public TipsSystem(PBDG_GameMain pBDG_Game) : base(pBDG_Game) { TextAsset tempText = ResourcesManager.Instance.Find <TextAsset>("tips"); string[] temContent = tempText.text.Split('\n'); foreach (var item in temContent) { MeshTipsContent.Add(item.Split(',')[0], item.Split(',')[1]); } }
public CampSystem(PBDG_GameMain pBDG_Game) : base(pBDG_Game) { //数据可以是在配置表中取 //兵营 Camp camp1 = new Camp("Camp", 5, 2000, "Camp", "RookieCamp", false, "工兵"); Camp camp2 = new Camp("Camp", 5, 2000, "Camp", "RookieCamp", false, "坦克"); //所有数据先初始化 campsList.Add(camp1); campsList.Add(camp2); for (int i = 0; i < 10; i++) { IAssetFactory factory = PBDGFactory.GetAssetFactory(); GameObject temp = factory.CreatBuding("CaptiveCamp"); temp.transform.position = new Vector3(Random.Range(-50, 50), 3.7f, Random.Range(-50, 50)); pBDG_Game.Add(temp, "建筑物"); } }
public string m_PaneName = "IUIPanel"; //界面名称 public IUIPanel(PBDG_GameMain pBDG_Game) { this.pBDG_Game = pBDG_Game; m_canvas = GameObject.Find("Canvas").transform; }
public GameStatePanel(PBDG_GameMain pBDG_Game) : base(pBDG_Game) { }
public SwitchSystem(PBDG_GameMain pBDG_Game) : base(pBDG_Game) { }
public MainMenuPanel(PBDG_GameMain pBDG_GameMain) : base(pBDG_GameMain) { }
public BuilderSystem(PBDG_GameMain pBDG_Game) : base(pBDG_Game) { }
public ChooseRolePanel(PBDG_GameMain pBDG_GameMain) : base(pBDG_GameMain) { }
public IGameSystem(PBDG_GameMain PBDGame) { m_PBDGame = PBDGame; }
public ArsenalSystem(PBDG_GameMain pBDG_Game) : base(pBDG_Game) { Initialize(); }
public MainPanel(PBDG_GameMain pBDG_Game) : base(pBDG_Game) { }
public GameMenuRightPanel(PBDG_GameMain pBDG_GameMain) : base(pBDG_GameMain) { }
public ReadAssetRightPanel(PBDG_GameMain pBDG_GameMain) : base(pBDG_GameMain) { }
public override void AddPBDGSystem(PBDG_GameMain pBDG_Game) { m_pBDG = pBDG_Game; //throw new System.NotImplementedException(); //可以在这指定 策略 }
public abstract void AddPBDGSystem(PBDG_GameMain pBDG_Game);