public override void OnUpdate(float dt) { base.OnUpdate(dt); float fDeltaTime = Time.deltaTime; if (BattleStateManager != null) { BattleStateManager.Update(fDeltaTime); } if (BattleAIManager != null) { BattleAIManager.Update(fDeltaTime); } }
public override IEnumerator OnEnter(float progress) { Global.UIMgr.ShowLoadingWidget(0.5f); yield return(base.OnEnter(progress)); yield return(Global.UIMgr.OnCreateWidgetAsync <UIBattle>(UIManager.eUIType.eUI_Battle, widget => { if (widget != null) { Global.SoundMgr.PlayBGM(SoundManager.eBGMType.eBGM_Battle); TurnUI = widget.GetComponentInChildren <UITurnControl>(true); widget.BattleScene = this; widget.Show(); } })); yield return(Global.UIMgr.OnCreateWidgetAsync <UIBattleWin>(UIManager.eUIType.eUI_BattleWin, widget => { widget.Hide(); })); yield return(Global.UIMgr.OnCreateWidgetAsync <UIBattleLose>(UIManager.eUIType.eUI_BattleLose, widget => { widget.Hide(); })); yield return(Global.UIMgr.OnCreateWidgetAsync <UIBattleEnd>(UIManager.eUIType.eUI_BattleEnd, widget => { widget.Hide(); })); yield return(Global.ResourceMgr.CreateResourceAsync(eResourceType.Prefab, "Battle/Prefabs/BattleRoot", (prefabResource) => { BattleRoot = Instantiate(prefabResource.ResourceData) as GameObject; if (BattleRoot != null) { BattleRoot.name = "BattleRoot"; BattleRoot.transform.position = Vector3.zero; BattleRoot.transform.rotation = Quaternion.identity; BattleRoot.transform.localScale = Vector3.one; Blur = ComponentFactory.FindInChildrenByName <Transform>(BattleRoot.transform, "Blur").gameObject; } })); //BattleRoot EffectRoot = BattleRoot.transform.Find("Effect"); BattleHeroManager.Instance.Init(); if (BattleStateManager == null) { BattleStateManager = new BattleStateManager(); } yield return(BattleStateManager.Initialize(this)); if (BattleAIManager == null) { BattleAIManager = new BattleAIManager(); } BattleAIManager.Initialize(); yield return(new WaitForSeconds(1f)); Global.UIMgr.HideLoadingWidget(0.5f); BattleStateManager.ChangeState(EBattleState.BattleState_Ready); }
void Awake() { instance = this; }