Пример #1
0
    // Update is called once per frame
    void Update()
    {
        if (m_bCanLoadMap == false)
        {
            return;
        }

        m_fCurTime   = GlobalVarFun.GetTime();
        m_fDeltaTime = GlobalVarFun.GetSmoothDeltaTime();

        // 地图更新 (包括普通的Collider)
        if (MapManager.Instance != null)
        {
            MapManager.Instance.Update(m_fDeltaTime, m_fCurTime);
        }
        // Role更新 TODO
        if (RoleManager.Instance != null)
        {
            RoleManager.Instance.Update(m_fDeltaTime, m_fCurTime);
        }
        // 时间事件更新 TODO
        // 伤害体更新 TODO
        if (DamageBodyManager.Instance != null)
        {
            DamageBodyManager.Instance.Update(m_fDeltaTime, m_fCurTime);
        }
    }
Пример #2
0
 // Update is called once per frame
 void Update()
 {
     if (m_bStarted == false)
     {
         return;
     }
     if (m_fEsTime != -1)
     {
         m_fEsTimer = m_fEsTimer + GlobalVarFun.GetSmoothDeltaTime();
         if ((m_fEsTimer - m_fEsTime) < GlobalVarFun.FloatCompareRatio)
         {
             Destroy();
         }
     }
     m_fSingleDamageTimer = m_fSingleDamageTimer + GlobalVarFun.GetSmoothDeltaTime();
     if ((m_fSingleDamageTimer - m_fSingleDamageTime) < GlobalVarFun.FloatCompareRatio)
     {
         m_fSingleDamageTimer = 0;
         // 造成Damage
         OnDamage();
     }
     UpdateMove();
 }