public FightWinCondition(PassItem passData, FightScene scene) { m_PassData = passData; m_FightScene = scene; //m_GameType = (GameWinType)m_PassData.winCondition[0]; RegisterListener(); }
public PlayerData(Player player, BuffMgr buffMgr) { m_HeroNode = player.transform.Find("ModelNode/hero"); m_FightScene = Global.gApp.CurScene as FightScene; m_GainGold = 0; m_Player = player; m_BuffMgr = buffMgr; //int skillLevel = Global.gApp.gSystemMgr.GetSkillMgr().GetSkillLevel(GameConstVal.SExGold); //Skill_dataItem skillLevelData = Global.gApp.gGameData.SkillDataConfig.Get(skillLevel); //float skillParam = (skillLevelData == null) ? 1f : skillLevelData.skill_exgold[0]; //float skillParam = 1.0f + m_Player.GetWeaponMgr().GetCombatAttrValue(Game.CombatAttr.CombatAttrType.Gold_Add); //PassItem passData = Global.gApp.CurScene.GetPassData(); //if ((PassType)passData.passType == PassType.MainPass) //{ // m_GoldRate = passData.goldParam * skillParam; // Debug.Log("m_GoldRate " + m_GoldRate); //} //else //{ // int roleLv = Global.gApp.gSystemMgr.GetBaseAttrMgr().GetLevel(); // PassSpecial_dataItem passSpecial = Global.gApp.gGameData.PassSpecialCfg.Get(roleLv); // m_GoldRate = passSpecial.coinparam * skillParam; //} }
public void ChangeToCarFightScene(PassItem passData) { BaseScene scene = new FightScene(passData); FrameCtrl frameCtrl = new FightFrameCtrl(scene); ChangeCtrl(frameCtrl); }
public void Init(PassItem passData, FightScene scene, GameObject mapGo, Transform player) { m_Player = player; m_PassData = passData; m_FightScene = scene; m_MapGo = mapGo; m_Action = TimeCall; //if (m_PassData.gamePlay.Length > 0) //{ // GeneratePlayInfo(); // RegisterListener(); // scene.GetTimerMgr().AddTimer(0, 0,m_Action); //}else //{ // Global.gApp.gMsgDispatcher.Broadcast<float,string>(MsgIds.PointArrowAngle, -100,GameConstVal.EmepyStr); //} }