private IEnumerator RunTest() { //创建战斗(数据) singleBattle = BattleFieldCreator.Instance.Create( mapSize.x, mapSize.y, obstacleCount, obstacleGap, buffCount, itemCount, teamA, teamB); for (int i = 0; i < battleTestCount; ++i) { #if UNITY_EDITOR UnityEditor.EditorUtility.DisplayProgressBar("战斗计算", string.Format("战斗场次计算进度 {0}/{1}", i + 1, battleTestCount), (i + 1) * 1f / battleTestCount); #endif singleBattle.ResetBattle(); singleBattle.Run(); //如果运算出现问题,播放一下有问题的场 if (singleBattle.battleState == BattleState.Exception) { singleBattle.ConnectRenderer(BattleFieldRenderer.Instance); BattleFieldRenderer.Instance.PlayBattle(null); yield return(EGameConstL.WaitForTouchScreen); } yield return(null); } #if UNITY_EDITOR UnityEditor.EditorUtility.ClearProgressBar(); #endif }
private IEnumerator RunTest() { for (int i = 0; i < testCount; ++i) { #if UNITY_EDITOR UnityEditor.EditorUtility.DisplayProgressBar("战斗计算", string.Format("战斗场次计算进度 {0}/{1}", i + 1, testCount), (i + 1) * 1f / testCount); #endif //创建战斗(数据) singleBattle = BattleCreator.Instance.CreateBattle( mapSize.x, mapSize.y, obstacleCount, obstacleGap, battleUnitCount); var state = singleBattle.Run(true); //如果运算出现问题,播放一下有问题的场 if (state == -1) { singleBattle.ConnectRenderer(BattleFieldRenderer.Instance); yield return(BattleFieldRenderer.Instance.PlayBattleActions()); yield return(EGameConstL.WaitForTouchScreen); } yield return(null); } #if UNITY_EDITOR UnityEditor.EditorUtility.ClearProgressBar(); #endif }
public void ResetBattleField() { StopAllCoroutines(); battleField.ResetBattle(); currentActionIndex = 0; SetCircularRangeRenderStateActive(false, GridRenderType.SkillEffectRange); SetGridsRenderStateActive(false); battleField.Run(); }
public void RunManualTest() { //创建战斗(数据) singleBattle = BattleFieldCreator.Instance.Create( mapSize.x, mapSize.y, obstacleCount, obstacleGap, buffCount, itemCount, teamA, teamB); //重置相机和尺寸 ResetBattleCamera(); singleBattle.ConnectRenderer(BattleFieldRenderer.Instance); singleBattle.Run(); }
private void RunManualTest() { //创建战斗(数据) singleBattle = BattleCreator.Instance.CreateBattle( mapSize.x, mapSize.y, obstacleCount, obstacleGap, battleUnitCount); //重置相机和尺寸 ResetBattleCamera(); singleBattle.ConnectRenderer(BattleFieldRenderer.Instance); singleBattle.Run(); }
private void OnGUI() { if (!battleFiledRendererIsReady) { return; } if (singleBattle == null) { if (GUI.Button(new Rect(0, 0, 150, 100), "Create battle")) { if (testCount > 0) { StartCoroutine(RunTest()); return; } //创建战斗(数据) singleBattle = BattleCreator.Instance.CreateBattle( mapSize.x, mapSize.y, obstacleCount, obstacleGap, battleUnitCount); //重置相机和尺寸 ResetBattleCamera(); //战斗计算(保留战斗过程) singleBattle.Run(true); //连接到显示器 singleBattle.ConnectRenderer(BattleFieldRenderer.Instance); //显示战斗过程 StartCoroutine(BattleFieldRenderer.Instance.PlayBattleActions()); } } }