public void ResetBattleField() { StopAllCoroutines(); battleField.ResetBattle(); currentActionIndex = 0; SetCircularRangeRenderStateActive(false, GridRenderType.SkillEffectRange); SetGridsRenderStateActive(false); battleField.Run(); }
public void RunManualTest() { //创建战斗(数据) singleBattle = BattleFieldCreator.Instance.Create( mapSize.x, mapSize.y, obstacleCount, obstacleGap, buffCount, itemCount, teamA, teamB); //重置相机和尺寸 ResetBattleCamera(); singleBattle.ConnectRenderer(BattleFieldRenderer.Instance); singleBattle.Run(); }
private IEnumerator RunTest() { //创建战斗(数据) singleBattle = BattleFieldCreator.Instance.Create( mapSize.x, mapSize.y, obstacleCount, obstacleGap, buffCount, itemCount, teamA, teamB); ResetBattleCamera(); singleBattle.ConnectRenderer(BattleFieldRenderer.Instance); for (int i = 0; i < battleTestCount; ++i) { #if UNITY_EDITOR UnityEditor.EditorUtility.DisplayProgressBar("战斗计算", string.Format("战斗场次计算进度 {0}/{1}", i + 1, battleTestCount), (i + 1) * 1f / battleTestCount); #endif singleBattle.ResetBattle(); singleBattle.Run(); //如果运算出现问题,播放一下有问题的场 if (singleBattle.battleState == BattleState.Exception) { singleBattle.ConnectRenderer(BattleFieldRenderer.Instance); BattleFieldRenderer.Instance.PlayBattle(null); yield return(EGameConstL.WaitForTouchScreen); } yield return(null); } #if UNITY_EDITOR UnityEditor.EditorUtility.ClearProgressBar(); #endif }