//由于每个场景都绑定一个ActiveSceneLogic,所以当前场景的成员变量都可以在这里进行初始化。 //初始化当前场景变量 private void InitCurSceneLogic() { m_UIRoot = GameObject.Find("UI Root"); if (null == m_UIRoot) { Debug.LogWarning("can not find uiroot in curscene"); return; } //创建角色根节点 GameObject objCharRoot = GameObject.Find("CharRoot"); if (objCharRoot == null) { objCharRoot = new GameObject("CharRoot"); objCharRoot.transform.parent = transform; } m_charRoot = objCharRoot.transform; //创建传送点根节点 GameObject objTeleRoot = GameObject.Find("TeleportRoot"); if (objTeleRoot == null) { objTeleRoot = new GameObject("TeleportRoot"); objTeleRoot.transform.parent = transform; } m_TeleportRoot = objTeleRoot.transform; //LoadSceneTeleport(GameManager.RunningScene); /* * * // 客户端采集点根节点 * GameObject objPickItemsRoot = GameObject.Find("PickItemsRoot"); * if (objPickItemsRoot == null) * { * objPickItemsRoot = new GameObject("PickItemsRoot"); * objPickItemsRoot.transform.parent = transform; * } * m_PickItemsRoot = objPickItemsRoot.transform; */ GameManager.CurActiveScene = this; if (null == ObjManager.MainPlayer) { GameManager.PlayerDataPool.CreateMainPlayerCache.m_RoleBaseID = 0; GameManager.PlayerDataPool.CreateMainPlayerCache.m_fMoveSpeed = 6.0f; ObjManager.CreateMainPlayer(); } }
public static void InitGame() { ObjManager.CreateMainPlayer(); }