FiE-Game/Assets/Scripts/Fie/DebugUtility/FieDebugGameSceneBoot.cs

65 lines
2.6 KiB
C#
Raw Normal View History

2018-11-20 20:10:49 +01:00
using Fie.Core;
using Fie.Manager;
using Fie.Scene;
using GameDataEditor;
using System.Collections.Generic;
using UnityEngine;
2018-11-21 21:16:20 +01:00
namespace Fie.DebugUtility {
public class FieDebugGameSceneBoot : MonoBehaviour {
[Range(1f, 3f)]
[SerializeField]
private int playerNum = 1;
2018-11-20 20:10:49 +01:00
2018-11-21 21:16:20 +01:00
[SerializeField]
private List<FieGameCharacter> _debugCharacters = new List<FieGameCharacter>();
2018-11-20 20:10:49 +01:00
2018-11-21 21:16:20 +01:00
[SerializeField]
private List<FieGameCharacter.IntelligenceType> _debugCharactersIntelligenceTypes = new List<FieGameCharacter.IntelligenceType>();
2018-11-20 20:10:49 +01:00
2018-11-21 21:16:20 +01:00
[SerializeField]
private List<string> _debugCharactersNames = new List<string>();
2018-11-20 20:10:49 +01:00
2018-11-21 21:16:20 +01:00
[SerializeField]
private List<FieConstValues.FieSkill> _debugSkills = new List<FieConstValues.FieSkill>();
2018-11-20 20:10:49 +01:00
2018-11-21 21:16:20 +01:00
private void Awake() {
if (!FieBootstrap.isBootedFromBootStrap
&& _debugCharacters.Count == _debugCharactersIntelligenceTypes.Count
&& _debugCharactersIntelligenceTypes.Count == _debugCharactersNames.Count
&& _debugCharacters.Count == _debugCharactersNames.Count) {
2018-11-20 20:10:49 +01:00
2018-11-21 21:16:20 +01:00
PhotonNetwork.offlineMode = true;
PhotonNetwork.InstantiateInRoomOnly = false;
FieManagerFactory.I.currentSceneType = FieSceneType.INGAME;
FieManagerBehaviour<FieSceneManager>.I.StartUp();
FieManagerBehaviour<FieSaveManager>.I.StartUp();
FieManagerBehaviour<FieFaderManager>.I.StartUp();
FieManagerBehaviour<FieEnvironmentManager>.I.StartUp();
FieManagerBehaviour<FieUserManager>.I.nowPlayerNum = playerNum;
FieManagerBehaviour<FieUserManager>.I.StartUp();
List<GDESkillTreeData> list = FieMasterData<GDESkillTreeData>.FindMasterDataList(delegate (GDESkillTreeData data) {
return _debugSkills.Contains((FieConstValues.FieSkill)data.ID);
});
for (int i = 0; i < playerNum; i++) {
_debugCharacters[i].intelligenceType = _debugCharactersIntelligenceTypes[i];
if (list != null && list.Count > 0) {
FieSaveManager.debugSkills = list;
}
FieManagerBehaviour<FieUserManager>.I.SetUserName(i, _debugCharactersNames[i]);
FieManagerBehaviour<FieUserManager>.I.SetUserCharacterPrefab(i, _debugCharacters[i]);
}
}
}
private void Start() {
FieManagerBehaviour<FieInGameStateManager>.I.StartUp();
}
}
2018-11-20 20:10:49 +01:00
}