//--------------------------------------------------------------------- public override void enter() { // 关闭所有子弹的碰撞 mLevel.closeBulletCollision(); mLevel.setTimeFactor(1); mLevel.getSpriteLevel().switchBackgroundMap(mLevel.NextMapVibId, mLevel.LevelCurRunSecond); }
float mfCurSecond = 0.0f;// 关卡当前运行总秒数 //--------------------------------------------------------------------- public CRenderLevelStateNormal(CRenderScene render_scene, CRenderLevel render_level) { _defState("CRenderLevelStateNormal", "EbFsm", 0, true); _bindAction("update", new EbAction(this.evUpdate)); _bindAction("setState", new EbAction(this.evSetState)); mScene = render_scene; mLevel = render_level; // 因为初始化的时候首先是这个状态先出来,所以在这里加载一下地图 mLevel.getSpriteLevel().switchBackgroundMap(mLevel.CurMapVibId, 0); }