mirror of
https://github.com/FriendshipIsEpic/FiE-Game.git
synced 2024-12-02 01:47:58 +01:00
67 lines
2.2 KiB
C#
67 lines
2.2 KiB
C#
using Fie.Core;
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using Fie.Manager;
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using Fie.Scene;
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using GameDataEditor;
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using System.Collections.Generic;
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using UnityEngine;
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namespace Fie.DebugUtility
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{
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public class FieDebugGameSceneBoot : MonoBehaviour
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{
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[Range(1f, 3f)]
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[SerializeField]
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private int playerNum = 1;
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[SerializeField]
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private List<FieGameCharacter> _debugCharacters = new List<FieGameCharacter>();
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[SerializeField]
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private List<FieGameCharacter.IntelligenceType> _debugCharactersIntelligenceTypes = new List<FieGameCharacter.IntelligenceType>();
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[SerializeField]
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private List<string> _debugCharactersNames = new List<string>();
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[SerializeField]
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private List<FieConstValues.FieSkill> _debugSkills = new List<FieConstValues.FieSkill>();
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private void Awake()
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{
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if (!FieBootstrap.isBootedFromBootStrap && _debugCharacters.Count == _debugCharactersIntelligenceTypes.Count && _debugCharactersIntelligenceTypes.Count == _debugCharactersNames.Count && _debugCharacters.Count == _debugCharactersNames.Count)
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{
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PhotonNetwork.offlineMode = true;
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PhotonNetwork.InstantiateInRoomOnly = false;
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FieManagerFactory.I.currentSceneType = FieSceneType.INGAME;
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FieManagerBehaviour<FieSceneManager>.I.StartUp();
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FieManagerBehaviour<FieSaveManager>.I.StartUp();
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FieManagerBehaviour<FieFaderManager>.I.StartUp();
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FieManagerBehaviour<FieEnvironmentManager>.I.StartUp();
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FieManagerBehaviour<FieUserManager>.I.nowPlayerNum = playerNum;
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FieManagerBehaviour<FieUserManager>.I.StartUp();
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List<GDESkillTreeData> list = FieMasterData<GDESkillTreeData>.FindMasterDataList(delegate(GDESkillTreeData data)
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{
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if (_debugSkills.Contains((FieConstValues.FieSkill)data.ID))
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{
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return true;
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}
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return false;
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});
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for (int i = 0; i < playerNum; i++)
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{
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_debugCharacters[i].intelligenceType = _debugCharactersIntelligenceTypes[i];
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if (list != null && list.Count > 0)
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{
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FieSaveManager.debugSkills = list;
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}
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FieManagerBehaviour<FieUserManager>.I.SetUserName(i, _debugCharactersNames[i]);
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FieManagerBehaviour<FieUserManager>.I.SetUserCharacterPrefab(i, _debugCharacters[i]);
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}
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}
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}
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private void Start()
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{
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FieManagerBehaviour<FieInGameStateManager>.I.StartUp();
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}
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}
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}
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