Пример #1
0
    public bool Init()
    {
        LoggerSystem.Instance.Debug("BattleSystem    init  begin");

        lockStep.frameThreshold = 3;
        lockStep.AddListennerLogic(FrameTick);
        lockStep.AddListennerPacket(FramePacketRun);

        string produceValue = GameVariableConfigProvider.Instance.GetData(3);

        string[] pros = produceValue.Split(';');
        for (int i = 0; i < pros.Length; ++i)
        {
            List <float> args = Converter.ConvertNumberList <float> (pros [i]);
            sceneManager.AddProduce(args [0], args[1]);
        }

        battleData.Init();
        sceneManager.Init();
        #if !SERVER
        AssetManager.Get().Init();
        //EffectManager.Get ().Init ();
        GameTimeManager.Get().Init();
                #endif

        pause        = false;
        bStartBattle = true;
        LoggerSystem.Instance.Debug("BattleSystem    init  end");

        return(true);
    }
Пример #2
0
    public void PlayCapture(Vector3 pos)
    {
        if (!GameTimeManager.Get().CheckTimer(TimerType.T_Capture))
        {
            return;
        }
        float pan = GetAudioPan(pos);

        PlayAudioEffect("capture", 1.0f, pan);
    }
Пример #3
0
    public void PlayWarp(Vector3 pos)
    {
        if (!GameTimeManager.Get().CheckTimer(TimerType.T_Warp))
        {
            return;
        }

        float pan = GetAudioPan(pos);

        PlayAudioEffect("warp", 0.7f, pan);
    }
Пример #4
0
    public void PlayLaser(Vector3 pos)
    {
        if (!GameTimeManager.Get().CheckTimer(TimerType.T_Laser))
        {
            return;
        }

        float pan = GetAudioPan(pos);

        PlayAudioEffect("laser", 1.0f, pan);
    }
Пример #5
0
    public void PlayJumpEnd(Vector3 pos)
    {
        if (!GameTimeManager.Get().CheckTimer(TimerType.T_JumpEnd))
        {
            return;
        }

        float pan = GetAudioPan(pos);

        PlayAudioEffect("jumpEnd", 0.6f, pan);
    }
Пример #6
0
    public void Reset()
    {
        pause        = false;
        bStartBattle = false;
        BeginFadeOut();
        battleData.Init();         // add new init here by fangjun

        if (battleController != null)
        {
            battleController.Reset();
        }

        lockStep.StopLockStep(false);
        sceneManager.Destroy();
        battleData.Destroy();

#if !SERVER
        GameTimeManager.Get().Release();
        Resources.UnloadUnusedAssets();
                #endif

        System.GC.Collect();
    }