| | |
| | | rejectNewPackage = false; |
| | | OnRoundChange?.Invoke(round, turnMax); |
| | | |
| | | PreloadResources(redTeamList, blueTeamList); |
| | | |
| | | #if UNITY_EDITOR |
| | | if (Launch.Instance.isOpenSkillLogFile) |
| | | { |
| | |
| | | } |
| | | #endif |
| | | } |
| | | |
| | | |
| | | private void PreloadResources(List<TeamBase> redTeamList, List<TeamBase> blueTeamList) |
| | | { |
| | | if (blueTeamList == null || blueTeamList.Count <= 0) |
| | | { |
| | | return; |
| | | } |
| | | |
| | | // 传递战场GUID |
| | | PreloadResAction preloadAction = new PreloadResAction(this, redTeamList, blueTeamList); |
| | | recordPlayer.PlayRecord(preloadAction); |
| | | } |
| | | |
| | | protected virtual void LoadMap(int mapID) |
| | | { |
| | | BattleMapConfig battleMapConfig = BattleMapConfig.Get(mapID); |
| | |
| | | |
| | | public virtual void Run() |
| | | { |
| | | // 清理音频 |
| | | soundManager.Run(); |
| | | |
| | | if (IsPause) |
| | | return; |
| | | |
| | |
| | | // 战场自身的结束逻辑,不含结算等外部逻辑 |
| | | OnSettlement(turnFightStateData); |
| | | |
| | | BattleResManager.Instance.UnloadBattleResources(guid); |
| | | |
| | | |
| | | int winFaction = (int)turnFightStateData["winFaction"]; |
| | | //获胜阵营: 一般为1或者2,当玩家发起的战斗时,如果获胜阵营不等于1代表玩家失败了 |
| | | |
| | |
| | | |
| | | // 清理死亡处理记录 |
| | | processingDeathObjIds.Clear(); |
| | | |
| | | // ===== 新增:卸载蓝队资源 ===== |
| | | BattleResManager.Instance.UnloadBattleResources(guid); |
| | | } |
| | | |
| | | //清场敌方但不终止战斗,用于切换主线BOSS战斗后,正常显示敌方 |