public void Init() { mArchievementSystem = new ArchievementSystem(); mCampSystem = new CampSystem(); mCharacterSystem = new CharacterSystem(); mEnergySystem = new EnergySystem(); mGameEventSystem = new GameEventSystem(); mStageSystem = new StageSystem(); mCampInfoUI = new CampInfoUI(); mGamePauseUI = new GamePauseUI(); mGameStateInfoUI = new GameStateInfoUI(); mSoldierInfoUI = new SoldierInfoUI(); mArchievementSystem.Init(); mCampSystem.Init(); mCharacterSystem.Init(); mEnergySystem.Init(); mGameEventSystem.Init(); mStageSystem.Init(); mCampInfoUI.Init(); mGamePauseUI.Init(); mGameStateInfoUI.Init(); mSoldierInfoUI.Init(); LoadMemento(); }
private SoldierInfoUI m_SoldierInfoUI; //战士信息 public void Init() { m_ArchievementSystem = new ArchievementSystem(); m_CampSystem = new CampSystem(); m_CharacterSystem = new CharacterSystem(); m_EnergySystem = new EnergySystem(); m_GameEventSystem = new GameEventSystem(); m_StageSystem = new StageSystem(); m_CampInfoUI = new CampInfoUI(); m_GamePauseUI = new GamePauseUI(); m_GameStateInfoUI = new GameStateInfoUI(); m_SoldierInfoUI = new SoldierInfoUI(); m_ArchievementSystem.Init(); m_CampSystem.Init(); m_CharacterSystem.Init(); m_EnergySystem.Init(); m_GameEventSystem.Init(); m_StageSystem.Init(); m_CampInfoUI.Init(); m_GamePauseUI.Init(); m_GameStateInfoUI.Init(); m_SoldierInfoUI.Init(); }
public void OnUpdate() { ArchievementSystem.OnUpdate(); CampSystem.OnUpdate(); CharacterSystem.OnUpdate(); EnergySystem.OnUpdate(); GameEventSystem.OnUpdate(); StageSystem.OnUpdate(); UISystem.OnUpdate(); }
public void OnRelease() { this.CreateMemento(); ArchievementSystem.OnRelease(); CampSystem.OnRelease(); CharacterSystem.OnRelease(); EnergySystem.OnRelease(); GameEventSystem.OnRelease(); StageSystem.OnRelease(); UISystem.OnRelease(); }
public GameFacade OnInit() { UISystem = new UISystem(); ArchievementSystem = new ArchievementSystem(); CampSystem = new CampSystem(); CharacterSystem = new CharacterSystem(); EnergySystem = new EnergySystem(); GameEventSystem = new GameEventSystem(); StageSystem = new StageSystem(); UISystem.OnInit(); CampSystem.OnInit(); CharacterSystem.OnInit(); EnergySystem.OnInit(); GameEventSystem.OnInit(); StageSystem.OnInit(); ArchievementSystem.OnInit(); this.LoadMemento(); return(this); }
public SoldierKilledObserverArchievement(ArchievementSystem archievementSystem) { mArchievementSystem = archievementSystem; }
public EnemyKilledObserverArchievement(ArchievementSystem system) { mArchievementSystem = system; }
public NewStageObserverArchievement(ArchievementSystem archievementSystem) { mArchievementSystem = archievementSystem; }
public NewStageOvserverArchievement(ArchievementSystem _archSystem) { archSystem = _archSystem; }
public NewStageObserverAchievement(ArchievementSystem system) { mArchievementSystem = system; }
public EnemyKilledObserverArchievement(ArchievementSystem _archSystem) { archSystem = _archSystem; }
public EnemyKillObserverArchievement(ArchievementSystem archSystem) { mArchSystem = archSystem; }
public EnemyKilledObserverAchievement(ArchievementSystem arc) { mArchievementSystem = arc; }
public SoldierKilledObserverArchievement(ArchievementSystem _archSystem) { archSystem = _archSystem; }