Пример #1
0
    protected override void preInit()
    {
        base.preInit();
        instance = this;
        Collision.init();
        this.canvas.enabled = false;
        if (null == Main.inst)
        {
            FightMain.fightTest = true;
            this.gameObject.AddComponent <Main>();
            Application.targetFrameRate = 30;
            Debug.Log("单独战斗版本");
        }
        else
        {
            Debug.Log("正式上线版本");
            //这个是正式版本!
            FightMain.fightTest = false;
            if (ModelManager.inst.fightModel.fightType == ModelFight.FIGHT_MATCHGUIDE)
            {
                FightMain.isLocal = true;
                PlayerData.instance.data["mode"] = ConfigConstant.MODE_GUIDE;
                Debug.Log("新手引导");
            }
            else
            {
                FightMain.isLocal = false;
            }
            PlayerData.instance.uid = ModelManager.inst.userModel.uid;
            //TODO:临时这么写一下。
            PlayerData.instance.cardGroup = ModelManager.inst.userModel.GetCurrCardGroup();
        }

        this.gameObject.AddComponent <FPS>();
        Dictionary <string, object> data = PlayerData.instance.data;

        FightMain.instance.mode = (int)data["mode"];
        this.roomId             = data["room_id"].ToString();
        this.roomKey            = data["room_key"].ToString();
        //自己初始化好了,就显示战斗了哦!
        this.addListener(EventConstant.PLAYER_IN, (e) => {
            this.canvas.enabled = true;
            DispatchManager.inst.Dispatch(new MainEvent(MainEvent.FIGHT_INIT_COMPLETE));
            this.scene.gameObject.SetActive(true);
            if (!FightMain.fightTest)
            {
                GameObject.Find("Main Camera").GetComponent <Camera>().enabled  = false;
                GameObject.Find("Stage Camera").GetComponent <Camera>().enabled = false;
            }
        });
    }
Пример #2
0
        //**//

        //*ИНТЕРАКТИВНЫЕ ЭЛЕМЕНТЫ ФОРМЫ**//

        public static void AttackBtn()
        {
            FightMain.Fighting(NPC, "Attack", true);
            UpdateNPC();
            UpdateActionVariables();
        }