// ================================== PRIVATE FUNCS ================================== #region Private Funcs private bool GenScene(SceneType a_sceneType) { SceneInfo sceneInfo = DbMgr.s_Instance.GetSceneInfo(a_sceneType); if (sceneInfo == null) { return(false); } GameObject scenePref = Resources.Load <GameObject>(sceneInfo.m_PrefPath); if (scenePref == null) { return(false); } // destroy old scene (if had) if (m_CurGScene) { m_CurGScene.OnDestroyObj(); } // instantiate & init new scene GameObject sceneObj = Instantiate(scenePref, transform); m_CurGScene = sceneObj.GetComponent <GScene>(); m_CurGScene.OnCreateObj(); // add HUD GHUD gHUD = GenHUD(sceneInfo); m_CurGScene.Init(sceneInfo, gHUD); return(true); }
// GElement Override public override void Init(GScene a_Scene) { base.Init(a_Scene); // fix POS X of Container FixPosXOfCont(); }
// GElement Override public override void Init(GScene a_Scene) { base.Init(a_Scene); // get Fish info string fishIndex = (Ref_GScene as StoryGameBossMgr).PCurNodeInfo.m_FishIndex; m_BossInfo = DbMgr.s_Instance.GetFishInfo(fishIndex); // set Avata off Boss (Ref_GScene as StoryGameBossMgr).SetBossAva(fishIndex); // set Atk time of Boss m_BossAtkTime = Vector2.one * m_BossAtkTimeDesign; // set Hp default of Boss m_TargetHp = m_BossInfo.m_FishHP.m_CurrentHP = m_BossInfo.m_FishHP.m_MaxHP; // update Hp bar Vector2 bossHP = new Vector2(m_BossInfo.m_FishHP.m_CurrentHP, m_BossInfo.m_FishHP.m_MaxHP); (Ref_GScene as StoryGameBossMgr).UpdateBossHP(bossHP); // set State default of Boss = Move UpdateBossState(Fish.FishState.Move); // set Movement range Vector2 camSize = CameraController.s_Instance.GetWorldUnitSize(); Vector2 topCamPos = CameraController.s_Instance.GetTopCamPos(); m_MvmRangeYCoord = new Vector2(topCamPos.y - (m_MvmRangeYWorldUnit.x * camSize.y), topCamPos.y - (m_MvmRangeYWorldUnit.y * camSize.y)); // set default Position of fish (in mvm range) Vector2 pos = transform.position; pos.y = Random.RandomRange(m_MvmRangeYCoord.x, m_MvmRangeYCoord.y); transform.position = pos; }
// GElement Override public override void Init(GScene a_Scene) { base.Init(a_Scene); // set SCALE for mvm zone Vector2 camSize = CameraController.s_Instance.GetWorldUnitSize(); Vector2 topCamPos = CameraController.s_Instance.GetTopCamPos(); m_MvmZoneYLimit = new Vector2(topCamPos.y - (m_MovementZoneY.x * camSize.y), topCamPos.y - (m_MovementZoneY.y * camSize.y)); // Load SPRITEs for Fish string fishIndex = (Ref_GScene as StoryGameMgr).PCurNodeInfo.m_FishIndex; m_FishInfo = DbMgr.s_Instance.GetFishInfo(fishIndex); // load Sprites for fish m_FishSpritesMgr.Init(GetComponent <SpriteRenderer>(), m_FishInfo); // default fish state = STAND m_FishInfo.m_CurFishState = Fish.FishState.Stand; // update Sprites for fish (following current state) m_FishSpritesMgr.UpdateSprites(m_FishInfo.m_CurFishState); // set default POSITION of fish Vector2 pos = transform.position; pos.y = Random.RandomRange(m_MvmZoneYLimit.x, m_MvmZoneYLimit.y); transform.position = pos; }
void StartServerGame() { NetOutgoingMessage _message; Player1 = GScene.Create <Player>(); Player1.IsServer = true; _message = GNet.CreateMessage(); _message.Write((byte)Systems.ObjectType.Player); Player.CreateSpec.Serialize(Player1, _message); GNet.SendMessage(Systems.MessageType.CreateObject, _message); Player2 = GScene.Create <Player>(); Player2.IsServer = false; _message = GNet.CreateMessage(); _message.Write((byte)Systems.ObjectType.Player); Player.CreateSpec.Serialize(Player2, _message); GNet.SendMessage(Systems.MessageType.CreateObject, _message); _Started = true; }
// GElement Override public override void Init(GScene a_Scene) { base.Init(a_Scene); // set SCALE for mvm zone Vector2 camSize = CameraController.s_Instance.GetWorldUnitSize(); Vector2 topCamPos = CameraController.s_Instance.GetTopCamPos(); m_MvmZoneYLimit = new Vector2(topCamPos.y - (m_MovementZoneY.x * camSize.y), topCamPos.y - (m_MovementZoneY.y * camSize.y)); // set default POSITION of fish Vector2 pos = transform.position; pos.y = Random.RandomRange(m_MvmZoneYLimit.x, m_MvmZoneYLimit.y); transform.position = pos; // set Flip Face for fish SpriteRenderer fishSr = GetComponent <SpriteRenderer>(); fishSr.flipX = (m_FishType == FishType.Player); }
private void GNet_OnGotMessage(Systems.IncomingMessage message) { switch (message.Type) { case Systems.MessageType.Hail: GNet.OpponentName = message.Message.ReadString(); if (GNet.IsServer) { StartServerGame(); } break; case Systems.MessageType.CreateObject: { var _objType = (Systems.ObjectType)message.Message.ReadByte(); switch (_objType) { case Systems.ObjectType.Player: var _createSpec = Player.CreateSpec.Deserialize(message.Message); Player _player; if (_createSpec.IsServer) { _player = Player1 = GScene.Create <Player>(null, _createSpec.Id); } else { _player = Player2 = GScene.Create <Player>(null, _createSpec.Id); } _createSpec.Apply(_player); break; } } break; case Systems.MessageType.UpdateObject: { var _objType = (Systems.ObjectType)message.Message.ReadByte(); switch (_objType) { case Systems.ObjectType.Player: var _updateSpec = Player.UpdateSpec.Deserialize(message.Message); Player _player = GScene.GetObject <Player>(_updateSpec.Id); _updateSpec.Apply(_player); break; } } break; case Systems.MessageType.StartGame: _Started = true; break; } }
public virtual void Init(GScene a_Scene) { Ref_GScene = a_Scene; }
// GElement Override public override void Init(GScene a_Scene) { base.Init(a_Scene); }