Пример #1
0
    void OnDestroy()
    {
        RealTimeRAProcessCenter.terminate();

        Game.terminate();

        SceneViews.terminate();
    }
Пример #2
0
    void OnDestroy()
    {
        Game.terminate();

        RealTimeRAProcessCenter.terminate();

        FrameRecording.terminate();

        SceneViews.terminate();
    }
Пример #3
0
    void Awake()
    {
        gameObject.AddComponent <ResourceManager>();

        Debuger.SetOutputType(Debuger.OutputType.File);
        Debuger.SetDebugLevel((int)(Debuger.DebugLevel.Logic));

        Game.create();

        RealTimeRAProcessCenter.create();

        FrameRecording.create();

        SceneViews.create();

        LogicEvent.add("onFBGameNewed", this, "onFBGameNewed");
        LogicEvent.add("onFBGameStart", this, "onFBGameStart");
        LogicEvent.add("onFBGameOver", this, "onFBGameOver");
    }
Пример #4
0
    void OnDestroy()
    {
        LogicEvent.remove(this);

#if FRAME_RECORDING
        FrameRecording.terminate();
#endif

#if !SCENEEDITOR_TOOL
        LuaProxy.terminate();
#endif

        SceneViews.terminate();

        RealTimeRAProcessCenter.terminate();

        Profiler.terminate();

        Game.terminate();

        Debuger.Close();
    }
Пример #5
0
    void Awake()
    {
        gameObject.AddComponent <Zeus>();
        gameObject.AddComponent <ResourceManager>();

        RealTimeRAProcessCenter.create();

        Game.create();

        SceneViews.create();

        LogicEvent.add("onWaitForSync", this, "onWaitForSync");
        LogicEvent.add("editor_onActorPassBallOut", this, "editor_onActorPassBallOut");
        LogicEvent.add("editor_onBallHit", this, "editor_onBallHit");

        LogicEvent.add("onFBGameNewed", this, "onFBGameNewed");
        LogicEvent.add("onFBGameDestroyed", this, "onFBGameDestroyed");

        LogicEvent.add("onFBGameEnter", this, "onFBGameEnter");
        LogicEvent.add("onFBGameStart", this, "onFBGameStart");
        LogicEvent.add("onFBGameOver", this, "onFBGameOver");
    }
Пример #6
0
    void Awake()
    {
        Debuger.SetOutputType(Debuger.OutputType.Console);
        Debuger.SetDebugLevel((int)(Debuger.DebugLevel.Normal | Debuger.DebugLevel.Warning | Debuger.DebugLevel.Error));
        Debuger.Open();

        Game.create();

        RealTimeRAProcessCenter.create();

        SceneViews.create();

        Profiler.create();

#if !SCENEEDITOR_TOOL
        LuaProxy.create();
#endif

#if FRAME_RECORDING
        FrameRecording.create();
#endif

        LogicEvent.add("onWaitForSync", this, "onWaitForSync");

        //FBGame刚被创建
        LogicEvent.add("onFBGameNewed", this, "onFBGameNewed");
        //FBGame被删除
        LogicEvent.add("onFBGameDestroyed", this, "onFBGameDestroyed");

        //FBGame游戏开始前,比如进场
        LogicEvent.add("onFBGameEnter", this, "onFBGameEnter");
        //FBGame游戏正式开始
        LogicEvent.add("onFBGameStart", this, "onFBGameStart");
        //FBGame游戏结束
        LogicEvent.add("onFBGameOver", this, "onFBGameOver");
    }