/// <summary> /// 断线重连和正常游戏都走这,开始游戏 /// </summary> private void TrueGaming() { if (reConnectIndex == 0) { reConnectIndex = -1; CurrentPlayType = FramePlayType.游戏中; CameraManager.instance.SetCameraEnable(true); CameraManager.instance.SetCameraFollow(GameManager.instance.GetMyControl().cameraParent); GameRunUI.Show(); //ShowModelUIName(); //最后关闭loading GameLoadingUI.Close(); } }
private void SetGaming() { GameRunUI.Show(); //敌人AI移动 for (int i = 0; i < showEnemy.Count; i++) { showEnemy[i].GetComponent <RandomMove>().SetMove(); } //后排计时开始 for (int i = 0; i < showSupport.Count; i++) { showSupport[i].SetMark(); } }
private void EndGaming(MessageXieYi xieyi) { Debug.Log("结束游戏"); CurrentPlayType = FramePlayType.游戏未开始; frameIndex = 0; reConnectIndex = 0;//游戏结束的时候未完成复现,则清除重连记录帧 CameraManager.instance.SetCameraEnable(false); CameraManager.instance.SetCameraFollow(transform); foreach (var item in memberGroup) { item.Value.Init(item.Key); } GameRunUI.Close(); TeamType winTeam = (TeamType)int.Parse(SerializeHelper.ConvertToString(xieyi.MessageContent)); RoomUI.Show(); GameOverUI.Show(winTeam); }
private void Awake() { instance = this; // SocketManager.ListenDelegate(true, messageHandle, OperationListenInfo); }
public static MapRenderer Create(GameRunUI ui) => createMapRenderer.Invoke(ui);
protected MapRenderer(GameRunUI ui) : base(ui) { }
private void Awake() { instance = this; }
public BasicMapRenderer(GameRunUI ui) : base(ui) { GameObjectGlyphs.Initialize(); }