示例#1
0
    void    Update()
    {
        this.scene_timer += Time.deltaTime;
        this.disp_timer  -= Time.deltaTime;

        // ---------------------------------------------------------------- //
        // 다음 상태로 이동할지 체크합니다.

        switch (this.step.do_transition())
        {
        case STEP.GAME:
        {
        }
        break;
        }

        // ---------------------------------------------------------------- //
        // 상태가 전환될 때 초기화.

        while (this.step.get_next() != STEP.NONE)
        {
            switch (this.step.do_initialize())
            {
            case STEP.CHARACTER_CHANGE:
            {
                GlobalParam.get().account_name     = this.account_name_net;
                GlobalParam.get().skip_enter_event = true;

                Application.LoadLevel("GameScene 1");
            }
            break;

            case STEP.GAME:
            {
                this.account_name_local = GlobalParam.get().account_name;
                this.account_name_net   = GameRoot.getPartnerAcountName(this.account_name_local);

                if (this.owner == this.account_name_local)
                {
                    this.is_host = true;
                }
                else
                {
                    // 다른 플레이어의 마을에 갔을 때.
                    this.is_host = false;
                }

                // 플레이어를 만듭니다.
                this.local_player = CharacterRoot.get().createPlayerAsLocal(this.account_name_local);

                this.local_player.cmdSetPosition(Vector3.zero);

                if (GlobalParam.get().is_in_my_home == GlobalParam.get().is_remote_in_my_home)
                {
                    this.net_player = CharacterRoot.get().createPlayerAsNet(this.account_name_net);

                    this.net_player.cmdSetPosition(Vector3.left * 1.0f);
                }

                // 레벨 데이터(level_data.txt)를 읽고 NPC/아이템을 배치합니다.
                MapCreator.get().loadLevel(this.account_name_local, this.account_name_net, !this.is_host);

                SoundManager.get().playBGM(Sound.ID.TFT_BGM01);

                //

                if (!GlobalParam.get().skip_enter_event)
                {
                    EnterEvent enter_event = EventRoot.get().startEvent <EnterEvent>();

                    if (enter_event != null)
                    {
                        enter_event.setPrincipal(this.local_player.behavior as chrBehaviorPlayer);
                        enter_event.setIsLocalPlayer(true);
                    }
                }

                foreach (ItemManager.ItemState istate in GlobalParam.get().item_table.Values)
                {
                    if (istate.state == ItemController.State.Picked)
                    {
                        // 이미 아이템을 획득했다면 가져갈 수 있게 합니다.
                        ItemManager.get().finishGrowingItem(istate.item_id);
                        chrController controll = CharacterRoot.getInstance().findPlayer(istate.owner);
                        if (controll != null)
                        {
                            QueryItemPick query = controll.cmdItemQueryPick(istate.item_id, false, true);
                            if (query != null)
                            {
                                query.is_anon = true;
                                query.set_done(true);
                                query.set_success(true);
                            }
                        }
                    }
                }
            }
            break;

            // 다른 플레이어가 찾아왔습니다.
            case STEP.WELCOME:
            {
                if (this.net_player == null)
                {
                    EnterEvent enter_event = EventRoot.get().startEvent <EnterEvent>();

                    if (enter_event != null)
                    {
                        this.net_player = CharacterRoot.getInstance().createPlayerAsNet(this.account_name_net);

                        this.net_player.cmdSetPosition(Vector3.left);

                        enter_event.setPrincipal(this.net_player.behavior as chrBehaviorPlayer);
                        enter_event.setIsLocalPlayer(false);
                    }
                }
            }
            break;

            // 다른 플레이어가 돌아갑니다.
            case STEP.BYEBYE:
            {
                if (this.net_player != null)
                {
                    LeaveEvent leave_event = EventRoot.get().startEvent <LeaveEvent>();

                    if (leave_event != null)
                    {
                        leave_event.setPrincipal(this.net_player.behavior as chrBehaviorPlayer);
                        leave_event.setIsLocalPlayer(false);
                    }
                }
            }
            break;

            case STEP.VISIT:
            {
                GlobalParam.get().is_in_my_home = false;
                Application.LoadLevel("GameScene 1");
            }
            break;

            case STEP.GO_HOME:
            {
                // 자기 마을로 돌아옵니다.
                GlobalParam.get().is_in_my_home = true;
                Application.LoadLevel("GameScene 1");
            }
            break;

            case STEP.TO_TITLE:
            {
                Application.LoadLevel("TitleScene");
            }
            break;
            }
        }

        // ---------------------------------------------------------------- //
        // 각 상태에서의 실행 처리.

        switch (this.step.do_execution(Time.deltaTime))
        {
        case STEP.GAME:
        {
        }
        break;
        }

        // ---------------------------------------------------------------- //
        // 통신에 의한 이벤트 처리.

        // Network 클래스의 컴포넌트 획득.
        GameObject go      = GameObject.Find("Network");
        Network    network = go.GetComponent <Network>();

        if (network != null)
        {
            if (network.IsCommunicating() == true)
            {
                if (request_connet_event)
                {
                    // 접속 이벤트를 발동합니다.
                    GlobalParam.get().is_connected = true;
                    request_connet_event = false;
                }
                else if (GlobalParam.get().is_connected == false)
                {
                    // 접속했습니다.
                    Debug.Log("Guest connected.");
                    request_connet_event = true;
                    disp_timer           = 5.0f;
                }
            }
        }

        // 접속 종료 이벤트를 발동합니다.
        if (request_disconnet_event)
        {
            GlobalParam.get().is_disconnected = true;
            request_disconnet_event = false;
            // 접속 종료 시 이벤트.
            disconnect_event();
        }

        // ---------------------------------------------------------------- //

        if (Input.GetKeyDown(KeyCode.Z))
        {
            dbwin.console().print("로그 테스트 " + this.log_test_count);
            this.log_test_count++;
        }
    }
示例#2
0
    void    Update()
    {
        // ---------------------------------------------------------------- //
        // 다음 상태로 전환할지 체크합니다.

        switch (this.step.do_transition())
        {
        case STEP.WAIT_ENTER:
        {
            if (this.player != null)
            {
                this.step.set_next(STEP.ENTERED);
            }
        }
        break;

        case STEP.ENTERED:
        {
            if (YesNoAskDialog.get().isSelected())
            {
                if (YesNoAskDialog.get().getSelection() == YesNoAskDialog.SELECTION.YES)
                {
                    LeaveEvent leave_event = EventRoot.get().startEvent <LeaveEvent>();

                    if (leave_event != null)
                    {
                        leave_event.setPrincipal(this.player);
                        leave_event.setIsLocalPlayer(true);

                        // 정원 이동 요청 발행.
                        if (GameRoot.get().net_player)
                        {
                            GameRoot.get().NotifyFieldMoving();
                            GlobalParam.get().request_move_home = false;
                        }
                        else
                        {
                            GlobalParam.get().request_move_home = true;
                        }
                    }

                    this.step.set_next(STEP.IDLE);
                }
                else
                {
                    this.step.set_next(STEP.WAIT_LEAVE);
                }
            }
            else if (this.player == null)
            {
                this.step.set_next(STEP.LEAVE);
            }
        }
        break;

        case STEP.WAIT_LEAVE:
        {
            if (this.player == null)
            {
                this.step.set_next(STEP.LEAVE);
            }
        }
        break;
        }

        // ---------------------------------------------------------------- //
        // 상태가 전환되면 초기화.

        while (this.step.get_next() != STEP.NONE)
        {
            switch (this.step.do_initialize())
            {
            case STEP.WAIT_ENTER:
            case STEP.IDLE:
            {
                this.player = null;

                YesNoAskDialog.get().close();
            }
            break;

            case STEP.ENTERED:
            {
                if (GlobalParam.get().is_in_my_home)
                {
                    YesNoAskDialog.get().setText("친구 정원에 놀러갈까요?");
                    YesNoAskDialog.get().setButtonText("간다", "안 간다");
                }
                else
                {
                    YesNoAskDialog.get().setText("집에 돌아갈까요?");
                    YesNoAskDialog.get().setButtonText("돌아간다", "더 논다");
                }
                YesNoAskDialog.get().dispatch();
            }
            break;

            case STEP.WAIT_LEAVE:
            {
                YesNoAskDialog.get().close();
            }
            break;

            case STEP.LEAVE:
            {
                YesNoAskDialog.get().close();

                this.step.set_next(STEP.WAIT_ENTER);
            }
            break;
            }
        }

        // ---------------------------------------------------------------- //
        // 각 상태에서의 실행 처리.

        switch (this.step.do_execution(Time.deltaTime))
        {
        case STEP.WAIT_ENTER:
        {
        }
        break;
        }
    }
示例#3
0
    // ================================================================ //

    protected void          create_debug_window()
    {
        var window = dbwin.root().createWindow("game");

        window.createButton("캐릭터를 변경합니다")
        .setOnPress(() =>
        {
            this.step.set_next(STEP.CHARACTER_CHANGE);
        });

        if (GlobalParam.get().is_in_my_home)
        {
            window.createButton("놀러갑니다!")
            .setOnPress(() =>
            {
                LeaveEvent leave_event = EventRoot.get().startEvent <LeaveEvent>();

                leave_event.setPrincipal(this.local_player.behavior as chrBehaviorPlayer);
                leave_event.setIsLocalPlayer(true);
            });
        }
        else
        {
            window.createButton("집으로 돌아갑니다~")
            .setOnPress(() =>
            {
                LeaveEvent leave_event = EventRoot.get().startEvent <LeaveEvent>();

                leave_event.setPrincipal(this.local_player.behavior as chrBehaviorPlayer);
                leave_event.setIsLocalPlayer(true);
            });
        }

        window.createButton("누군가 왔다!")
        .setOnPress(() =>
        {
            this.step.set_next(STEP.WELCOME);
        });

        window.createButton("바이바~이")
        .setOnPress(() =>
        {
            this.step.set_next(STEP.BYEBYE);
        });

        window.createButton("출발 이벤트 테스트")
        .setOnPress(() =>
        {
            LeaveEvent leave_event = EventRoot.get().startEvent <LeaveEvent>();

            leave_event.setPrincipal(this.local_player.behavior as chrBehaviorPlayer);
            leave_event.setIsLocalPlayer(true);
            leave_event.setIsMapChange(false);

            window.close();
        });

        window.createButton("도착 이벤트 테스트")
        .setOnPress(() =>
        {
            EnterEvent enter_event = EventRoot.get().startEvent <EnterEvent>();

            enter_event.setPrincipal(this.local_player.behavior as chrBehaviorPlayer);

            window.close();
        });

        window.createButton("이사 시작 이벤트 테스트")
        .setOnPress(() =>
        {
            HouseMoveStartEvent start_event = EventRoot.get().startEvent <HouseMoveStartEvent>();

            start_event.setPrincipal(this.local_player.behavior as chrBehaviorPlayer);
            start_event.setHouse(CharacterRoot.get().findCharacter <chrBehaviorNPC_House>("House1"));

            window.close();
        });
        window.createButton("이사 종료 이벤트 테스트")
        .setOnPress(() =>
        {
            HouseMoveEndEvent end_event = EventRoot.get().startEvent <HouseMoveEndEvent>();

            end_event.setPrincipal(this.local_player.behavior as chrBehaviorPlayer);
            end_event.setHouse(CharacterRoot.get().findCharacter <chrBehaviorNPC_House>("House1"));

            window.close();
        });
    }