少年修仙传客户端代码仓库
client_Wu Xijin
2019-03-05 efa5f8d07fc3321f6ac5f5d97fb422db28d0886f
Fight/Stage/Dungeon/DungeonStage.cs
@@ -8,9 +8,7 @@
public class DungeonStage : Stage
{
    public static Dictionary<MapArea.E_Type, List<MapArea>> s_MapAreaDict;
    private static List<TransferGroup> m_TransferGroupList = new List<TransferGroup>();
    public static MapType CurrentMapType;
    private H2Engine.MapData mapData;
    public override void Initialize()
    {
@@ -31,11 +29,6 @@
        SoundPlayer.Instance.PlayBackGroundMusic(mapResConfig.Music);
        SceneResourcesReplace();
        foreach (var _t in m_TransferGroupList)
        {
            _t.UnInit();
        }
        m_TransferGroupList.Clear();
        // 做一些前期战斗的预加载
        // if (!PreFightMission.Instance.IsFinished())
        // {
@@ -114,7 +107,7 @@
            _hero.SkillMgr.ResetAllCD();
        }
        HandleMapData();
        ClientSceneManager.Instance.Init();
        GA_Hero.s_MapSwitching = false;
    }
@@ -124,7 +117,6 @@
        base.UnInitialize();
        StopAllCoroutines();
        mapData = null;
        if (s_MapAreaDict != null)
        {
@@ -150,7 +142,7 @@
            CameraController.Instance.StopZoom();
            CameraController.Instance.StopShake();
        }
        ClientSceneManager.Instance.UnInit();
        GAMgr.Instance.UnInit();
        DropItemManager.ReleaseAll();
        SFXPlayUtility.Instance.Unitialize();
@@ -168,10 +160,7 @@
        DropItemManager.Update();
        foreach (var _trasfer in m_TransferGroupList)
        {
            _trasfer.Update();
        }
        ClientSceneManager.Instance.Update();
        // if (PreFightMission.Instance.IsFinished() == false)
        // {
@@ -274,48 +263,7 @@
        }
    }
    private void HandleMapData()
    {
        mapData = H2Engine.MapData.LoadFormFile(PlayerDatas.Instance.baseData.MapID);
        if (mapData == null)
        {
            return;
        }
        // 目前版本只处理刷场景物件
        // foreach (var _trigger in mapData.triggers)
        // {
        //     if (_trigger.triggerType != H2Engine.MapTrigger.E_TriggerType.EnterStage)
        //     {
        //         continue;
        //     }
        //     foreach (var _id in _trigger.evevntIDs)
        //     {
        //         var _event = mapData.eventDict[_id];
        //         if (_event.type == H2Engine.Evt.E_EventType.SceneObject)
        //         {
        //             var _refreshSceneObject = _event as H2Engine.Evt_RefreshSceneObject;
        //             if (_refreshSceneObject != null)
        //             {
        //                 foreach (var _sceneObjData in _refreshSceneObject.sceneObjects)
        //                 {
        //                     var _prefab = InstanceResourcesLoader.LoadModelPrefab(InstanceResourcesLoader.raceSuffix, _sceneObjData.resName, false);
        //                     if (_prefab)
        //                     {
        //                         var _go = GameObject.Instantiate(_prefab);
        //                         _go.transform.position = _sceneObjData.position;
        //                         _go.transform.eulerAngles = _sceneObjData.eulerAngles;
        //                     }
        //                 }
        //             }
        //         }
        //     }
        // }
        foreach (var _trasfer in mapData.transfers)
        {
            m_TransferGroupList.Add(new TransferGroup(_trasfer));
        }
    }
    private void HandleAutoFight()
    {
@@ -475,23 +423,6 @@
            default:
                break;
        }
    }
    public Vector3 GetCloseTransPoint(Vector3 pos)
    {
        // 遍历找到离给定点最近并且可寻路至的传送点 P
        // 找到 P点的 另一端 P1
        // 判断当前传入的点是否可以寻路至 P1
        // 不行的话重新寻找 可以的话返回 P1 的坐标
        float _compareDis;
        float _dis;
        foreach (var _p in m_TransferGroupList)
        {
        }
        return Vector3.zero;
    }
    private void SceneResourceReplace10010()