public void InitSvc() { Instance = this; client = new PENet.PESocket <ClientSession, GameMsg>(); client.SetLog(true, (string msg, int lv) => { switch (lv) { case 0: msg = "Log:" + msg; Debug.Log(msg); break; case 1: msg = "Warn:" + msg; Debug.LogWarning(msg); break; case 2: msg = "Error:" + msg; Debug.LogError(msg); break; case 3: msg = "Info:" + msg; Debug.Log(msg); break; default: break; } }); client.StartAsClient(SrvCfg.srvIP, SrvCfg.srvPort); Common.Log(GetType() + "/InitSvc()/Init NetSvc..."); }
/// <summary> /// 初始化所有模块 /// </summary> void Init() { //初始化服务模块 mResSvc = GetComponent <ResSvc>(); mResSvc.InitSvc(); mNetSvc = GetComponent <NetSvc>(); mNetSvc.InitSvc(); mAudioSvc = GetComponent <AudioSvc>(); mAudioSvc.InitAudio(); //初始化业务系统 mLogonSys = GetComponent <LogonSys>(); mLogonSys.InitSys(); mMainGameSys = GetComponent <MainGameSys>(); mMainGameSys.InitMainGameSys(); mCombatSys = GetComponent <CombatSys>(); mCombatSys.InitCombatSys(); //初始化控制器模块 mControllerMag = new ControllerManage(); mControllerMag.InitController(); //进入登录系统 mLogonSys.EnterLogin(); }
public void Start() { netSvc = GetComponent <NetSvc>(); netSvc.InitSvc(); Debug.Log("GameApp Start..."); }
public void InitSvc() { Instance = this; client = new PESocket <ClientSession, GameMsg>(); // 将PESocket中的日志输出到Unity控制台上 client.SetLog(true, (string msg, int lv) => { switch (lv) { case 0: msg = "Log:" + msg; Debug.Log(msg); break; case 1: msg = "Warn:" + msg; Debug.LogWarning(msg); break; case 2: msg = "Error:" + msg; Debug.LogError(msg); break; case 3: msg = "Info:" + msg; Debug.Log(msg); break; } }); client.StartAsClient(ServerConfig.serverIP, ServerConfig.serverPort); PECommon.Log("Init NetSvc..."); }
private void Init() { //服务模块初始化 NetSvc net = GetComponent <NetSvc>(); //net.InitSvc(); // ResSvc res = GetComponent<ResSvc>(); // res.InitSvc(); // AudioSvc audio = GetComponent<AudioSvc>(); // audio.InitSvc(); // TimerSvc timer = GetComponent<TimerSvc>(); // timer.InitSvc(); //业务系统初始化 LoginSys login = GetComponent <LoginSys>(); login.InitSys(); // MainCitySys maincity = GetComponent<MainCitySys>(); // maincity.InitSys(); // FubenSys fuben = GetComponent<FubenSys>(); // fuben.InitSys(); // BattleSys battle = GetComponent<BattleSys>(); // battle.InitSys(); //UIMgr.OpenPanel(QAssetBundle.Loadingwnd_prefab.LOADINGWND); // dynamicWnd.SetWndState(); //进入登录场景并加载相应UI //login.EnterLogin(); }
private void Init() { //服务模块初始化 NetSvc netSvc = GetComponent <NetSvc>(); netSvc.InitSvc(); ResSvc res = GetComponent <ResSvc>(); res.InitSvc(); AudioSvc audio = GetComponent <AudioSvc>(); audio.InitSvc(); TimerSvc timerSvc = GetComponent <TimerSvc>(); timerSvc.InitSvc(); //业务系统初始化 UISys uiSys = GetComponent <UISys>(); uiSys.InitSys(); BattleSys battleSys = GetComponent <BattleSys>(); battleSys.InitSys(); //dynamicWnd.SetWndState(); //进入登录场景并加载相应UI uiSys.EnterLogin(); }
/// <summary> /// 清理窗口 /// </summary> protected virtual void ClearWnd() { _resSvc = null; _audioSvc = null; _netSvc = null; _timerSvc = null; }
protected virtual void ClearWnd() { resSvc = null; audioSvc = null; netSvc = null; timerSvc = null; }
private void Init() { //服务模块初始化 ResSvc res = GetComponent <ResSvc>(); res.InitSvc(); NetSvc net = GetComponent <NetSvc>(); net.InitSvc(); AudioSvc audio = GetComponent <AudioSvc>(); audio.InitSvc(); TimerSvc timer = GetComponent <TimerSvc>(); timer.InitSvc(); //业务系统初始化 LoginSys login = GetComponent <LoginSys>(); login.InitSys(); MainCitySys mainCitySys = GetComponent <MainCitySys>(); mainCitySys.InitSys(); FubenSys fubenSys = GetComponent <FubenSys>(); fubenSys.InitSys(); BattleSys battleSys = GetComponent <BattleSys>(); battleSys.InitSys(); dynamicWind.SetWindowState(); //进入登入场景并加载UI login.EnterLogin(); }
/// <summary> /// 初始化 /// </summary> public void InitSvc() { Instance = this; CommonTools.Log("Init NetSvc..."); clientSock = new WZNet.WZSocket <ClientSession, NetMsg>(); //设置打印日志接口 clientSock.SetLog(true, (string msg, int lv) => { switch (lv) { case 0: msg = "Log: " + msg; break; case 1: msg = "Warnning: " + msg; break; case 2: msg = "Error: " + msg; break; case 3: msg = "Info: " + msg; break; } Debug.Log(msg); }); //启动客户端网络 clientSock.StartAsClient(ServerCfg.srvIP, ServerCfg.srvPort); }
public virtual void InitSys() { resSvc = ResSvc.Instance; audioSvc = AudioSvc.Instance; netSvc = NetSvc.Instance; timerSvc = TimerSvc.Instance; }
public void InitSec() { Instance = this; client = new PENet.PESocket <ClientSession, NetMsg>(); client.SetLog(true, (string msg, int lv) => { switch (lv) { case 0: //当日志等级是0的时候 msg = "Log" + msg; Debug.Log(msg); break; case 1: //当日志等级是0的时候 msg = "Warn" + msg; Debug.Log(msg); break; case 2: //当日志等级是0的时候 msg = "Error" + msg; Debug.Log(msg); break; case 3: //当日志等级是0的时候 msg = "Info" + msg; Debug.Log(msg); break; } }); client.StartAsClient(IPConfig.srvIP, IPConfig.srvport); Debug.Log("Network Service Connected"); }
protected virtual void InitPanel() { resSvc = ResSvc.Ins; audioSvc = AudioSvc.Ins; netSvc = NetSvc.Ins; timerSvc = TimerSvc.Ins; }
public virtual void ClearSvc() { resSvc = null; audioSvc = null; netSvc = null; timerSvc = null; }
/// <summary> /// 初始化各个业务系统和服务模块,应当先初始化服务后初始化业务 /// </summary> private void Init() { // 服务模块初始化 NetSvc net = GetComponent <NetSvc>(); net.InitSvc(); ResSvc res = GetComponent <ResSvc>(); res.InitSvc(); AudioSvc audio = GetComponent <AudioSvc>(); audio.InitSvc(); TimerSvc timer = GetComponent <TimerSvc>(); timer.InitSvc(); // 业务模块初始化 LoginSys login = GetComponent <LoginSys>(); login.InitSys(); MainCitySys mainCity = GetComponent <MainCitySys>(); mainCity.InitSys(); DungeonSys dungeonSys = GetComponent <DungeonSys>(); dungeonSys.InitSys(); BattleSys battleSys = GetComponent <BattleSys>(); battleSys.InitSys(); // 显示动态窗口 dynamicWnd.SetWndState(); // 进入登录场景并加载相应 UI login.EnterLogin(); }
///服务初始化 public void InitSvc() { instance = this; client = new PENet.PESocket <ClientSession, GameMsg>(); //日志输出设置 client.SetLog(true, (string msg, int lv) => { switch (lv) { case 0: msg = "Log:" + msg; Debug.Log(msg); break; case 1: msg = "Warn:" + msg; Debug.LogWarning(msg); break; case 2: msg = "Error:" + msg; Debug.LogError(msg); break; case 3: msg = "Info:" + msg; Debug.Log(msg); break; } }); client.StartAsClient(SrvCfg.srvIP, SrvCfg.srvPort); }
/// <summary> /// 初始化Net服务 /// </summary> public void InitSvc() { instance = this; ClientSoc.Connect(new IPEndPoint(IPAddress.Parse(localIp), 5684)); ClientSoc.BeginReceive(data, 0, data.Length, SocketFlags.None, AsyncReceive, ClientSoc); Debug.Log("建立连接"); }
protected virtual void InitWnd() { resSvc = ResSvc.Instance; audioSvc = AudioSvc.Instance; netSvc = NetSvc.Instance; timerSvc = TimerSvc.Instance; }
/// <summary> /// 初始化窗口 /// </summary> protected virtual void InitWnd() { _resSvc = ResSvc.Instance; _audioSvc = AudioSvc.Instance; _netSvc = NetSvc.Instance; _timerSvc = TimerSvc.Instance; }
private void Init() { //服务模块初始化 NetSvc netSvc = GetComponent <NetSvc>(); netSvc.InitSvc(); ResSvc res = GetComponent <ResSvc>(); res.InitSvc(); AudioSvc audioSvc = GetComponent <AudioSvc>(); audioSvc.InitSvc(); //业务系统初始化 LoginSyc logSyc = GetComponent <LoginSyc>(); logSyc.InitSys(); MainCitySyc mainCitySyc = GetComponent <MainCitySyc>(); mainCitySyc.InitSys(); //窗口初始化 //进入登录场景并加载UI logSyc.EnterLogin(); }
public virtual void InitSys() { Debug.Log("Init SystemRoot..."); resSvc = ResSvc.Instance; audioSvc = AudioSvc.Instance; netSvc = NetSvc.Instance; }
private void Init() { //服务模块初始化 NetSvc net = GetComponent <NetSvc>(); net.InitSvc(); ResSvc res = GetComponent <ResSvc>(); res.InitSvc(); AudioSvc audio = GetComponent <AudioSvc>(); audio.InitSvc(); TimerSvc timer = GetComponent <TimerSvc>(); timer.InitSvc(); //业务系统初始化 LoginSys login = GetComponent <LoginSys>(); login.InitSys(); MainCitySys maincity = GetComponent <MainCitySys>(); maincity.InitSys(); FubenSys fuben = GetComponent <FubenSys>(); fuben.InitSys(); BattleSys battle = GetComponent <BattleSys>(); battle.InitSys(); //进入登录场景并加载相应UI login.EnterLogin(); }
protected virtual void ClearWindow() { resSvc = null; audioSvc = null; netSvc = null; timeSvc = null; }
public void InitSvc() { Instance = this; client = new PESocket <ClientSession, GameMsg>(); client.SetLog(true, (string msg, int lv) => { switch (lv) { case 0: msg = "log" + msg; Debug.Log(msg); break; case 1: msg = "war" + msg; Debug.LogWarning(msg); break; case 2: msg = "err" + msg; Debug.LogError(msg); break; case 3: msg = "info" + msg; Debug.Log(msg); break; } }); client.StartAsClient(SrvCfg.srvIP, SrvCfg.srvPort); PECommon.Log("Init NetSvc..."); }
public void Init(WeapenCfg weapenCfg) { switch (weapenCfg.weapenType) { case "Rifle": weapenType = WeapenType.Rifle; break; case "Sniper": weapenType = WeapenType.Sniper; break; } weapenShootRate = weapenCfg.weapenShootRate; weapenReload = weapenCfg.weapenReload; weapenFrontBullet = weapenCfg.weapenFrontBullet; weapenBackBullet = weapenCfg.weapenBackBullet; weapenDamage = weapenCfg.weapenDamage; weapenRocoil = weapenCfg.weapenRocoil; weapenRocoilTime = weapenCfg.weapenRocoilTime; BulletPrefab = weapenCfg.BulletPrefab; FireEffect = weapenCfg.FireEffect; ShellEffect = weapenCfg.ShellEffect; CurrentFrontBullet = weapenFrontBullet; isFirst = false; CurrentBackBullet = weapenBackBullet; netSvc = NetSvc.Instance; Init(); }
protected virtual void CloseWnd() { mGameRoot = null; mResSvc = null; mAudioSvc = null; mNetSvc = null; mCfgSvc = null; }
private void Awake() { m_Transform = gameObject.GetComponent <Transform>(); m_Rigidbody = gameObject.GetComponent <Rigidbody>(); m_AudioSource = gameObject.GetComponent <AudioSource>(); netSvc = NetSvc.Instance; Init(); }
protected virtual void InitWnd(object[] args = null) { mGameRoot = GameRoot.Instance; mCfgSvc = CfgSvc.Instance; mResSvc = ResSvc.Instance; mAudioSvc = AudioSvc.Instance; mNetSvc = NetSvc.Instance; }
public void InitSvc() { Instance = this; session.StartCreate(SrvCfg.srvIP, SrvCfg.srvPort); SendAckToServer(); //接收事件 session.Client.OnReciveMsgEvent += AddNetPkg; }
public virtual void Init() { Instance = this as T; mGameRoot = GameRoot.Instance; mCfgSvc = CfgSvc.Instance; mResSvc = ResSvc.Instance; mAudioSvc = AudioSvc.Instance; mNetSvc = NetSvc.Instance; }