/// <summary> /// 载入事件数据,加载我方和敌方数据,并加载单位到战场上。 /// </summary> /// <param name="slot"></param> public void LoadBattleData(int slot) { Clear(); BattleInfoCollection data = record.LoadBattleFromDisk(slot); //Debug.Log(collect.Event.TurnEvent[0].SequenceName); ChapterDef = ResourceManager.GetChapterDef(data.CurrentTeam.Chapter); gameMode.LoadTileMap(data.MapID); players.PlayersLogic.Clear(); foreach (var v in data.CurrentTeamPlayerInfo) { RPGPlayer p = RPGPlayer.Create(v); players.PlayersLogic.Add(p.Logic); gameMode.BattlePlayer.AddUnitToMap(p, v.tileCoords); } }
public override void OnEnter() { if (UseDefaultAttribute) { Attribute = null; } if (Camp == EnumCharacterCamp.Player) { RPGCharacter ch = RPGPlayer.Create(ID, Attribute); gameMode.BattlePlayer.AddUnitToMap(ch, Coord); } if (Camp == EnumCharacterCamp.Enemy) { RPGCharacter ch = RPGEnemy.Create(ID, Attribute); gameMode.BattlePlayer.AddUnitToMap(ch, Coord); } Continue(); }