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40 行
1.4 KiB
40 行
1.4 KiB
using System;
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using System.Collections.Generic;
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using UnityEngine;
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using BossRoom;
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namespace BossRoom
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{
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class GameBRState : IBossRoomState
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{
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protected BossRoomStateManager m_manager;
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public BossRoomState State { get { return BossRoomState.GAME; } }
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public virtual void Destroy()
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{
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}
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public virtual void Initialize(BossRoomStateManager manager, Dictionary<string, object> stateParams)
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{
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m_manager = manager;
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Debug.Log("Entering GameBRState, advancing to SampleScene");
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//this is an example of the slight weirdnesses of having "server" and "client" logic running in parallel on the host.
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//This will get invoked twice; once as part of the SGameBRState, once as part of the CGameBRState. It might be tempting
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//to move it to the CGameBRState exclusively, but that's not right--it really should happen on a dedicated server too.
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//The only alternative I can think of is to add an "if(!IsHost)" check around this logic. There will always be some logic
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//which it is not OK to do twice that will need this kind of special handling, although it's not clear to me yet how much.
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UnityEngine.SceneManagement.SceneManager.LoadScene("SampleScene");
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}
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public virtual void Update()
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{
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}
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}
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}
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