private static void InitScene(GameConfig item) { string sceneID = item.ID; SceneBusiness scene; switch ((SceneType)Int32.Parse(item.SubType)) { case SceneType.City: scene = new SceneCity(item); break; case SceneType.Outdoor: scene = new SceneOutdoor(item); break; case SceneType.Ectype: OnlyOne(item); scene = new SceneEctype(item); break; case SceneType.SubEctype: OnlyOne(item); scene = new SceneSubEctype(item); break; case SceneType.Home: scene = new SceneHome(item); break; case SceneType.Battle: scene = new SceneBattle(item); break; case SceneType.Rob: scene = new SceneRob(item); break; case SceneType.Pro: OnlyOne(item); scene = new ScenePro(item); break; case SceneType.ArenaPerson: scene = new ScenePerson(item); break; case SceneType.ArenaFamily: scene = new SceneFamily(item); break; case SceneType.ArenaTeam: scene = new SceneTeam(item); break; case SceneType.Instance: scene = new SceneInstance(item); break; default: return; } if (item.UI != null && item.UI.ContainsKey("RoadObject")) { Variant v = item.UI["RoadObject"] as Variant; if (v == null) { LogWrapper.Warn(string.Format("Scene{0},no walking info", scene.Name)); return; } scene.InitWalk(v); } m_scenes.Add(sceneID, scene); //const int line = 2; //SceneBusiness[] scenes = new SceneBusiness[line]; //scenes[0] = scene; //for (int i = 1; i < line; i++) //{ // scenes[i] = scene.CreateNew(); //} //m_scenes.Add(sceneID, scenes); }
SceneCity(SceneCity scene) : base(scene) { m_showAll = true; }