IEnumerator Start() { this.m_CurLevelLogicData = LogicCtrller.Instance.Level.GetCurLevelLogicData(); yield return(StartCoroutine(this.Init())); this.CreateWeather(); yield return(new WaitForSeconds(1.0f)); this.FirstSkill(); }
private void InitLevel() { Dictionary<byte,int> level0BattleArray = new Dictionary<byte,int>(); level0BattleArray.Add(0,2000); level0BattleArray.Add(5,2001); level0BattleArray.Add(6,2002); level0BattleArray.Add(7,2003); level0BattleArray.Add(8,2004); level0BattleArray.Add(9,2005); LevelData levelData0 = new LevelData(1000, "关卡0","关卡0描述", "", "", level0BattleArray); LevelLogicData levelLogicData0 = new LevelLogicData(levelData0); this.m_LevelDic = new Dictionary<int, LevelLogicData>(); this.m_LevelDic.Add(1000,levelLogicData0); }
private void InitLevel() { Dictionary<byte,int> level0BattleArray = new Dictionary<byte,int>(); level0BattleArray.Add(0,2000); level0BattleArray.Add(5,2001); level0BattleArray.Add(6,2002); level0BattleArray.Add(7,2003); level0BattleArray.Add(8,2004); level0BattleArray.Add(9,2005); LevelData levelData0 = new LevelData() { ID = 1000, BattleArray = level0BattleArray, Weather = WeatherType.Default }; LevelLogicData levelLogicData0 = new LevelLogicData(levelData0); this.m_LevelDic = new Dictionary<int, LevelLogicData>(); this.m_LevelDic.Add(1000,levelLogicData0); }
private void InitLevel() { Dictionary <byte, int> level0BattleArray = new Dictionary <byte, int>(); level0BattleArray.Add(0, 2000); level0BattleArray.Add(5, 2001); level0BattleArray.Add(6, 2002); level0BattleArray.Add(7, 2003); level0BattleArray.Add(8, 2004); level0BattleArray.Add(9, 2005); LevelData levelData0 = new LevelData() { ID = 1000, BattleArray = level0BattleArray, Weather = WeatherType.Default }; LevelLogicData levelLogicData0 = new LevelLogicData(levelData0); this.m_LevelDic = new Dictionary <int, LevelLogicData>(); this.m_LevelDic.Add(1000, levelLogicData0); }
/// <summary> /// 初始化敌人 /// </summary> private IEnumerator InitEnemy() { this.EnemyList = new List <ActorBevBase>(); LevelLogicData levelLogicData = LogicCtrller.Instance.Level.GetCurLevelLogicData(); foreach (KeyValuePair <byte, int> kv in levelLogicData.BattleArray) { byte index = kv.Key; int id = kv.Value; GridData gridData = this.m_GridComp.ConvertIndexToGridData(index); EnemyBev enemyBev = this.InstantiateActor <EnemyBev>(index, id); enemyBev.transform.SetParent(this.EnemyParent); enemyBev.transform.position = this.m_GridComp.ConvertGridToPosition(gridData, ActorType.Enemy); enemyBev.transform.localRotation = Quaternion.identity; enemyBev.transform.localScale = Vector3.one; enemyBev.InitEnemy(id, gridData); this.EnemyList.Add(enemyBev); this.AllActorList.Add(enemyBev); yield return(null); } this.m_PlayerInitComplete = true; }