/// <summary> /// 初始化玩家 /// </summary> public void InitPlayer() { var asset = ResourceManager.LoadAsset("PlayerBatterys6"); var go = Instantiate(asset); go.transform.parent = PondTs; go.transform.localPosition = Vector3.zero; PlayersBatterys = go.GetComponent <PlayerBatterys>(); Defines.NumPlayer = PlayersBatterys.Count; }
void Awake() { HitProcessor.AddFunc_Odd(Func_GetFishOddAddtiveForDieRatio, null); PlayersBatterys = GameMain.Singleton.PlayersBatterys; mPrefabNeedGatherFishCache = new Dictionary <int, int>(); for (int i = 0; i != Prefab_GatherFishAry.Length; ++i) { mPrefabNeedGatherFishCache.Add(Prefab_GatherFishAry[i].TypeIndex, i); } //创建PersistentData if (PlayerGatheredFishRecs == null) { PlayerGatheredFishRecs = new PersistentData <uint, uint> [Defines.MaxNumPlayer]; for (int i = 0; i != Defines.MaxNumPlayer; ++i) { PlayerGatheredFishRecs[i] = new PersistentData <uint, uint>("PlayerGatheredFishRecs" + i.ToString()); } } if (PlayerGatheredScore == null) { PlayerGatheredScore = new PersistentData <int, int> [Defines.MaxNumPlayer]; for (int i = 0; i != Defines.MaxNumPlayer; ++i) { PlayerGatheredScore[i] = new PersistentData <int, int>("PlayerGatheredScore" + i.ToString()); } } //创建 PlayerGatheredFish PlayerGatheredFish = new Dictionary <int, object> [Defines.MaxNumPlayer]; //由PlayerGatheredFishRec得出字典PlayerGatheredFish for (int playerIdx = 0; playerIdx != Defines.MaxNumPlayer; ++playerIdx) { PlayerGatheredFish[playerIdx] = new Dictionary <int, object>(); for (int gIdx = 0; gIdx != Prefab_GatherFishAry.Length; ++gIdx)//收集索引 { if (((PlayerGatheredFishRecs[playerIdx].Val >> gIdx) & 1) == 1) { PlayerGatheredFish[playerIdx].Add(gIdx, null); //_tmpAddViewAniFish(gIdx, Players[playerIdx]; } } } }