public static void Init(BattleParams param) { _init = true; _shouldSendActions = false; string model = ModelFactory.GetBattleData(Utils.GetIDFromRID(param.id)).model; CAIBakedNavmesh navmeshData = AssetsManager.LoadAsset <CAIBakedNavmesh>("scene/" + model + "_navmesh", "CAIBakedNavmesh"); _framesPerKeyFrame = param.framesPerKeyFrame; _frameRate = param.frameRate; _nextKeyFrame = param.framesPerKeyFrame; cBattle = new VBattle(param); lBattle = new Battle(param, navmeshData.GetNavmesh(), Env.LUA_ENV); _logicThread = new Thread(LogicWorker); _logicThread.IsBackground = true; _logicThread.Start(); NetModule.instance.AddACMDListener(Module.BATTLE, Command.ACMD_BATTLE_START, HandleBattleStart); NetModule.instance.AddACMDListener(Module.BATTLE, Command.ACMD_FRAME, HandleFrame); NetModule.instance.AddACMDListener(Module.BATTLE, Command.ACMD_BATTLE_END, HandleBattleEnd); NetModule.instance.Send(ProtocolManager.PACKET_BATTLE_QCMD_BATTLE_CREATED()); }
public void LaunchBattle() { BattleParams _bp = new BattleParams(MapName, Units[0], Units[1]); BattlefieldManager.Instance.SetNextBattle(_bp); FlowManager.Instance.ChangeFlows(GV.SCENENAMES.BattleScene); }
public static void Init(BattleParams param) { _init = true; _shouldSendActions = false; _elapsedSinceLastLogicUpdate = Fix64.Zero; _framesPerKeyFrame = param.framesPerKeyFrame; _frameRate = param.frameRate; _nextKeyFrame = _framesPerKeyFrame; cBattle = new CBattle(param); lBattle = new Battle(param); _logicThread = new Thread(LogicWorker); _logicThread.IsBackground = true; _logicThread.Start(); if (Env.useNetwork) { NetModule.instance.AddACMDListener(Module.BATTLE, Command.ACMD_BATTLE_START, HandleBattleStart); NetModule.instance.AddACMDListener(Module.BATTLE, Command.ACMD_FRAME, HandleFrame); NetModule.instance.AddACMDListener(Module.BATTLE, Command.ACMD_BATTLE_END, HandleBattleEnd); NetModule.instance.Send(ProtocolManager.PACKET_BATTLE_QCMD_BATTLE_CREATED()); } }
public BattleStatus(MenkoStatus status, SkillData skillData) { this.status = status; this.skillData = skillData; this.percent = 0; this.skillEnergy = 0; this.isDead = false; variables = new BattleParams(); }
public BattleStatus(MenkoStatus status, SkillData skillData) { this.status = status; this.skillData = skillData; this.percent = 0; this.skillEnergy = 0; this.isDead = false; variables = new BattleParams(); }
public VBattle(BattleParams param) { this.collider = GameObject.Find("Collider").GetComponent <BoxCollider>(); this._rid = param.id; this.data = ModelFactory.GetBattleData(Utils.GetIDFromRID(this._rid)); Camera mainCamera = GameObject.Find("Camera").GetComponent <Camera>(); this.camera = new GodCamera(mainCamera, this.data.camera); this.input = new PointerInput(mainCamera); this.input.RegisterInteractive(this); this.interaction = new Interaction(this); this._debugDrawer = new DebugDrawer(); this.graphicManager = new GraphicManager(); this._entityManager = new VEntityManager(this); this._buffManager = new VBuffManager(this); EventCenter.AddListener(SyncEventType.BATTLE_DESTROIED, this.HandleBattleDestroied); EventCenter.AddListener(SyncEventType.SPAWN_ENTITY, this.HandleSpawnEntity); EventCenter.AddListener(SyncEventType.DESPAWN_ENTITY, this.HandleDespawnEntity); EventCenter.AddListener(SyncEventType.ENTITY_ATTR_CHANGED, this.HandleEntityAttrChanged); EventCenter.AddListener(SyncEventType.SKILL_ATTR_CHANGED, this.HandleSkillAttrChanged); EventCenter.AddListener(SyncEventType.BUFF_ATTR_CHANGED, this.HandleBuffAttrChanged); EventCenter.AddListener(SyncEventType.ENTITY_ATTR_INITIALIZED, this.HandleEntityAttrInitialized); EventCenter.AddListener(SyncEventType.BUFF_ATTR_INITIALIZED, this.HandleBuffAttrInitialized); EventCenter.AddListener(SyncEventType.ENTITY_STATE_CHANGED, this.HandleEntityStateChanged); EventCenter.AddListener(SyncEventType.SPAWN_BUFF, this.HandleSpawnBuff); EventCenter.AddListener(SyncEventType.DESPAWN_BUFF, this.HandleDespawnBuff); EventCenter.AddListener(SyncEventType.ENTER_BUFF, this.HandleEnterBuff); EventCenter.AddListener(SyncEventType.EXIT_BUFF, this.HandleExitBuff); EventCenter.AddListener(SyncEventType.BUFF_TRIGGERED, this.HandleBuffTriggered); EventCenter.AddListener(SyncEventType.TRIGGER_TARGET, this.HandleTriggerTarget); EventCenter.AddListener(SyncEventType.BUFF_STATE_ADDED, this.HandleBuffStateAdded); EventCenter.AddListener(SyncEventType.BUFF_STATE_REMOVED, this.HandleBuffStateRemoved); EventCenter.AddListener(SyncEventType.BUFF_STATE_TRIGGERED, this.HandleBuffStateTriggered); EventCenter.AddListener(SyncEventType.ENTITY_RELIVE, this.HandleRelive); EventCenter.AddListener(SyncEventType.DAMAGE, this.HandleDamage); EventCenter.AddListener(SyncEventType.ENTITY_DIE, this.HandleEntityDie); EventCenter.AddListener(SyncEventType.MISSILE_COMPLETE, this.HandleMissileComplete); EventCenter.AddListener(SyncEventType.DEBUG_DRAW, this.HandleDebugDraw); }
public CBattle(BattleParams param) { this._uid = param.uid; this._data = ModelFactory.GetMapData(Utils.GetIDFromRID(param.id)); this._maze = new GMaze(this, this._data.scale.ToVector3(), this._data.offset.ToVector3(), this._data.row, this._data.col); this._context = new UpdateContext(); this._eventHandler = new CBattleEventHandler(this); this._gameObjectManager = new GameObjectManager(); this._fxManager = new FxManager(this); this._buffManager = new CBuffManager(this); this._entityManager = new CEntityManager(this); this._debugDrawer = new DebugDrawer(); this.camera = new CCamera(this._data); this.camera.enable = false; //this.camera.SetConstraints( // new Vector3( 0, 0, -this._maze.row * this._maze.scale.z ), // new Vector3( this._maze.col * this._maze.scale.x, 0, 0 ) ); }
public static void EnterBattle(BattleParams param) { EnterModule(battle, param); }
public void SetNextBattle(BattleParams _bp) { NextBattle = _bp; }