BattleReplay.cs 1.6 KB

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  1. using CommonAI.Zone.Replay;
  2. using CommonAI.Zone.ZoneEditor;
  3. using System;
  4. using System.Collections.Generic;
  5. using System.Linq;
  6. using System.Text;
  7. namespace CommonAIClient.Client
  8. {
  9. public class BattleReplay : AbstractBattle, IBattleRecordListener
  10. {
  11. private BattleRecordPlayer mRecordPlayer;
  12. public BattleReplay(EditorTemplates data_root, BattleRecordPlayer player)
  13. : base(data_root)
  14. {
  15. this.mRecordPlayer = player;
  16. SceneData scene = data_root.LoadScene(player.SceneID);
  17. base.Layer.ActorSyncMode = CommonAI.ZoneClient.SyncMode.ForceByServer;
  18. player.Start(this);
  19. }
  20. protected override void Disposing()
  21. {
  22. base.Disposing();
  23. this.mRecordPlayer.Dispose();
  24. }
  25. public override int CurrentPing { get { return 0; } }
  26. public override long RecvPackages { get { return 0; } }
  27. public override long SendPackages { get { return 0; } }
  28. public override bool IsNet { get { return false; } }
  29. public override RoomService.Net.BsServer.KickedByServerNotifyB2C KickMessage { get { return null; } }
  30. public override void SendAction(CommonAI.Zone.Action action)
  31. {
  32. }
  33. public override void BeginUpdate(int intervalMS)
  34. {
  35. base.BeginUpdate(intervalMS);
  36. mRecordPlayer.Update(intervalMS);
  37. }
  38. public override void Update( )
  39. {
  40. base.Update();
  41. }
  42. void IBattleRecordListener.onEventHandler(CommonAI.Zone.Event evt)
  43. {
  44. this.Layer.ProcessMessage(evt);
  45. }
  46. }
  47. }