public void Init(int mapID) { resSvc = ResSvc.Instance; audioSvc = AudioSvc.Instance; //初始化各个管理器 stateMgr = gameObject.AddComponent <StateMgr>(); stateMgr.Init(); skillMgr = gameObject.AddComponent <SkillMgr>(); skillMgr.Init(); //加载战场地图 MapCfgs mapData = resSvc.GetMapCfgData(mapID); resSvc.AsyncLoadScene(mapData.sceneName, () => { //初始化地图数据 GameObject map = GameObject.FindGameObjectWithTag("MapRoot"); mapMgr = map.GetComponent <MapMgr>(); mapMgr.Init(); //初始化地图位置和摄像机位置 map.transform.localPosition = Vector3.zero; map.transform.localScale = Vector3.zero; Camera.main.transform.position = mapData.mainCamPos; Camera.main.transform.localEulerAngles = mapData.mainCamRote; LoadPlayer(mapData); audioSvc.PlayBGMusic(Constants.BGHuangYe); entityPlayer.Idle(); }); }
//加载玩家 private void LoadPlayer(MapCfg mapData) { GameObject player = resSvc.LoadPrefab(PathDefine.AssassinBattlePlayerPrefab); player.transform.position = mapData.playerBornPos; player.transform.localEulerAngles = mapData.playerBornRote; player.transform.localScale = Vector3.one; PlayerController playerCtrl = player.GetComponent <PlayerController>(); playerCtrl.Init(); PlayerData pd = GameRoot.instance.playerData; BattleProps props = new BattleProps() { hp = pd.hp, ad = pd.ad, ap = pd.ap, addef = pd.addef, apdef = pd.apdef, dodge = pd.dodge, pierce = pd.pierce, critical = pd.critical, }; //生成角色赋予 状态管理器 entityPlayer = new EntityPlayer(); entityPlayer.SetBattleProps(props); entityPlayer.SetBattleMgr(this); //添加战斗管理器 entityPlayer.SetStateMgr(this.stateMgr); //添加状态管理器 entityPlayer.SetSkillMgr(this.skillMgr); //添加技能管理器 entityPlayer.SetController(playerCtrl); //添加角色控制器 entityPlayer.Idle(); }
private void LoadPlayer() { PlayerEntityData playerEntityData = new PlayerEntityData(GameEntry.Entity.GenerateSerialId(), PathDefine.AssissnBattlePlayerId, ActorType.Player) { Name = "BattlePlayer", Position = m_MapCfg.playerBornPos, Rotation = Quaternion.Euler(m_MapCfg.playerBornRote), LocalScale = Vector3.one }; GameEntry.Entity.ShowMyPlayer(playerEntityData); PlayerData pd = PECommon.PlayerData; BattleProps props = new BattleProps { hp = pd.Hp, ad = pd.Ad, ap = pd.Ap, addef = pd.Addef, apdef = pd.Apdef, dodge = pd.Dodge, pierce = pd.Pierce, critical = pd.Critical }; EntitySelfPlayer = new EntityPlayer { BattleMgr = this, StateMgr = m_StateMgr, SkillMgr = m_SkillMgr }; EntitySelfPlayer.Name = "AssassinBattle"; EntitySelfPlayer.SetBattleProps(props); EntitySelfPlayer.Idle(); }
public void Init(int chapterId, Action callback = null) { CommonTools.Log("BattleManager Init....."); resSvc = ResSvc.Instance; audioSvc = AudioSvc.Instance; battleStateMgr = gameObject.AddComponent <BattleStateManager>(); battleStateMgr.Init(); skillMgr = gameObject.AddComponent <SkillManager>(); skillMgr.Init(); //加载战场地图 mapCfg = resSvc.GetMapCfgData(chapterId); resSvc.AsyncLoadScene(mapCfg.sceneName, () => { //初始化地图数据 GameObject objMap = GameObject.FindGameObjectWithTag("MapRoot"); mapMgr = objMap.GetComponent <MapManager>(); mapMgr.Init(this); objMap.transform.localPosition = Vector3.zero; objMap.transform.localScale = Vector3.one; Camera.main.transform.position = mapCfg.mainCameraPos; Camera.main.transform.localEulerAngles = mapCfg.mainCameraRote; LoadPlayer(mapCfg); entityPlayer.Idle(); audioSvc.PlayBGM(Constants.cFightBGM); BattleSys.Instance.SetPlayerControlWndState(); ActiveCurrentBatchMonsters(); if (callback != null) { callback(); } }); }
public void Init(int mapid, Action cb = null) { resSvc = ResSvc.Instance; audioSvc = AudioSvc.Instance; // 初始化各个管理器 stateMgr = gameObject.AddComponent <StateMgr>(); stateMgr.Init(); skillMgr = gameObject.AddComponent <SkillMgr>(); skillMgr.Init(); // 加载战场地图 mapCfg = resSvc.GetMapCfgData(mapid); resSvc.AsyncLoadScene(mapCfg.sceneName, () => { // 初始化地图数据 GameObject map = GameObject.FindGameObjectWithTag("MapRoot"); mapMgr = map.GetComponent <MapMgr>(); mapMgr.Init(this); map.transform.localPosition = Vector3.zero; map.transform.localScale = Vector3.one; Camera.main.transform.position = mapCfg.mainCameraPos; Camera.main.transform.localEulerAngles = mapCfg.mainCameraRot; LoadPlayer(mapCfg); entityPlayer.Idle(); // 激活当前批次的怪物 ActiveCurrentBatchMonsters(); if (cb != null) { cb(); } audioSvc.PlayBGAudio(Constants.BGHuangYe); }); Common.Log("BattleMgr init done"); }
public void Init(int mapId, Action cb = null) { resSvc = ResSvc.Instance; audioSvc = AudioSvc.Instance; // 初始化各管理器 stateMgr = gameObject.AddComponent <StateMgr>(); stateMgr.Init(); skillMgr = gameObject.AddComponent <SkillMgr>(); skillMgr.Init(); // 加载战场地图 mapCfg = resSvc.GetMapCfg(mapId); resSvc.AsyncLoadScene(mapCfg.sceneName, () => { // 初始化地图数据 GameObject map = GameObject.FindGameObjectWithTag("MapRoot"); mapMgr = map.GetComponent <MapMgr>(); mapMgr.Init(this); map.transform.localPosition = Vector3.zero; map.transform.localScale = Vector3.one; Camera.main.transform.localPosition = mapCfg.mainCamPos; Camera.main.transform.localEulerAngles = mapCfg.mainCamRote; LoadPlayer(mapCfg); entitySelfPlayer.Idle(); // 激活第一批次怪物 ActiveCurrentBatchMonsters(); audioSvc.PlayBGMusic(Constants.BGHuangYe); if (cb != null) { cb(); } }); }
void LoadPlayer(int characterId, MapConfig mapCfg) { var characterCfg = ConfigSvc.Ins.GetCharacterCfg(characterId); var player = ObjSvc.Ins.InsObj(PathDefine.PlayerDir + characterCfg.PrefabPath); var ctrl = player.GetComponent <PlayerController>(); selfPlayer = new EntityPlayer(); selfPlayer.Init(this, stateMgr, skillMgr, ctrl, characterCfg.Attribute, mapCfg.PlayerBornPos, mapCfg.PlayerBornDir); selfPlayer.SetupSkill(new List <int> { 201, 202, 203, 204, 205, 206 }); selfPlayer.Idle(mapCfg.PlayerBornDir); }
public void Init(int mapId, Action action = null) { resSvc = ResSvc.instance; audioSvc = AudioSvc.instance; //初始化管理器 stateMg = gameObject.AddComponent <StateManager>(); stateMg.Init(); skillMg = gameObject.AddComponent <SkillManager>(); skillMg.Init(); //加载地图 mapCfg = resSvc.GetMapCfgData(mapId); resSvc.AsyncLoadScene(mapCfg.sceneName, () => { //初始化地图 GameObject map = GameObject.FindWithTag("MapRoot"); mapMg = map.GetComponent <MapManager>(); //在地图管理器里面注入战斗管理器 mapMg.Init(this); Camera.main.transform.position = mapCfg.mainCamPos; Camera.main.transform.localEulerAngles = mapCfg.mainCamRote; LoadPlayer(mapCfg); entitySelfPlayer.Idle(); //激活第一批怪物 ActiveCurrentBatchMonster(); audioSvc.PlayBGMusic(Constants.BGFuben); //地图加载完成以后开始计时 if (action != null) { action(); } }); }
public void SetSelfPlayerMoveDir(Vector2 dir) { if (entitySelfPlayer.canControl == false) { return; } if (dir == Vector2.zero) { entitySelfPlayer.Idle(); } else { entitySelfPlayer.Move(); } entitySelfPlayer.SetDir(dir); }
public void SetSelfPlayerMoveDir(Vector2 dir) { if (entityPlayer.currentAnimState == AniState.Attack) { return; } if (dir == Vector2.zero) { entityPlayer.Idle(); } else { entityPlayer.SetDir(dir); entityPlayer.Move(); } }
private void LoadPlayer(MapCfg mapData) { GameObject player = resSvc.LoadPrefab(PathDefine.AssissnBattlePlayerPrefab); player.transform.position = mapData.playerBornPos; player.transform.localEulerAngles = mapData.playerBornRote; player.transform.localScale = Vector3.one; entitySelfPlayer = new EntityPlayer() { battleMgr = this, stateMgr = stateMgr, skillMgr = skillMgr }; PlayerController playerCtrl = player.GetComponent <PlayerController>(); playerCtrl.Init(); entitySelfPlayer.controller = playerCtrl; entitySelfPlayer.Idle(); }
public void SetMoveDir(Vector2 dir) { if (entityPlayer.canControl == false) { return; } //playerController.Dir = dir; if (entityPlayer.currentAniState == AniState.Idle || entityPlayer.currentAniState == AniState.Move) { if (dir == Vector2.zero) { entityPlayer.SetDir(dir); entityPlayer.Idle(); } else { entityPlayer.SetDir(dir); entityPlayer.Move(); } } }
public void SetMoveDir(Vector2 dir) { if (entityPlayer == null || !entityPlayer.CanControl) { return; } if (entityPlayer.curState != AnimState.Idle && entityPlayer.curState != AnimState.Move) { return; } if (dir == Vector2.zero) { entityPlayer.Idle(); entityPlayer.SetDir(Vector2.zero); } else { entityPlayer.Move(); entityPlayer.SetDir(dir); } }
public void Init(int characterID, int mapId) { // TODO: 单个实体独立状态管理 stateMgr = gameObject.AddComponent <StateMgr>(); stateMgr.Init(); skillMgr = gameObject.AddComponent <SkillMgr>(); skillMgr.Init(); mapCfg = ConfigSvc.Ins.GetMapCfg(mapId); AsyncLoadScene(mapCfg.SceneName, () => { var go = GameObject.FindGameObjectWithTag("MapRoot"); go.transform.localPosition = Vector3.zero; go.transform.localScale = Vector3.one; mapMgr = go.GetComponent <MapMgr>(); mapMgr.Init(this); LoadPlayer(characterID, mapCfg); selfPlayer.Idle(mapCfg.PlayerBornDir); }); }
private void LoadPlayer(MapCfg mapCfg) { GameObject player = resSev.LoadGoPrefab(PathDefine.AssissBattlePlayerPrefab, true, mapCfg.playerBornPos, Quaternion.Euler(mapCfg.playerBornRote)); player.transform.localScale = Vector3.one; entityPlayer = new EntityPlayer(); PlayerController playerCtrl = player.GetComponent <PlayerController>(); playerCtrl.BattleInit(); PlayerData pd = GameRoot.Instance.PlayerData; BattleProps props = new BattleProps(pd.critical, pd.pierce, pd.dodge, pd.apdef, pd.addef, pd.ap, pd.ad, pd.hp); entityPlayer.SetBattleMgr(this); entityPlayer.SetLv(pd.lv); entityPlayer.SetController(playerCtrl); entityPlayer.SetStateMgr(stateMgr); entityPlayer.SetSkillMgr(skillMgr); entityPlayer.SetBattlePorps(props); entityPlayer.Idle(); }