using System.Threading; using Cysharp.Threading.Tasks; namespace Game { [Procedure(ProcedureType.EnterGameSceneProcedure)] class EnterGameSceneProcedure : ProcedureBase { public override void OnEnter() { base.OnEnter(); // var room = Game.roomManager.CreateRoom(RoomType.出生点); // Game.roomManager.CreateRoom(RoomType.伏龙阁); // Game.roomManager.CreateRoom(RoomType.杂物室); // Game.roomManager.CreateRoom(RoomType.训练堂); // Game.roomManager.CreateRoom(RoomType.先祖大厅); // Game.roomManager.CreateRoom(RoomType.圣龙残骸); // Game.roomManager.CreateRoom(RoomType.天池遗址); // Game.roomManager.CreateRoom(RoomType.沙慕龙阁); // Game.roomManager.CreateRoom(RoomType.英雄圣殿); // // var player = Game.playerManager.currentPlayer; // var joinPosition = room.roomInfo.GetJoinPosition(); // var wayPoints = Game.bfsManager.FindPath(joinPosition); UniTask.Create(async () => { // await player.MoveAsync(wayPoints, new CancellationToken()); Game.procedureManager.ChangeProcedure(ProcedureType.GameSceneLogicProcedure); }); } public override void OnLeave() { base.OnLeave(); } } }