예제 #1
0
    /// <summary>
    /// 初始化Manager
    /// </summary>
    private void InitClusterManager()
    {
        var map = new int[MapHeight][];

        for (var i = 0; i < map.Length; i++)
        {
            map[i] = new int[MapWidth];
        }
        ClusterManager.Single.ClearAll();
        ClusterManager.Single.Init(0, 0, MapWidth, MapHeight, UnitWidth, map);
        LoadMap.Single.Init(map, UnitWidth);
        DisplayerManager.AutoInstance();
        // 启动携程器
        CoroutineManage.AutoInstance();
    }
예제 #2
0
    void Start()
    {
        // 启动TriggerTicker
        TriggerTicker.Single.Start();
        // 设定帧数
        Application.targetFrameRate = 60;
        var loadMapPos = LoadMap.GetCenter();

        ClusterManager.Single.Init(loadMapPos.x + LoadMap.MapWidth * LoadMap.UnitWidth, loadMapPos.z + LoadMap.MapHeight * LoadMap.UnitWidth, MapWidth, MapHeight, UnitWidth, null);

        // 启动显示管理器
        DisplayerManager.AutoInstance();
        // 启动携程器
        CoroutineManage.AutoInstance();
        // 启动数据管理器
        DataManager.AutoInstance();
        // 初始化资源
        InitPack();
        // 初始化lua
        InitLua();
        // 初始化技能
        InitSkill();
    }
예제 #3
0
    //游戏逻辑初始化
    public static IEnumerator InitLogic()
    {
        // Debug.logger.logEnabled = false;

        Application.targetFrameRate = 30;//限定帧率

        m_logicInitProgress = 0.3f;
        yield return(null);

        {
            bool sc_main_loadComplate = false;

            //增量装载场景公共资源 LoadSceneMode.Additive 加载场景的时候不关闭上一个场景
            SceneManage.Single.Load(
                "sc_main", null, LoadSceneMode.Additive,
                () => sc_main_loadComplate = true,//装载完成通知
                null
                );

            //等待主场景装载完成
            while (!sc_main_loadComplate)
            {
                yield return(null);
            }

            m_logicInitProgress = 0.35f;
            yield return(null);

            m_logicInitProgress = 0.4f;
            yield return(null);
        }

        //实例化服务器虚机
        QKNodeSDK_CLR.Node.AutoInstance();

        DataManager.AutoInstance();
        DisplayerManager.AutoInstance();
        m_logicInitProgress = 0.58f;
        yield return(null);

        SData_mapdata.AutoInstance();
        m_logicInitProgress = 0.9f;
        yield return(null);

        AI_Single.AutoInstance();

        //设置场景滚动限制参数
        {
            var scrollAreaLimiterObj = GameObject.Find("/ScrollAreaLimiter");
            var scrollAreaLimiter    = scrollAreaLimiterObj.GetComponent <ScrollAreaLimiter>();

            var mapData = SData_mapdata.Single.GetDataOfID(1);
            var xmin    = mapData.FreeCameraXmin;
            var xmax    = mapData.FreeCameraXmax;

            var zmin = mapData.FreeCameraZmin;
            var zmax = mapData.FreeCameraZmax;

            var halfBoxw = (xmax - xmin) / 2;
            var halfBoxh = (zmax - zmin) / 2;

            var centerX = xmin + halfBoxw;
            var centerZ = zmin + halfBoxh;

            scrollAreaLimiter.Area.center      = new Vector3(centerX, 300, centerZ);
            scrollAreaLimiter.Area.extents     = new Vector3(halfBoxw, 1000, halfBoxh);
            scrollAreaLimiter.SoftArea.center  = new Vector3(centerX, 300, centerZ);
            scrollAreaLimiter.SoftArea.extents = new Vector3(
                halfBoxw + 5 * DiamondGridMap.wxs * mapData.terrain_cell_bianchang,
                4000,
                halfBoxh + 5 * DiamondGridMap.VerticalSpacingFactor
                );
        }

        //实例化相机追随物管理器
        DP_CameraTrackObjectManage.AutoInstance();

        m_logicInitProgress = 1.0f;
        yield return(null);
    }