using UnityEngine; using System.Collections.Generic; public class TimeBattleStateStart : TimeBattleState { public static TimeBattleStateStart Creator(TimeBattle battle) { return new TimeBattleStateStart(battle); } public TimeBattleStateStart(TimeBattle battle): base(battle,TimeBattleStateType.Start) { } public override void OnEnter() { Init(); } public override void Update(float deltaTime) { ChangeState(TimeBattleStateType.Preloading); } public override void OnLeave() { } void Init() { mBattle.BattleScene = new TimeBattleScene(mBattle, mBattle.SceneName); mBattle.FighterMgr = new FighterManager(mBattle); mBattle.FighterMgr.InitFighters(); mBattle.FighterMgr.ParseLoad(); InitCommonBuffs(); InitCommonAssets(); } void InitCommonAssets() { List commonEffectIds = new List(); commonEffectIds.Add(GlobalConfig.Instance.GetConfigIntValue(GlobalConfig.c_shadow_effectid)); commonEffectIds.Add(GlobalConfig.Instance.GetConfigIntValue(GlobalConfig.c_self_effectid)); if (commonEffectIds.Count > 0) BattlePrepareManager.Instance.PrecacheEffects(commonEffectIds.ToArray()); } void InitCommonBuffs() { Dictionary pointBuffs = BattleFormulaParamMgr.Instance.FunPointBuffs; foreach (var p in pointBuffs) { int buffId = p.Key; BattlePrepareManager.Instance.PrecacheBuff(buffId, (int)Role_Gender.Male, 0, 0, 0); } } }