public void setupFBGame(ulong tableId, uint mapID) { LogicEvent.add("onChangeCampState", this, "onChangeCampState"); frameSync = new FrameSync(); frameSync.addLogicUpdator(this); frameSync.frameSyncEventHandler = this; this.tableId = tableId; fbWorld = new FBWorld(this); fbWorld.randomSeed = 100; var worldConfig = new FBWorld.Configuration(); var btConfig = new FBWorld.BTConfiguration(worldConfig.worldSize); fbWorld.setup(worldConfig, btConfig); matchTimer = Fix64.Zero; ////创建球 createBall(); fbWorld.onGoal += goal; onFBGameCreated(); }
private void Awake() { Ins = this; Log = new Log(); ActiveState = new List <PersistState>(); GameOverlay = new GameOverlayDialogState(); FightState = new FightState(); ReplayState = new ReplayState(); NickNameDialogState = new NickNameDialogState(); BattleStatusDialogState = new BattleStatusDialogState(); PlayerDialogState = new PlayerDialogState(); ChatDialogState = new ChatDialogState(); PsdEditDialogState = new PsdEditDialogState(); RoomChatDialogState = new RoomChatDialogState(); LoadingEx = new LoadingEXDialogState(); ItemInfoDialogState = new ItemInfoDialogState(); GunShootDialogStatus = new GunShootDialogStatus(); //面板管理器. DialogStateManager = new MainDialogStateManager(); //顺序排队弹出框. PopupStateManager = new MainPopupStateManager(); //各类游戏数据. GameStateMgr = new GameStateMgr(); UpdateHelper = new UpdateHelper(); AppInfo = new AppInfo(); CombatData = new CombatData(); GameNotice = new GameNotice(); MeteorManager = new MeteorManager(); ScriptMng = new ScriptMng(); SFXLoader = new SFXLoader(); ActionInterrupt = new ActionInterrupt(); BuffMng = new BuffMng(); EventBus = new EventBus(); NetWorkBattle = new NetWorkBattle(); SceneMng = new SceneMng(); FrameSync = new FrameSync(); MeteorBehaviour = new MeteorBehaviour(); DropMng = new DropMng(); //原版相关资源的加载器. MenuResLoader = new MenuResLoader(); SkcLoader = new SkcLoader(); BncLoader = new BncLoader(); FMCLoader = new FMCLoader(); GMBLoader = new GMBLoader(); GMCLoader = new GMCLoader(); DesLoader = new DesLoader(); FMCPoseLoader = new FMCPoseLoader(); DataMgr = new DataMgr(); SfxMeshGenerator = new SfxMeshGenerator(); RoomMng = new RoomMng(); SoundManager = new SoundManager(); ResMng = new ResMng(); DlcMng = new DlcMng(); DontDestroyOnLoad(gameObject); Log.WriteError(string.Format("GameStart AppVersion:{0}", Main.Ins.AppInfo.AppVersion())); }
FrameSyncUpdateSimulator createFrameSyncUpdateSimulator(FrameSync frameSync) { if (_frameSyncUpdateSimulator == null) { _frameSyncUpdateSimulator = new FrameSyncUpdateSimulator(); } _frameSyncUpdateSimulator.init(frameSync); return(_frameSyncUpdateSimulator); }
SinglePlayerUpdateSimulator createFrameSyncUpdateSimulator(FrameSync frameSync) { if (_frameSyncUpdateSimulator != null) { _frameSyncUpdateSimulator = new SinglePlayerUpdateSimulator(); } _frameSyncUpdateSimulator.init(frameSync); return(_frameSyncUpdateSimulator); }
public override void OnEntering(ScreenTransitionEvent e) { base.OnEntering(e); previousFrameSyncMode = config.Get <FrameSync>(FrameworkSetting.FrameSync); previousActiveHz = host.UpdateThread.ActiveHz; config.SetValue(FrameworkSetting.FrameSync, FrameSync.Unlimited); host.UpdateThread.ActiveHz = target_host_update_frames; host.AllowBenchmarkUnlimitedFrames = true; musicController.Stop(); }
protected override void LoadComplete() { base.LoadComplete(); // Force windowed mode and vsync and store original values // We're pretending to be osu!lazer after all. fps = configManager.GetBindable <FrameSync>(FrameworkSetting.FrameSync); windowMode = configManager.GetBindable <WindowMode>(FrameworkSetting.WindowMode); originalWindowMode = windowMode.Value; originalFps = fps.Value; windowMode.Value = WindowMode.Windowed; fps.Value = FrameSync.VSync; }
protected override void LoadComplete() { base.LoadComplete(); Add(new OnScreenDisplay()); frameSyncMode = config.GetBindable <FrameSync>(FrameworkSetting.FrameSync); FrameSync initial = frameSyncMode.Value; AddRepeatStep(@"Change frame limiter", setNextMode, 3); AddStep(@"Restore frame limiter", () => frameSyncMode.Value = initial); }
public void init(FrameSync sync) { frameUpdator = new FrameSyncUpdater(sync); serverCurrentFrameNum = sync.currentLogicFrameNum; }
public FrameSyncUpdater(FrameSync sync) { frameSync = sync; _type = this.GetType(); }