Exemplo n.º 1
0
 void OnEvent_OnAllPlayerFinishedLoad(object param)
 {
     Debug.Log($"OnEvent_OnAllPlayerFinishedLoad");
     if (Running)
     {
         return;
     }
     _world.StartSimulate();
     Running = true;
     SetPurchaseTimestamp();
     EventHelper.Trigger(EEvent.OnSimulationStart, null);
 }
Exemplo n.º 2
0
 public void StartSimulate()
 {
     if (Running)
     {
         return;
     }
     _world.StartSimulate();
     Running = true;
     SetPurchaseTimestamp();
     Debug.Log($"Game Start");
     EventHelper.Trigger(EEvent.SimulationStart, null);
 }
        public void OnGameCreate(int targetFps, byte localActorId, byte actorCount, bool isNeedRender = true)
        {
            FrameBuffer.__debugMainActorID = localActorId;
            var allActors = new byte[actorCount];

            for (byte i = 0; i < actorCount; i++)
            {
                allActors[i] = i;
            }

            Debug.Log($"GameCreate " + LocalActorId);

            //Init game status
            //_localActorId = localActorId;
            _allActors = allActors;
            _constStateService.LocalActorId = LocalActorId;
            _world.StartSimulate(_serviceContainer, _mgrContainer);
            EventHelper.Trigger(EEvent.LevelLoadProgress, 1f);
        }
Exemplo n.º 4
0
        public void OnGameCreate(int targetFps, byte localActorId, byte actorCount, bool isNeedRender = true)
        {
            FrameBuffer.DebugMainActorID = localActorId;
            var allActors = new byte[actorCount];

            for (byte i = 0; i < actorCount; i++)
            {
                allActors[i] = i;
            }

            //初始化全局配置

            _localActorId = localActorId;
            _allActors    = allActors;

            _localTick = 0;

            _actorCount = allActors.Length;
            _tickDt     = 1000f / targetFps;

            _world.StartSimulate(_serviceContainer, _mgrContainer);
            EventHelper.Trigger(EEvent.LevelLoadProgress, 1f);
        }