public InGameWrapper(UnityData unityData, IDeviceInput deviceInput) { instance = this; logger = new UnityLogger(); camera = GameObject.Find("Camera").GetComponent <Camera>(); clockWrapper = new ClockWrapper(); resetLogic = new ResetLogic(); playersWrapper = new PlayersWrapper(unityData.playerData, deviceInput); mapWrapper = new MapWrapper(unityData.mapData, playersWrapper.GetOnlyLocalPlayer()); spellsWrapper = new SpellWrapper(unityData.spellData); cursorWrapper = new CursorWrapper(unityData.cursorData); aimWrapper = new AimWrapper(unityData.aimData, deviceInput); currencyWrapper = new CurrencyWrapper(unityData.currencyWrapper); EverythingSetupEvent(); }
private static void FSM_ChangeState(object sender, FSMChangeEventArgs e) { // 主逻辑运行 if (e.State.ID == FSMStaDef.RUN) { LogicMain.Start(); foreach (var item in TaskManager.Default.LogicTasks) { if (item.LG.Step != 0) { item.Start(); } } } // 复位逻辑运行 if (e.State.ID == FSMStaDef.RESET) { ResetLogic.Start(); } // 点击停止,部分逻辑可能不能停止,需要继续运行 if (e.State.ID == FSMStaDef.STOP) { foreach (var item in TaskManager.Default.LogicTasks) { item.Stop(); } } if (e.State.ID == FSMStaDef.PAUSE) { foreach (var item in TaskManager.Default.LogicTasks) { item.Stop(); } } // 急停,所有的逻辑全部停止 if (e.State.ID == FSMStaDef.SCRAM) { foreach (var item in TaskManager.Default.LogicTasks) { item.Stop(); } } }
private static void FSM_ChangeState(object sender, FSMChangeEventArgs e) { // if (e.State.ID == FSMStaDef.RUN) { LogicMain.Start(); } // 复位逻辑卷运行 if (e.State.ID == FSMStaDef.RESET) { ResetLogic.Start(); } // 点击停止,部分逻辑可能不能停止,需要继续运行 if (e.State.ID == FSMStaDef.STOP) { foreach (var item in TaskManager.Default.LogicTasks) { if (item.Name != "") { item.Stop(); } } } // 急停,所有的逻辑全部停止 if (e.State.ID == FSMStaDef.SCRAM || e.State.ID == FSMStaDef.ERROR) { foreach (var item in TaskManager.Default.LogicTasks) { item.Stop(); } } if (e.State.ID == FSMStaDef.ALARM) { foreach (var item in TaskManager.Default.LogicTasks) { if (item.Name != "") { item.Stop(); } } } }