Пример #1
0
        public virtual void Initialize(IOutsideWorld outside_world, int world_seed, bool need_render_message)
        {
#if ALLOW_UPDATE
            AddComponent <LogicWorldEveryFrameUpdater>(true);
#endif
            m_outside_world        = outside_world;
            m_random_generator_int = new RandomGeneratorI(world_seed);
            m_random_generator_fp  = new RandomGeneratorFP(world_seed);

            m_need_render_message = need_render_message;
            if (m_need_render_message)
            {
                m_render_messages = new List <RenderMessage>();
            }

            m_scheduler = new TaskScheduler <LogicWorld>(this);

            m_signal_listener_id_generator    = new IDGenerator(IDGenerator.SIGNAL_LISTENER_FIRST_ID);
            m_attribute_modifier_id_generator = new IDGenerator(IDGenerator.ATTRIBUTE_MODIFIER_FIRST_ID);
            m_damage_modifier_id_generator    = new IDGenerator(IDGenerator.DAMAGE_MODIFIER_FIRST_ID);
            m_behavior_tree_id_generator      = new IDGenerator(IDGenerator.BEHAVIOR_TREE_FIRST_ID);

            m_player_manager  = new PlayerManager(this);
            m_entity_manager  = new EntityManager(this);
            m_skill_manager   = new SkillManager(this);
            m_effect_manager  = new EffectManager(this);
            m_faction_manager = new FactionManager(this);

            m_target_gathering_manager = new TargetGatheringManager(this);
            m_region_callback_manager  = new RegionCallbackManager(this);

            m_command_handler = CreateCommandHandler();

            PostInitialize();
        }
Пример #2
0
        bool RandomPosition(ref Vector2FP random_position)
        {
            //ZZWTODO 随机分布,分成grid,随机选一个然后标志占用
            RandomGeneratorFP random_generator_fp = GetLogicWorld().GetRandomGeneratorFP();

            for (int i = 0; i < 50; ++i)
            {
                random_position.x = random_generator_fp.RandBetween(m_min_x, m_max_x);
                random_position.z = random_generator_fp.RandBetween(m_min_z, m_max_z);
                bool overlap    = false;
                var  enumerator = m_current_objects.GetEnumerator();
                while (enumerator.MoveNext())
                {
                    if (enumerator.Current.Value.FastDistance(ref random_position) < m_object_distance)
                    {
                        overlap = true;
                        break;
                    }
                }
                if (!overlap)
                {
                    return(true);
                }
            }
            return(false);
        }
Пример #3
0
        public virtual void Destruct()
        {
            m_collapsing = true;

            m_scheduler.Destruct();
            m_scheduler = null;
            m_random_generator_int.Destruct();
            m_random_generator_int = null;
            m_random_generator_fp.Destruct();
            m_random_generator_fp = null;
            m_signal_listener_id_generator.Destruct();
            m_signal_listener_id_generator = null;
            m_attribute_modifier_id_generator.Destruct();
            m_attribute_modifier_id_generator = null;
            m_damage_modifier_id_generator.Destruct();
            m_damage_modifier_id_generator = null;
            m_behavior_tree_id_generator.Destruct();
            m_behavior_tree_id_generator = null;

            m_entity_manager.Destruct();
            m_entity_manager = null;
            m_player_manager.Destruct();
            m_player_manager = null;

            m_skill_manager.Destruct();
            m_skill_manager = null;
            m_effect_manager.Destruct();
            m_effect_manager = null;
            m_faction_manager.Destruct();
            m_faction_manager = null;

            m_target_gathering_manager.Destruct();
            m_target_gathering_manager = null;
            m_region_callback_manager.Destruct();
            m_region_callback_manager = null;

            m_command_handler.Destruct();
            m_command_handler = null;

            m_active_behavior_trees.Clear();

            DestroyAllGeneralComponent();
        }