Пример #1
0
        private void InitConfig(Object asset)
        {
            var go = asset as GameObject;

            if (go == null)
            {
                YxDebug.LogError("FishGenerator no config");
                return;
            }
            YxDebug.Log("Load Finished FishGenerator config");
            Config = go.GetComponent <FishGeneratConfig>();
            var generators = Config.Generators;
            var count      = generators.Length;

            for (var i = 0; i < count; i++)
            {
                generators[i].Init(); //保证normal鱼最先初始化,可以保证鱼有typeindext
            }
            MaxFishAtUnitWorld = Config.MaxFishAtUnitWorld;
            OnGenerate();
        }
Пример #2
0
    public FishGeneratConfig[] Configs;//Êý×é¸úArenaType¶ÔÓ¦(Small,Medium,Larger)
    void Awake()
    {
        int curConfigIdx = (int)(GameMain.Singleton.BSSetting.ArenaType_.Val);

        if (Configs == null || curConfigIdx >= Configs.Length)
        {
            return;
        }

        FishGenerator fg = GetComponent <FishGenerator>();

        if (fg == null)
        {
            return;
        }
        FishGeneratConfig fgc = Configs[curConfigIdx];

        fg.FishGenerateDatas       = fgc.FishGenerateDatas;
        fg.FishGenerateUniqueDatas = fgc.FishGenerateUniqueDatas;
        fg.FishQueueData           = fgc.FishQueueData;


        //fg.Interval_FishGenerate = fgc.Interval_FishGenerate;
        //fg.Interval_FishUniqueGenerate = fgc.Interval_FishUniqueGenerate;
        //fg.Interval_QueuGenerate = fgc.Interval_QueuGenerate;
        //fg.Interval_FlockGenerate = fgc.Interval_FlockGenerate;

        int numScreen = GameMain.Singleton.ScreenNumUsing;

        fg.Interval_FishGenerate.Min       = fgc.Interval_FishGenerate.Min / numScreen;
        fg.Interval_FishGenerate.Max       = fgc.Interval_FishGenerate.Max / numScreen;
        fg.Interval_FishUniqueGenerate.Min = fgc.Interval_FishUniqueGenerate.Min / numScreen;
        fg.Interval_FishUniqueGenerate.Max = fgc.Interval_FishUniqueGenerate.Max / numScreen;
        fg.Interval_QueuGenerate.Min       = fgc.Interval_QueuGenerate.Min / numScreen;
        fg.Interval_QueuGenerate.Max       = fgc.Interval_QueuGenerate.Max / numScreen;
        fg.Interval_FlockGenerate.Min      = fgc.Interval_FlockGenerate.Min / numScreen;
        fg.Interval_FlockGenerate.Max      = fgc.Interval_FlockGenerate.Max / numScreen;
    }