public override void OnStart() { //系统监视窗,之后也要出editor版本,更详细,信息量更大 var inspector = SystemUIFactroy.GetSystemInspector(new Vector2(50, 0)); //团队框架,盯着这个加血 GameObject.CreateWith <TeamGridPanel>("TeamGridHuge", "GameState", localPosition: new Vector2(0, 20)); //角色面板,玩家控制的角色的技能状态 GameObject.CreateWith <PlayerPanel>("PlayerPanel", "GameState", localPosition: new Vector2(1, 12)); //焦点面板,上面是玩家信息,下面是焦点信息 GameObject.CreateWith <FocusPanel>("FocusPanel", "GameState", localPosition: new Vector2(1, 1)); //Boss面板 GameObject.CreateWith <BossHUD>("BossUI", "GameState", localPosition: new Vector2(1, 36)); //控制器也是创建出来,然后控制器自己去取数据 GameObject.CreateWith <GameLogic>("GameLogic", "Controller"); }
/// <summary> /// /// </summary> public override void OnStart() { Camera.Main.Position = Vector2.Zero; //检查资源文件数量 Resource.Init(); Debug.Log("查找目录Resouce,资源数量:" + Resource.Name_Path.Keys.Count); //开启贴图转换器 GDI渲染可用,使用贴图文件代替原字符显示 ImageConvertor.Init(); //创建角色 SRPGAgent wizardAgent = GameObject.CreateWith <SRPGAgent>(); wizardAgent.LocalPosition = new Vector2(12, 12); //创建系统监视器 SystemUIFactroy.GetSystemInspector(new Vector2(28, 13)); //创建迷宫地图 var maze = MazeGeneration.GetMaze(21, 21, new RenderPoint("■", Color.White, Config.DefaultBackColor, (int)Layer.Environment)); maze.Position = new Vector2(5, 5); }
/// <summary> /// 在场景中创建对象 /// </summary> public override void OnStart() { //主角位于原点 GameObject player = TPSFactroy.CreateStandardPlayer("吊", new Vector2(0, 0)); GameObject.CreateWith <CameraController>().followTrans = player; player.AddComponent <Shooter>(); //创建迷宫地图 位于第三象限 var maze = MazeGeneration.GetMaze(21, 21, new RenderPoint("■", Color.White, Config.DefaultBackColor, (int)Layer.Environment)); maze.Position = new Vector2(-25, -25); //俄罗斯方块位于第一象限 for (int x = 5; x < 20; x += 5) { for (int y = 5; y < 20; y += 5) { TPSFactroy.CreateBox(new Vector2(x, y)); } } //系统指示器 位于右上角 SystemUIFactroy.GetSystemInspector(); //左侧的三个UI组件 TPSFactroy.CreateTestLable(new Vector2(0, 26)); ListBox gunBox = UIFactroy.CreateListBox(new Vector2(0, 15), 5, 10); gunBox.AddComponent <GunBox>(); var gunUI = UIFactroy.CreateTextBox(new Vector2(0, 21), 3, 10); gunUI.AddComponent <GunUI>(); }