示例#1
0
        public void Tick(float a_fElapsed)
        {
            if (m_nextState != null)
            {
                GameState oldState = m_currState;
                GameState newState = m_nextState;

                if (m_currState != null)
                {
                    m_currState.OnLeaveState(m_nextState);
                }

                m_nextState.OnEnterState(m_currState);

                m_currState = m_nextState;
                m_nextState = null;

                EventSystem.Get().SendEvent((int)EEventID.GameStateChanged, oldState, newState);
            }
            else
            {
                if (m_currState != null)
                {
                    m_currState.Tick(a_fElapsed);
                }
            }
        }
示例#2
0
        public virtual void Initialize()
        {
            AssetManager.Get();
            EventSystem.Get();

            GameStateManager.Get();
            LuaManager.Get();
            GuiManager.Get();
        }
示例#3
0
 public virtual void Tick(float a_fElapsed)
 {
     GameStateManager.Get().Tick(a_fElapsed);
     AssetManager.Get().Tick(a_fElapsed);
     EventSystem.Get().Tick(a_fElapsed);
 }
 public override void OnEnterState(GameState a_preState)
 {
     EventSystem.Get().RegisterEventHandler((int)EEventID.EngineScriptLoaded, _OnScriptsLoaded);
     LuaManager.Get().DoFile("CSEngine.lua");
 }