protected override void Start() { m_TeamData = TeamDataManager.Instance.GetTeam(pe_Team.PVP); m_UILeaderSkill.Lock(Localization.Get("PVPOnlyAutoBattle")); base.Start(); #if SH_DEV m_btnWin.SetActive(true); #else m_btnWin.SetActive(Debug.isDebugBuild); #endif m_ProfileMine.UpdateProfile(Network.PlayerInfo.leader_creature, Network.PlayerInfo.nickname, Network.PlayerInfo.player_level); m_ProfileEnemy.UpdateProfile(Network.PVPBattleInfo.enemy_info.leader_creature, Network.PVPBattleInfo.enemy_info.nickname, Network.PVPBattleInfo.enemy_info.player_level); m_BG.material.mainTexture = AssetManager.LoadBG("000_pvp"); enemies = new List <ICreature>(); for (int i = 0; i < Network.PVPBattleInfo.enemy_team_data.Creatures.Count; ++i) { Creature creature = Network.PVPBattleInfo.enemy_team_data.Creatures[i].creature; BattleCreature battle_creature = new BattleCreature(creature, battle_layout.m_Enemy.m_Characters[i], 0f, character_hpbar_prefab, character_skill_prefab, false); battle_creature.AutoSkillIndex = Network.PVPBattleInfo.enemy_team_data.Creatures[i].auto_skill_index; if (creature.Idx == Network.PVPBattleInfo.enemy_team_data.LeaderCreatureIdx) { battle_creature.SetLeader(Network.PVPBattleInfo.enemy_team_data.UseLeaderSkillType, OnUseEnemyLeaderSkill); } enemies.Add(battle_creature); } InitCreatures(); SoundManager.Instance.PlayBGM("PVP"); }
// Use this for initialization override protected void Start() { // UnityEngine.SceneManagement.Scene scene = UnityEngine.SceneManagement.SceneManager.GetSceneByName(scene_name); // if (UnityEngine.SceneManagement.SceneManager.SetActiveScene(scene) == false) // Debug.LogErrorFormat("SetActiveScene({0}) Failed!!", scene_name); GameMain.Instance.gameObject.SetActive(false); TimeLimit = GetTimeLimit(); base.Start(); tween_system = AssetManager.GetCharacterPrefab("000_tween").GetComponent <HFX_TweenSystem>(); color_container = tween_system.gameObject.GetComponent <ColorContainer>(); character_hpbar_prefab = Resources.Load("Prefab/Battle/CharacterHPBar", typeof(GameObject)) as GameObject; character_skill_prefab = Resources.Load("Prefab/Battle/CharacterSkill", typeof(GameObject)) as GameObject; characters = new List <ICreature>(); dead_characters = new List <ICreature>(); GameObject prefab = Resources.Load <GameObject>("Prefab/Battle/BattleUICharacter"); if (prefab == null) { Debug.LogErrorFormat("Failed to load BattleUICharacter.prefab"); return; } for (int i = 0; i < CharIndicator.Length && i < m_TeamData.Creatures.Count; i++) { BattleCreature creature = new BattleCreature(m_TeamData.Creatures[i].creature, battle_layout.m_Mine.m_Characters[i], 0f, character_hpbar_prefab, character_skill_prefab); characters.Add(creature); var ui_character = (Instantiate(prefab) as GameObject).GetComponent <BattleUICharacter>(); ui_character.transform.parent = CharIndicator[i].transform; ui_character.transform.localPosition = Vector3.zero; ui_character.transform.localScale = Vector3.one; ui_character.SetCharacter(creature); ui_character.gameObject.SetActive(true); battleUICharacter[i] = ui_character; ui_character.AutoSkillSelect(m_TeamData.Creatures[i].auto_skill_index); } if (Tutorial.Instance.Completed == false && Network.BattleStageInfo.MapInfo.IDN == 1 && Network.BattleStageInfo.StageIndex == 0) { SetAuto(false); SetFast(false, true); } else { SetAuto(m_TeamData.IsAuto); SetFast(m_TeamData.IsFast, true); } if (m_TeamData.LeaderCreature != null) { m_Leader = characters.Find(c => c.Info.IDN == m_TeamData.LeaderCreature.Info.IDN) as BattleCreature; m_Leader.SetLeader(m_TeamData.UseLeaderSkillType, OnUseLeaderSkill); m_UILeaderSkill.Init(m_TeamData.LeaderCreature, m_TeamData.UseLeaderSkillType, OnLeaderSkill); } else { m_UILeaderSkill.gameObject.SetActive(false); } LoadSkill(); m_SkillCasting = AssetManager.GetParticleSystem("skill_casting"); m_SkillTargetTeam = AssetManager.GetParticleSystem("skill_target_team"); m_SkillTargetEnemy = AssetManager.GetParticleSystem("skill_target_enemy"); m_Miss = AssetManager.GetParticleSystem("miss"); Network.HideIndicator(); }