提交 f11ce1fd 编写于 作者: 威武堂堂's avatar 威武堂堂

梳理了游戏设计方向,开始编写游戏核心代码

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using UnityEngine;
public class Test : MonoBehaviour, INetStateListener
{
public static void Create()
{
var go = new GameObject("Test");
go.AddComponent<Test>();
}
void Start()
{
// 测试网络
ClientNet.instance.AddNetStateListener(this);
ClientNet.instance.Connect("127.0.0.1", 8888);
// 测试资源
var panelObj = ResourceManager.instance.Instantiate<GameObject>(8);
panelObj.transform.SetParent(GlobalObjs.s_bgPanel, false);
// 测试音效
AudioMgr.instance.PlayMusic("bg.wav", true, true, true);
// 测试特效
ParticleManager.instance.PlayParticle(4, 3f, true);
DelayCallMgr.instance.Call(5, () =>
{
ParticleManager.instance.PlayParticle(4, 3f, true);
});
}
public void OnNetStateChanged(NetState state, object param = null)
{
switch (state)
{
case NetState.ConnectSuccess:
{
GameLogger.LogGreen("连接skynet服务端成功");
LuaCall.CallFunc("Main.Send");
CSSayHello();
CSSayHello();
break;
}
case NetState.ConnectFail:
{
GameLogger.LogYellow("连接skynet服务端失败");
break;
}
default:
{
GameLogger.Log("网络状态更新: " + state);
break;
}
}
}
private void CSSayHello()
{
SpObject spObj = new SpObject(SpObject.ArgType.Table, "what", "hi, i am c#");
ClientNet.instance.Send("sayhello", spObj, (protoname, spobject) =>
{
var error_code = SpObject.AsInt(spobject, "error_code", -1);
var msg = SpObject.AsString(spobject, "msg", "");
GameLogger.LogFormat("{0}: {1}", error_code, msg);
});
}
}
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