private void Start() { if (m_Map == null) { m_Map = GameObject.FindObjectOfType <MapGraph>(); } if (m_Map == null) { Debug.LogError("EditorTestPathFinding -> Map was not found."); return; } m_Map.InitMap(); m_Map.searchPath.onStep += MapPathfinding_OnStep; //if (m_TestCursorPrefab == null) //{ // Debug.LogError("EditorTestPathFinding -> Cursor Prefab is null."); // return; //} //m_TestCursors = new List<GameObject>(); if (m_TestClassPrefab == null) { Debug.LogError("EditorTestPathFinding -> Class Prefab is null."); return; } //m_TestClass = GameObject.Instantiate<MapClass>( // m_TestClassPrefab, // m_Map.transform.Find("MapObject"), // false); //m_TestClass.map = m_Map; //m_TestClass.UpdatePosition(new Vector3Int(-1, -1, 0)); m_TestClass = m_Map.CreateMapObject(m_TestClassPrefab, new Vector3Int(-1, -1, 0)) as MapClass; m_TestClass.onMovingEnd += M_TestClass_onMovingEnd; //RecreateMoveConsumption(); //m_CursorCells = new List<CellData>(); // 读取一个角色 m_TestClass.Load(0, RoleType.Unique); // 我们需要一个武器来显示攻击范围 ItemModel model = ModelManager.models.Get <ItemModel>(); m_TestClass.role.AddItem(model.CreateItem(0)); }
private void Start() { if (m_Map == null) { m_Map = GameObject.FindObjectOfType <MapGraph>(); } if (m_Map == null) { Debug.LogError("EditorTestCombat -> Map was not found."); return; } //m_Combat = m_Map.gameObject.GetComponent<Combat>(); //if (m_Combat == null) //{ // m_Combat = m_Map.gameObject.AddComponent<Combat>(); //} m_CombatAnimaController = Combat.GetOrAdd(m_Map.gameObject); m_CombatAnimaController.onPlay.AddListener(CombatAnimaController_onPlay); m_CombatAnimaController.onStop.AddListener(CombatAnimaController_onStop); m_CombatAnimaController.onStep.AddListener(CombatAnimaController_onStep); m_Map.InitMap(); if (m_TestClassPrefab == null) { Debug.LogError("EditorTestCombat -> Class Prefab is null."); return; } m_TestClass1 = m_Map.CreateMapObject(m_TestClassPrefab, new Vector3Int(5, 5, 0)) as MapClass; m_TestClass2 = m_Map.CreateMapObject(m_TestClassPrefab, new Vector3Int(6, 5, 0)) as MapClass; if (!m_TestClass1.Load(0, RoleType.Unique) || !m_TestClass2.Load(1, RoleType.Unique)) { Debug.LogError("EditorTestCombat -> Load role Error."); return; } ItemModel model = ModelManager.models.Get <ItemModel>(); m_TestClass1.role.AddItem(model.CreateItem(0)); m_TestClass2.role.AddItem(model.CreateItem(1)); //Debug.LogFormat("{0}.hp = {1}, {0}.atk = {4}, {2}.hp = {3}, {2}.atk = {5}", // m_TestClass1.role.character.info.name, // m_TestClass1.role.hp, // m_TestClass2.role.character.info.name, // m_TestClass2.role.hp, // m_TestClass1.role.attack, // m_TestClass2.role.attack); //m_Combat.LoadCombatUnit(m_TestClass1, m_TestClass2); //m_Combat.BattleBegin(); //for (int i = 0; i < m_Combat.stepCount; i++) //{ // CombatVariable var0 = m_Combat.steps[i].atkVal; // CombatVariable var1 = m_Combat.steps[i].defVal; // Debug.LogFormat("({4}) -> Animation Type: ({0}, {1}), ({2}, {3})", // var0.position.ToString(), // var0.animaType.ToString(), // var1.position.ToString(), // var1.animaType.ToString(), // i); //} //m_Combat.BattleEnd(); //Debug.LogFormat("{0}.hp = {1}, {2}.hp = {3}", // m_TestClass1.role.character.info.name, // m_TestClass1.role.hp, // m_TestClass2.role.character.info.name, // m_TestClass2.role.hp); ReloadCombat(); }