示例#1
0
        //由于每个场景都绑定一个ActiveSceneLogic,所以当前场景的成员变量都可以在这里进行初始化。
        //初始化当前场景变量
        private void InitCurSceneLogic()
        {
            m_UIRoot = GameObject.Find("UI Root");
            if (null == m_UIRoot)
            {
                Debug.LogWarning("can not find uiroot in curscene");
                return;
            }


            //创建角色根节点
            GameObject objCharRoot = GameObject.Find("CharRoot");

            if (objCharRoot == null)
            {
                objCharRoot = new GameObject("CharRoot");
                objCharRoot.transform.parent = transform;
            }

            m_charRoot = objCharRoot.transform;

            //创建传送点根节点
            GameObject objTeleRoot = GameObject.Find("TeleportRoot");

            if (objTeleRoot == null)
            {
                objTeleRoot = new GameObject("TeleportRoot");
                objTeleRoot.transform.parent = transform;
            }
            m_TeleportRoot = objTeleRoot.transform;
            //LoadSceneTeleport(GameManager.RunningScene);

            /*
             *
             * // 客户端采集点根节点
             * GameObject objPickItemsRoot = GameObject.Find("PickItemsRoot");
             * if (objPickItemsRoot == null)
             * {
             *  objPickItemsRoot = new GameObject("PickItemsRoot");
             *  objPickItemsRoot.transform.parent = transform;
             * }
             * m_PickItemsRoot = objPickItemsRoot.transform;
             */

            GameManager.CurActiveScene = this;

            if (null == ObjManager.MainPlayer)
            {
                GameManager.PlayerDataPool.CreateMainPlayerCache.m_RoleBaseID = 0;
                GameManager.PlayerDataPool.CreateMainPlayerCache.m_fMoveSpeed = 6.0f;
                ObjManager.CreateMainPlayer();
            }
        }
示例#2
0
 public static void InitGame()
 {
     ObjManager.CreateMainPlayer();
 }