DICE this.RegisterEvent("clientReceiveDice", this.OnClientReceiveDice); // UPDATE CLIENT this.RegisterEvent("clientUpdated", this.OnClientUpdate); // WINNER this.RegisterEvent("clientWinningGame", this.OnClientWinningGame); // CLOSER this.RegisterEvent("clientClosingGame", this.OnClientClosingGame); // RESET RANDOM SEED. UnityEngine.Random.InitState((int)DateTime.Now.Ticks); this.m_IsLoadingTask = false; this.m_GameManager = CGameManager.GetInstance(); this.m_GameManager.OnEventLoadingCompleted -= this.OnLoadTaskCompleted; this.m_GameManager.OnEventLoadingCompleted += this.OnLoadTaskCompleted; this.m_GameManager.OnStartGame(); }
public FSMGameIdleState(IContext context) : base(context) { this.m_GameManager = context as CGameManager; }
public FSMGameCompletedState(IContext context) : base(context) { this.m_GameManager = context as CGameManager; }