Пример #1
0
        public bool Init(BattleField battleField)
        {
            m_battleField      = battleField;
            m_missionList      = new List <Queue <BattleMissionBase> >();
            m_usableMissionDic = new Dictionary <EBattleCommandType, Queue <BattleMissionBase> >();
            foreach (EBattleCommandType item in Enum.GetValues(typeof(EBattleCommandType)))
            {
                m_usableMissionDic.Add(item, new Queue <BattleMissionBase>());
            }

            m_battleFieldObj = m_battleField.BattleFieldObj;
            m_balls          = m_battleField.Balls;
            m_waitBalls      = m_battleField.WaitBalls;
            m_waitBallsType  = m_battleField.WaitBallsType;
            m_isIdle         = true;
            return(true);
        }
Пример #2
0
        public static BattleMissionBase CreateBattleMission(EBattleCommandType type, BattleField battleField)
        {
            BattleMissionBase bm = null;

            switch (type)
            {
            case EBattleCommandType.CmdFireBallResponse:
                bm = new BMAddBall(type, battleField);
                break;

            case EBattleCommandType.CmdEraseBall:
                bm = new BMEraseBall(type, battleField);
                break;

            case EBattleCommandType.CmdFallBall:
                bm = new BMFallBall(type, battleField);
                break;

            case EBattleCommandType.CmdExchangeBall:
                bm = new BMExChangeBall(type, battleField);
                break;

            case EBattleCommandType.CmdBallQueue:
                bm = new BMBallQueue(type, battleField);
                break;

            case EBattleCommandType.CmdSceneTransform:
                bm = new BMFceneTransform(type, battleField);
                break;

            default:
                bm = null;
                break;
            }

            return(bm);
        }
Пример #3
0
        public override void OnSceneLoaded(bool bLoaded)
        {
            base.OnSceneLoaded(bLoaded);
            BattleResource.Instance.LoadResources();

            if (GameCore.Instance.IsOfflineMode)
            {
                BattleServer.Instance.StartServer(1, HandleBattleCommand);
            }

            if (GameCore.Instance.MySide == 0)
            {
                var pos = Camera.main.transform.position;
                pos.z = -pos.z;

                var rotX = 180f;
                var rot  = Quaternion.Euler(rotX, 0f, 180f);

                Camera.main.transform.position = pos;
                Camera.main.transform.rotation = rot;
            }
            else
            {
                var rot = Quaternion.Euler(0f, 0f, 180f);
                Camera.main.transform.rotation = rot;
                OnRotateBackGround();
            }

            m_battleField    = new BattleField(DoSetBallNum, DoSetMissionProgress);
            m_battleLocalCal = new BattleLocalCal();
            m_battleField.Init();
            m_battleLocalCal.Init(this, m_battleField.BattleFieldObj);

            Reset();
            SyncClock();
        }
Пример #4
0
 public BMFallBall(EBattleCommandType type, BattleField battleField) : base(type, battleField)
 {
     m_fallTime = ConfigHelper.GetSysConfig(ESysConfig.BubbleFallTime) * 0.001f;
 }
Пример #5
0
 public BMEraseBall(EBattleCommandType type, BattleField battleField) : base(type, battleField)
 {
 }
Пример #6
0
 public BMFceneTransform(EBattleCommandType type, BattleField battleField) : base(type, battleField)
 {
 }
Пример #7
0
 public BMBallQueue(EBattleCommandType type, BattleField battleField) : base(type, battleField)
 {
 }