using CustomComponent; using Entity.EntityData; using GameFramework.Fsm; using GameFramework.Procedure; using StarForce; using UnityGameFramework.Runtime; namespace Procedure { public class ProcedureStressTest : ProcedureBase { private EnemyManagerComponent _enemyManager; public override bool UseNativeDialog => false; protected override void OnInit(IFsm procedureOwner) { base.OnInit(procedureOwner); } protected override void OnEnter(IFsm procedureOwner) { base.OnEnter(procedureOwner); int level = procedureOwner.GetData("Level").Value; // _enemyManager = GameEntry.EnemyManager; // _enemyManager.OnInit(level, this); // // var playerData = new PlayerData(-1, 101, 100, 4); // GameEntry.Entity.ShowPlayer(playerData); } protected override void OnUpdate(IFsm procedureOwner, float elapseSeconds, float realElapseSeconds) { base.OnUpdate(procedureOwner, elapseSeconds, realElapseSeconds); _enemyManager.OnUpdate(elapseSeconds, realElapseSeconds); } protected override void OnLeave(IFsm procedureOwner, bool isShutdown) { _enemyManager = null; base.OnLeave(procedureOwner, isShutdown); } protected override void OnDestroy(IFsm procedureOwner) { base.OnDestroy(procedureOwner); } } }