Пример #1
0
        public static void Initialize()
        {
            ContainerModule.Initialize();
            CoreModule.Initialize();
            MathModule.Initialize();
            EngineModule.Initialize();
            InputModule.Initialize();
            IOModule.Initialize();
            ResourceModule.Initialize();
            AudioModule.Initialize();
            GraphicsModule.Initialize();
            SceneModule.Initialize();
            Atomic2DModule.Initialize();
            Atomic3DModule.Initialize();
            NavigationModule.Initialize();
            NetworkModule.Initialize();
            PhysicsModule.Initialize();
            EnvironmentModule.Initialize();
            UIModule.Initialize();

            AtomicPlayer.PlayerModule.Initialize();

            AtomicInterop.Initialize();

            atomicsharp_initialize();

            initSubsystems();
        }
Пример #2
0
 private void OnTriggerEnter(Collider other)
 {
     if (!m_isOn && other.tag == "Player")
     {
         SceneModule _sceneModule = (SceneModule)GameManager.GameManagerObj.GetComponent <GameManager>().GetModuleByName("SceneModule");
         if (GameManager.SceneConfigId == 0 && other.name == "xiangyu(Clone)")
         {
             MissionList.Instance.m_mission1_1 = true;
             _sceneModule.ArriveSceneFinal();
             m_isOn = true;
         }
         else if (GameManager.SceneConfigId == 1 && other.name == "xiangyu(Clone)")
         {
             MissionList.Instance.m_mission2_1 = true;
             _sceneModule.ArriveSceneFinal();
             m_isOn = true;
         }
         else if (GameManager.SceneConfigId == 2 && other.name == "yuji(Clone)")
         {
             MissionList.Instance.m_mission3_1 = true;
             _sceneModule.ArriveSceneFinal();
             m_isOn = true;
         }
         else if (GameManager.SceneConfigId == 3 && other.name == "yuji(Clone)")
         {
             MissionList.Instance.m_mission4_1 = true;
             _sceneModule.ArriveSceneFinal();
             m_isOn = true;
         }
     }
 }
Пример #3
0
        //卡马腿,象腿用的
        private bool PosExitChess(int row, int col, bool YuJiExist)
        {
            //enemy卡
            SceneModule _sceneModule = (SceneModule)GameManager.GameManagerObj.GetComponent <GameManager>().GetModuleByName("SceneModule");

            if (_sceneModule.m_enemyList[row][col] != null)
            {
                return(true);
            }

            //player卡
            MapPos _pos = new MapPos();

            _sceneModule.GetPlayerPos(ref _pos);

            if (row == _pos.m_row && col == _pos.m_col)
            {
                return(true);
            }

            //虞姬卡
            if (YuJiExist && _sceneModule.YuJiPos.m_row == row && _sceneModule.YuJiPos.m_col == col)
            {
                return(true);
            }

            //拒马卡
            if (_sceneModule.m_mapData[row][col] == MapDataType.JUMATUI)
            {
                return(true);
            }


            return(false);
        }
Пример #4
0
                public void MarkSceneEdited(SceneModule sceneModule)
                {
                    var spline = Object.Find <Spline>(ref SplineId);

                    sceneModule.MarkSceneEdited(spline.Scene);
                    OnSplineEdited(spline);
                }
Пример #5
0
        internal Editor()
        {
            Instance = this;

            Log("Setting up C# Editor...");

            Internal_GetProjectInfo(out _projectInfo);

            // Create common editor modules
            RegisterModule(Windows           = new WindowsModule(this));
            RegisterModule(UI                = new UIModule(this));
            RegisterModule(Thumbnails        = new ThumbnailsModule(this));
            RegisterModule(Simulation        = new SimulationModule(this));
            RegisterModule(Scene             = new SceneModule(this));
            RegisterModule(SceneEditing      = new SceneEditingModule(this));
            RegisterModule(ContentEditing    = new ContentEditingModule(this));
            RegisterModule(ContentDatabase   = new ContentDatabaseModule(this));
            RegisterModule(ContentImporting  = new ContentImportingModule(this));
            RegisterModule(CodeEditing       = new CodeEditingModule(this));
            RegisterModule(ProgressReporting = new ProgressReportingModule(this));

            StateMachine = new EditorStateMachine(this);
            Undo         = new EditorUndo(this);

            ScriptsBuilder.ScriptsReloadBegin += ScriptsBuilder_ScriptsReloadBegin;
            ScriptsBuilder.ScriptsReloadEnd   += ScriptsBuilder_ScriptsReloadEnd;
        }
Пример #6
0
 public static SceneModule getInstance()
 {
     if(instance == null){
         instance = new SceneModule();
     }
     return instance;
 }
Пример #7
0
        public void MoveEnd()
        {
            m_state = State.Idle;
            m_move  = false;
            SceneModule _sceneModule = (SceneModule)GameManager.GameManagerObj.GetComponent <GameManager>().GetModuleByName("SceneModule");

            if (_sceneModule.m_enemyList[m_playerPos.m_row][m_playerPos.m_col] == null)
            {
                AudioFx.Instance.pawndown();
                m_playereff.Play();
            }
            else
            {
                MissionList.Instance.enemykilled++;
                AudioFx.Instance.pawnhit();
                m_playereff.Play();
                m_hiteff.Play();
                _sceneModule.m_enemyList[m_playerPos.m_row][m_playerPos.m_col].DestroyObj();
                _sceneModule.m_enemyList[m_playerPos.m_row][m_playerPos.m_col] = null;
            }
            bool _bWait = _sceneModule.WaitNpc();

            if (_bWait)
            {
                EventManager.SendEvent(HLEventId.PLAYER_END_MOVE, null);
            }
        }
Пример #8
0
        internal Editor()
        {
            Instance = this;

            Log("Setting up C# Editor...");

            Internal_GetProjectInfo(out _projectInfo);

            Icons = new EditorIcons();
            Icons.GetIcons();

            // Create common editor modules
            RegisterModule(Options           = new OptionsModule(this));
            RegisterModule(ProjectCache      = new ProjectCacheModule(this));
            RegisterModule(Scene             = new SceneModule(this));
            RegisterModule(Windows           = new WindowsModule(this));
            RegisterModule(UI                = new UIModule(this));
            RegisterModule(Thumbnails        = new ThumbnailsModule(this));
            RegisterModule(Simulation        = new SimulationModule(this));
            RegisterModule(Prefabs           = new PrefabsModule(this));
            RegisterModule(SceneEditing      = new SceneEditingModule(this));
            RegisterModule(ContentEditing    = new ContentEditingModule(this));
            RegisterModule(ContentDatabase   = new ContentDatabaseModule(this));
            RegisterModule(ContentImporting  = new ContentImportingModule(this));
            RegisterModule(CodeEditing       = new CodeEditingModule(this));
            RegisterModule(ProgressReporting = new ProgressReportingModule(this));
            RegisterModule(ContentFinding    = new ContentFindingModule(this));

            StateMachine = new EditorStateMachine(this);
            Undo         = new EditorUndo(this);

            ScriptsBuilder.ScriptsReloadBegin   += ScriptsBuilder_ScriptsReloadBegin;
            ScriptsBuilder.ScriptsReloadEnd     += ScriptsBuilder_ScriptsReloadEnd;
            UIControl.FallbackParentGetDelegate += OnUIControlFallbackParentGet;
        }
Пример #9
0
 void ISceneEditAction.MarkSceneEdited(SceneModule sceneModule)
 {
     var data = Data;
     for (int i = 0; i < data.Selection.Length; i++)
     {
         sceneModule.MarkSceneEdited(data.Selection[i].ParentScene);
     }
 }
Пример #10
0
    void StartGame()
    {
        GameLog.Log("---StartGame---");
        m_moduleMgr.StartGame();

        //UIModule.OpenView(ViewID.Test);
        SceneModule.ChangeScene(SceneID.Moba);
    }
Пример #11
0
 private void OnTriggerEnter(Collider other)
 {
     if (!m_isOn && other.gameObject.tag == "Player")
     {
         SceneModule _sceneModule = (SceneModule)GameManager.GameManagerObj.GetComponent <GameManager>().GetModuleByName("SceneModule");
         _sceneModule.ArriveSceneFinal();
         m_isOn = true;
     }
 }
Пример #12
0
        /// <inheritdoc />
        public void MarkSceneEdited(SceneModule sceneModule)
        {
            var script = FlaxEngine.Object.Find <Script>(ref _scriptId);

            if (script != null)
            {
                sceneModule.MarkSceneEdited(script.Scene);
            }
        }
Пример #13
0
        public static void Initialize()
        {
            // Atomic Modules
            CoreModule.Initialize();
            MathModule.Initialize();
            EngineModule.Initialize();
            InputModule.Initialize();
            IOModule.Initialize();
            ResourceModule.Initialize();
            AudioModule.Initialize();
            GraphicsModule.Initialize();
            SceneModule.Initialize();
            Atomic2DModule.Initialize();
            NavigationModule.Initialize();
            NetworkModule.Initialize();
            PhysicsModule.Initialize();
            EnvironmentModule.Initialize();
            UIModule.Initialize();

#if ATOMIC_DESKTOP
            IPCModule.Initialize();
#endif

            AtomicAppModule.Initialize();
            ScriptModule.Initialize();

            AtomicNETScriptModule.Initialize();
            AtomicNETNativeModule.Initialize();

            PlayerModule.Initialize();

            coreDelegates = new CoreDelegates();
            coreDelegates.eventDispatch  = NativeCore.EventDispatch;
            coreDelegates.updateDispatch = NativeCore.UpdateDispatch;

            IntPtr coreptr = csi_Atomic_NETCore_Initialize(ref coreDelegates);

            NETCore core = (coreptr == IntPtr.Zero ? null : NativeCore.WrapNative <NETCore>(coreptr));

            if (core != null)
            {
                AtomicNET.RegisterSubsystem("NETCore", core);
            }

            context = core.Context;

            NativeCore.Initialize();
            CSComponentCore.Initialize();

#if ATOMIC_DESKTOP
            string[] arguments = Environment.GetCommandLineArgs();
            foreach (string arg in arguments)
            {
                AppBase.AddArgument(arg);
            }
#endif
        }
Пример #14
0
        /// <inheritdoc />
        public void MarkSceneEdited(SceneModule sceneModule)
        {
            var spline = FlaxEngine.Object.Find <Spline>(ref _splineId);

            if (spline != null)
            {
                sceneModule.MarkSceneEdited(spline.Scene);
            }
        }
Пример #15
0
        private void UseSkill()
        {
            SceneModule _sceneModule = (SceneModule)GameManager.GameManagerObj.GetComponent <GameManager>().GetModuleByName("SceneModule");

            if (_sceneModule.isPlayerReady() && m_count > 0)
            {
                IntEventArgs args = new IntEventArgs((int)m_id);
                EventManager.SendEvent(HLEventId.USE_SKILL, args);
            }
        }
Пример #16
0
        private void delayLoadFailpanel()
        {
            SceneModule _sceneModule = (SceneModule)GameManager.GameManagerObj.GetComponent <GameManager>().GetModuleByName("SceneModule");

            if (!_sceneModule.m_sceneWin)
            {
                _sceneModule.LoadFailpanel("项羽阵亡");
                DestroyObj();
            }
        }
Пример #17
0
        private void DelayDestroyXiangFollow(EventArgs args)
        {
            for (int _i = 0; _i < m_followList.Count; ++_i)
            {
                GameObject.Destroy(m_followList[_i]);
            }
            m_followList.Clear();
            SceneModule _sceneModule = (SceneModule)GameManager.GameManagerObj.GetComponent <GameManager>().GetModuleByName("SceneModule");

            _sceneModule.ArriveSceneFinal();
            _sceneModule.GotoNextScene();
        }
Пример #18
0
        private bool PosExitChess(int row, int col)
        {
            SceneModule _sceneModule = (SceneModule)GameManager.GameManagerObj.GetComponent <GameManager>().GetModuleByName("SceneModule");

            if (_sceneModule.m_enemyList[row][col] != null)
            {
                return(true);
            }
            if (_sceneModule.m_npcList[row][col] != null)
            {
                return(true);
            }
            return(false);
        }
Пример #19
0
        private void ActiveBtn(SkillId id, int num)
        {
            for (int _i = 0; _i < m_btnList.Count; ++_i)
            {
                if (m_btnList[_i].GetComponent <SkillBtn>().Id == id)
                {
                    m_btnList[_i].GetComponent <Button>().interactable = true;
                    m_btnList[_i].GetComponent <SkillBtn>().Initial(id, num);
                }
            }
            SceneModule _sceneModule = (SceneModule)GameManager.GameManagerObj.GetComponent <GameManager>().GetModuleByName("SceneModule");

            _sceneModule.SetPlayerCanMove(true);
        }
Пример #20
0
 private void UseSkill(EventArgs args)
 {
     m_state   = State.UseSkill;
     m_skillId = (SkillId)((IntEventArgs)args).m_args;
     AudioFx.Instance.clickskill((int)m_skillId);
     if (GameManager.SceneConfigId == 0)
     {
         RookieModule _rookieModule = (RookieModule)GameManager.GameManagerObj.GetComponent <GameManager>().GetModuleByName("RookieModule");
         _rookieModule.ChangeMap(m_skillId);
     }
     else
     {
         SceneModule _sceneModule = (SceneModule)GameManager.GameManagerObj.GetComponent <GameManager>().GetModuleByName("SceneModule");
         _sceneModule.ChangeMap(m_skillId, m_playerPos.m_row, m_playerPos.m_col);
     }
 }
Пример #21
0
        //返回是否触发下回合攻击
        public bool ArrowTrigger()
        {
            if (m_status != ArrowStatus.WAIT)
            {
                return(false);
            }

            SceneModule _sceneModule = (SceneModule)GameManager.GameManagerObj.GetComponent <GameManager>().GetModuleByName("SceneModule");

            //触发的人是否在触发的位置上
            for (int _i = 0; _i < m_Trigger.Count; _i++)
            {
                if (m_Trigger[_i] == PlayerType.XIANGYU)
                {
                    MapPos pos = new MapPos();
                    _sceneModule.GetPlayerPos(ref pos);

                    for (int _j = 0; _j < m_TriggerArea.Count; _j++)
                    {
                        if (m_TriggerArea[_j].m_row == pos.m_row && m_TriggerArea[_j].m_col == pos.m_col)
                        {
                            //返回弓箭被触发,提示信息
                            SetType(ArrowStatus.ATTACK);
                            return(true);
                        }
                    }
                }
                else if (m_Trigger[_i] == PlayerType.YUJI && _sceneModule.UpdateYuJiPos())
                {
                    for (int _j = 0; _j < m_TriggerArea.Count; _j++)
                    {
                        if (m_TriggerArea[_j].m_row == _sceneModule.YuJiPos.m_row && m_TriggerArea[_j].m_col == _sceneModule.YuJiPos.m_col)
                        {
                            //返回弓箭被触发,提示信息
                            SetType(ArrowStatus.ATTACK);
                            return(true);
                        }
                    }
                }
                else
                {
                    //其他类型角色先不做
                }
            }

            return(false);
        }
Пример #22
0
 private void OnDestroy()
 {
     if (m_id == 2)
     {
         EventManager.SendEvent(HLEventId.PLAYER_END_MOVE, null);
     }
     else if (m_id == 3)
     {
         GameObject _obj = (GameObject)GameManager.ResManager.LoadPrefabSync("Prefabs/TipPanel", "TipPanel4", typeof(GameObject));
         _obj.transform.SetParent(GameManager.GameManagerObj.GetComponent <GameManager>().UILayer, false);
     }
     else if (m_id == 4)
     {
         SceneModule _sceneModule = (SceneModule)GameManager.GameManagerObj.GetComponent <GameManager>().GetModuleByName("SceneModule");
         _sceneModule.GotoNextScene();
     }
 }
Пример #23
0
        public static void Initialize()
        {
            // Atomic Modules
            CoreModule.Initialize();
            MathModule.Initialize();
            EngineModule.Initialize();
            InputModule.Initialize();
            IOModule.Initialize();
            ResourceModule.Initialize();
            AudioModule.Initialize();
            GraphicsModule.Initialize();
            SceneModule.Initialize();
            Atomic2DModule.Initialize();
            Atomic3DModule.Initialize();
            NavigationModule.Initialize();
            NetworkModule.Initialize();
            PhysicsModule.Initialize();
            EnvironmentModule.Initialize();
            UIModule.Initialize();
            IPCModule.Initialize();
            AtomicAppModule.Initialize();
            ScriptModule.Initialize();

            AtomicNETScriptModule.Initialize();
            AtomicNETNativeModule.Initialize();

            PlayerModule.Initialize();

            coreDelegates = new CoreDelegates();
            coreDelegates.eventDispatch  = NativeCore.EventDispatch;
            coreDelegates.updateDispatch = NativeCore.UpdateDispatch;

            IntPtr coreptr = csb_Atomic_NETCore_Initialize(ref coreDelegates);

            NETCore core = (coreptr == IntPtr.Zero ? null : NativeCore.WrapNative <NETCore>(coreptr));

            if (core != null)
            {
                AtomicNET.RegisterSubsystem("NETCore", core);
            }

            context = core.Context;

            NativeCore.Initialize();
            CSComponentCore.Initialize();
        }
Пример #24
0
 private void OnDestroy()
 {
     if (m_id == 2)
     {
         GameObject _obj = (GameObject)GameManager.ResManager.LoadPrefabSync("Prefabs/TipPanel", "TipPanel3", typeof(GameObject));
         _obj.transform.SetParent(GameManager.GameManagerObj.GetComponent <GameManager>().UILayer, false);
     }
     else if (m_id == 3)
     {
         GameObject _obj = (GameObject)GameManager.ResManager.LoadPrefabSync("Prefabs/TipPanel", "BackGround6", typeof(GameObject));
         _obj.transform.SetParent(GameManager.GameManagerObj.GetComponent <GameManager>().UILayer, false);
     }
     else if (m_id == 4)
     {
         SceneModule _sceneModule = (SceneModule)GameManager.GameManagerObj.GetComponent <GameManager>().GetModuleByName("SceneModule");
         _sceneModule.Loadweisheng();
     }
 }
Пример #25
0
        //返回游戏是否结束,项羽1, 虞姬2, 游戏没结束0, 都死3
        public PlayerD ArrowAttack()
        {
            if (m_status != ArrowStatus.ATTACK)
            {
                SetType(ArrowStatus.ATTACK);
                return(0);
            }

            PlayerD     Ret          = 0;
            SceneModule _sceneModule = (SceneModule)GameManager.GameManagerObj.GetComponent <GameManager>().GetModuleByName("SceneModule");
            //消灭攻击位置的所有的人;不同棋子不会在一个位置
            MapPos pos = new MapPos();

            _sceneModule.GetPlayerPos(ref pos);
            bool YuJiExist = _sceneModule.UpdateYuJiPos();

            for (int _i = 0; _i < m_AttackArea.Count; _i++)
            {
                //敌人判断
                if (_sceneModule.m_enemyList[m_AttackArea[_i].m_row][m_AttackArea[_i].m_col] != null)
                {
                    //敌人被弓箭杀死的动画

                    //敌人死亡处理
                    _sceneModule.m_enemyList[m_AttackArea[_i].m_row][m_AttackArea[_i].m_col].DestroyObj();
                }

                //虞姬项羽判断
                if ((Ret != PlayerD.XIANGYU || Ret != PlayerD.ALL) && pos.m_row == m_AttackArea[_i].m_row && pos.m_col == m_AttackArea[_i].m_col)
                {
                    Ret = Ret == PlayerD.YUJI ? PlayerD.ALL : PlayerD.XIANGYU;
                }

                if ((Ret != PlayerD.YUJI || Ret != PlayerD.ALL) && YuJiExist && _sceneModule.YuJiPos.m_row == m_AttackArea[_i].m_row && _sceneModule.YuJiPos.m_col == m_AttackArea[_i].m_col)
                {
                    Ret = Ret == PlayerD.XIANGYU ? PlayerD.ALL : PlayerD.YUJI;
                }
            }

            SetType(ArrowStatus.WAIT);
            //删除这个arrow
            DestroyObj();
            return(Ret);
        }
Пример #26
0
 private void OnTriggerEnter(Collider other)
 {
     if (!m_isOn && other.gameObject.tag == "Player")
     {
         m_plane1.SetActive(true);
         m_plane2.SetActive(true);
         MapData _mapData1 = m_plane1.GetComponent <MapData>();
         MapData _mapData2 = m_plane2.GetComponent <MapData>();
         int     _row1     = _mapData1.Pos.m_row;
         int     _col1     = _mapData1.Pos.m_col;
         _mapData1.Data = MapDataType.PINGDI;
         int _row2 = _mapData2.Pos.m_row;
         int _col2 = _mapData2.Pos.m_col;
         _mapData2.Data = MapDataType.PINGDI;
         SceneModule _sceneModule = (SceneModule)GameManager.GameManagerObj.GetComponent <GameManager>().GetModuleByName("SceneModule");
         _sceneModule.Data[_row1][_col1] = MapDataType.PINGDI;
         _sceneModule.Data[_row2][_col2] = MapDataType.PINGDI;
     }
 }
Пример #27
0
        private void OnTriggerEnter(Collider other)
        {
            SceneModule _sceneModule = (SceneModule)GameManager.GameManagerObj.GetComponent <GameManager>().GetModuleByName("SceneModule");

            if (!m_isopen && other.tag == "Player")
            {
                if (other.GetComponent <Player>().Pos.m_row == switchpos.x && other.GetComponent <Player>().Pos.m_col == switchpos.y)
                {
                    m_isopen = true;
                    GetComponent <AudioSource>().Play();
                    m_anim.Play();

                    if (!m_isOn && other.tag == "Player")
                    {
                        if (m_plane1 != null)
                        {
                            m_plane1.GetComponent <Animation>().Play();
                            m_plane1.GetComponent <BoxCollider>().enabled = true;
                            MapData _mapData1 = m_plane1.GetComponent <MapData>();
                            int     _row1     = _mapData1.Pos.m_row;
                            int     _col1     = _mapData1.Pos.m_col;
                            _mapData1.Data = MapDataType.PINGDI;
                            _sceneModule.m_mapData[_row1][_col1] = MapDataType.PINGDI;
                        }
                        if (m_plane2 != null)
                        {
                            m_plane2.GetComponent <Animation>().Play();
                            m_plane2.GetComponent <BoxCollider>().enabled = true;
                            MapData _mapData2 = m_plane2.GetComponent <MapData>();
                            int     _row2     = _mapData2.Pos.m_row;
                            int     _col2     = _mapData2.Pos.m_col;
                            _mapData2.Data = MapDataType.PINGDI;
                            _sceneModule.m_mapData[_row2][_col2] = MapDataType.PINGDI;
                        }
                    }
                }
            }
        }
Пример #28
0
        private void LoadModuleByName(ModuleId id)
        {
            switch (id)
            {
            case ModuleId.ErrorModule:
                Debug.Log("Error Module Id");
                break;

            case ModuleId.LoginModule:
                LoginModule _loginModule = CreateInstance <LoginModule>();
                _loginModule.enabled = true;
                m_moduleList.Add(_loginModule);
                break;

            case ModuleId.MainMenuModule:
                MainMenuModule _mainMenuModule = CreateInstance <MainMenuModule>();
                _mainMenuModule.enabled = true;
                m_moduleList.Add(_mainMenuModule);
                LoadBGM(0);
                break;

            case ModuleId.SceneModule:
                SceneModule _sceneModule = CreateInstance <SceneModule>();
                _sceneModule.enabled = true;
                m_moduleList.Add(_sceneModule);
                break;

            case ModuleId.RookieModule:
                RookieModule _rookieModule = CreateInstance <RookieModule>();
                _rookieModule.enabled = true;
                m_moduleList.Add(_rookieModule);
                break;

            default:
                break;
            }
            return;
        }
Пример #29
0
 static public void Initialize()
 {
     ContainerModule.Initialize();
     CoreModule.Initialize();
     MathModule.Initialize();
     EngineModule.Initialize();
     InputModule.Initialize();
     IOModule.Initialize();
     ResourceModule.Initialize();
     AudioModule.Initialize();
     GraphicsModule.Initialize();
     SceneModule.Initialize();
     Atomic2DModule.Initialize();
     Atomic3DModule.Initialize();
     NavigationModule.Initialize();
     NetworkModule.Initialize();
     PhysicsModule.Initialize();
     EnvironmentModule.Initialize();
     UIModule.Initialize();
     NETCoreModule.Initialize();
     NETScriptModule.Initialize();
     AtomicPlayer.PlayerModule.Initialize();
 }
Пример #30
0
        public void Trigger()
        {
            SceneModule _sceneModule = (SceneModule)GameManager.GameManagerObj.GetComponent <GameManager>().GetModuleByName("SceneModule");
            MapPos      pos          = new MapPos();

            _sceneModule.GetPlayerPos(ref pos);
            //´¥·¢
            for (int _i = 0; _i < m_Trigger.Count; _i++)
            {
                if (m_Trigger[_i] == PlayerType.XIANGYU && pos.m_row == m_RockPos.m_row && pos.m_col == m_RockPos.m_col)
                {
                    //¹¥»÷
                    Attack();
                }
                else if (m_Trigger[_i] == PlayerType.YUJI && _sceneModule.UpdateYuJiPos())
                {
                    if (_sceneModule.YuJiPos.m_row == m_RockPos.m_row && _sceneModule.YuJiPos.m_col == m_RockPos.m_col)
                    {
                        //¹¥»÷
                        Attack();
                    }
                }
            }
        }
Пример #31
0
 public InputMessageFilter(SceneModule.Module.SceneModule sceneModule)
 {
     mSceneModule = sceneModule;
 }
Пример #32
0
        public void ChangeMap(SkillId id)
        {
            SceneModule _sceneModule = (SceneModule)GameManager.GameManagerObj.GetComponent <GameManager>().GetModuleByName("SceneModule");

            if (id == SkillId.MA && m_matList.Count == 0)
            {
                //改动
                //Transform _tsf1 = _sceneModule.GetTsfMapData(3, 2);
                //Material _material1 = _tsf1.GetComponent<MeshRenderer>().material;
                //m_originColorList.Add(_material1.GetColor("_Color"));
                //_material1.SetColor("_Color", Color.red);
                //_material1.SetFloat("_EmissPower", EmissPower);
                //m_matList.Add(_material1);
                Transform _tsf2      = _sceneModule.GetTsfMapData(2, 4);
                Material  _material2 = _tsf2.GetComponent <MeshRenderer>().material;
                //m_originColorList.Add(_material2.GetColor("_Color"));
                //_material2.SetColor("_Color", Color.red);
                _material2.SetFloat("_EmissPower", EmissPower);
                m_matList.Add(_material2);
            }
            if (id == SkillId.JU && m_matList.Count == 0 && m_step == 1)
            {
                //
                Transform _tsf1      = _sceneModule.GetTsfMapData(0, 4);
                Material  _material1 = _tsf1.GetComponent <MeshRenderer>().material;
                //m_originColorList.Add(_material1.GetColor("_Color"));
                //_material1.SetColor("_Color", Color.red);
                //_material1.SetFloat("_EmissPower", EmissPower);
                m_matList.Add(_material1);
                //
                Transform _tsf2      = _sceneModule.GetTsfMapData(1, 4);
                Material  _material2 = _tsf2.GetComponent <MeshRenderer>().material;
                //m_originColorList.Add(_material2.GetColor("_Color"));
                //_material2.SetColor("_Color", Color.red);
                //_material2.SetFloat("_EmissPower", EmissPower);
                m_matList.Add(_material2);
                //
                Transform _tsf3      = _sceneModule.GetTsfMapData(2, 4);
                Material  _material3 = _tsf3.GetComponent <MeshRenderer>().material;
                //m_originColorList.Add(_material3.GetColor("_Color"));
                //_material3.SetColor("_Color", Color.red);
                //_material3.SetFloat("_EmissPower", EmissPower);
                m_matList.Add(_material3);
                //
                Transform _tsf5      = _sceneModule.GetTsfMapData(4, 4);
                Material  _material5 = _tsf5.GetComponent <MeshRenderer>().material;
                //m_originColorList.Add(_material5.GetColor("_Color"));
                //_material5.SetColor("_Color", Color.red);
                _material5.SetFloat("_EmissPower", EmissPower);
                m_matList.Add(_material5);
            }
            if (id == SkillId.XIANG && m_matList.Count == 0)
            {
                if (m_step == 2)
                {
                    //
                    Transform _tsf1      = _sceneModule.GetTsfMapData(3, 2);
                    Material  _material1 = _tsf1.GetComponent <MeshRenderer>().material;
                    //m_originColorList.Add(_material1.GetColor("_Color"));
                    //_material1.SetColor("_Color", Color.red);
                    //_material1.SetFloat("_EmissPower", EmissPower);
                    m_matList.Add(_material1);
                    //
                    Transform _tsf2      = _sceneModule.GetTsfMapData(3, 6);
                    Material  _material2 = _tsf2.GetComponent <MeshRenderer>().material;
                    //m_originColorList.Add(_material2.GetColor("_Color"));
                    //_material2.SetColor("_Color", Color.red);
                    //_material2.SetFloat("_EmissPower", EmissPower);
                    m_matList.Add(_material2);
                    //
                    Transform _tsf3      = _sceneModule.GetTsfMapData(6, 2);
                    Material  _material3 = _tsf3.GetComponent <MeshRenderer>().material;
                    //m_originColorList.Add(_material3.GetColor("_Color"));
                    //_material3.SetColor("_Color", Color.red);
                    _material3.SetFloat("_EmissPower", EmissPower);
                    m_matList.Add(_material3);
                    //
                    Transform _tsf4      = _sceneModule.GetTsfMapData(7, 6);
                    Material  _material4 = _tsf4.GetComponent <MeshRenderer>().material;
                    //m_originColorList.Add(_material4.GetColor("_Color"));
                    //_material4.SetColor("_Color", Color.red);
                    //_material4.SetFloat("_EmissPower", EmissPower);
                    m_matList.Add(_material4);
                }
                //else if(m_step == 3)
                //{
                //    //
                //    Transform _tsf1 = _sceneModule.GetTsfMapData(5, 0);
                //    Material _material1 = _tsf1.GetComponent<MeshRenderer>().material;
                //    m_originColorList.Add(_material1.GetColor("_Color"));
                //    _material1.SetColor("_Color", Color.red);
                //    m_matList.Add(_material1);
                //    //
                //    Transform _tsf2 = _sceneModule.GetTsfMapData(5, 4);
                //    _tsf2.GetComponent<MapData>().Data = MapDataType.NEWMODE;
                //    _sceneModule.Data[5][4] = MapDataType.NEWMODE;
                //    Material _material2 = _tsf2.GetComponent<MeshRenderer>().material;
                //    m_originColorList.Add(_material2.GetColor("_Color"));
                //    _material2.SetColor("_Color", Color.red);
                //    m_matList.Add(_material2);
                //    //
                //    Transform _tsf3 = _sceneModule.GetTsfMapData(9, 0);
                //    Material _material3 = _tsf3.GetComponent<MeshRenderer>().material;
                //    m_originColorList.Add(_material3.GetColor("_Color"));
                //    _material3.SetColor("_Color", Color.red);
                //    m_matList.Add(_material3);
                //    //
                //    Transform _tsf4 = _sceneModule.GetTsfMapData(9, 4);
                //    Material _material4 = _tsf4.GetComponent<MeshRenderer>().material;
                //    m_originColorList.Add(_material4.GetColor("_Color"));
                //    _material4.SetColor("_Color", Color.red);
                //    m_matList.Add(_material4);
                //}
            }
            if (id == SkillId.JU && m_matList.Count == 0 && m_step == 3)
            {
                Transform _tsf2      = _sceneModule.GetTsfMapData(10, 2);
                Material  _material2 = _tsf2.GetComponent <MeshRenderer>().material;
                //m_originColorList.Add(_material2.GetColor("_Color"));
                //_material2.SetColor("_Color", Color.red);
                _material2.SetFloat("_EmissPower", EmissPower);
                m_matList.Add(_material2);
            }
        }