/// <summary> /// 进入战斗 /// </summary> /// <param name="battleProp">自己的战场参数</param> public void EnterBattle(Dictionary <int, BattleProp> battlePropDic) { GameObject battleGO = new GameObject("Battle"); battleGO.transform.SetParent(gameObject.transform); battleMgr = battleGO.AddComponent <BattleMgr>(); battleMgr.Init(battlePropDic); audioSvc.PlayBGMusic(Constants.BGBattle); foreach (var item in battlePropDic) { //玩家血量字典集合 playerHPDic.Add(item.Value.roleType, item.Value.playerHp); } playerControlPanel = (PlayerControlPanel)UIManager.Instance.PushPanel(UIPanelType.PlayerControl); //SetFireButton(); CreateAllPlayerHPUI(playerHPDic); WeapenCfg weapenCfg = resSvc.GetWeapenCfgData(battlePropDic.TryGet((int)GetCurrentRoleType()).weapenCfgID); SetTxtBullet(weapenCfg.weapenFrontBullet, weapenCfg.weapenBackBullet); //小于一定范围自动瞄准。 GameObject[] Players = GameObject.FindGameObjectsWithTag("Player"); for (int i = 0; i < Players.Length; i++) { if (Players[i].GetComponent <PlayerController>() == null) { playerControlPanel.AddEnemyToDic(Players[i].name, Players[i]); PECommon.Log("添加敌方角色进自动瞄准List:" + Players[i].name); } } }
public PlayerControlPanelController(AudioPlayer audioPlayer) { _audioPlayer = audioPlayer; View = new PlayerControlPanel(); View.PlayerButtonPanel.StopButton.Clicked += (sender, args) => _audioPlayer.Stop(); View.PlayerButtonPanel.PreviousTrackButton.Clicked += (sender, args) => _audioPlayer.PreviousTrack(); View.PlayerButtonPanel.NextTrackButton.Clicked += (sender, args) => _audioPlayer.NextTrack(); View.PlayerButtonPanel.PlayPauseButton.Clicked += (sender, args) => { if (!_audioPlayer.IsPlaying) _audioPlayer.Play(); else _audioPlayer.Pause(); }; }