示例#1
0
        public override void Start()
        {
            base.Start();

            m_MoveState   = new List <Vector3> (MoveRecordCount);
            m_MoveRequest = new List <Vector3> (MoveRequestCount);

            gMainPlayer = this;
            gameObject.AddComponent <Scanner> ();
            mMove      = Entity.GetCmpt <Motion_Move_Human> ();
            mEquip     = Entity.motionEquipment;
            mView      = Entity.biologyViewCmpt;
            mTrans     = Entity.peTrans;
            mIK        = Entity.GetCmpt <IKCmpt> ();
            m_Skill    = Entity.aliveEntity;
            mPackage   = Entity.GetCmpt <PackageCmpt> ();
            mPassenger = Entity.passengerCmpt;
            mMotionMgr = Entity.motionMgr;
            mMotionMgr.onActionStart += OnActionStart;
            mMotionMgr.onActionEnd   += OnActionEnd;
            m_Abnormalcmpt            = Entity.Alnormal;

            if (null != m_Abnormalcmpt)
            {
                m_Abnormalcmpt.evtStart += OnStartAbnormal;
                m_Abnormalcmpt.evtEnd   += OnEndAbnormal;
            }

            if (null != m_Skill)
            {
                m_Skill.onHpReduce     += OnDamage;
                m_Skill.attackEvent    += OnAttack;
                m_Skill.deathEvent     += OnDeath;
                m_Skill.onSkillEvent   += OnSkillTarget;
                m_Skill.onWeaponAttack += OnWeaponAttack;

                m_Skill.OnBeEnemyEnter += OnBeEnemyEnter;
            }

            if (!PeGameMgr.IsTutorial)
            {
                StartCoroutine(UpdateAbnormalNotice());
            }

            //历险模式下此时初始化声望系统,ForceSetting并未加载,会导致声望系统不能正常起作用
            //InitReputationSystem();
            Invoke("CheckAbnormalState", 5f);
        }
        public override void Start()
        {
            base.Start();

            cmptIK        = Entity.GetCmpt <IKCmpt>();
            cmptCommon    = GetComponent <CommonCmpt>();
            cmptEquipment = GetComponent <EquipmentCmpt>();

            Entity.aliveEntity.deathEvent  += OnDeath;
            Entity.aliveEntity.reviveEvent += OnRevive;

            //there is no scene event
            if (SceneMan.self == null)
            {
                this.Invoke(0.1f, Build);
            }
        }