Beispiel #1
0
    public override void Enter(params object[] objs)
    {
        if (null != m_asyncOpera)
        {
            if (null != m_cb)
            {
                m_cb(LoadResult.Break, m_sceneName);
            }
        }

        this.Reset();
        m_sceneName  = objs[0] as string;
        m_cb         = objs[1] as System.Action <LoadResult, string>;
        m_asyncOpera = SceneManager.LoadSceneAsync(m_sceneName);


        m_mono = App.my.uiRoot.GetComponentInChildren <UILoadingScene>();
        if (null == m_mono)
        {
            Object     prefab = Resources.Load("Art/UI/Prefabs/UILoadingScene");
            GameObject go     = GameObject.Instantiate(prefab) as GameObject;
            go.SetActive(true);
            m_mono = go.GetComponent <UILoadingScene>();
            m_mono.transform.SetParent(App.my.uiRoot);
            m_mono.transform.localPosition = Vector3.zero;
            m_mono.transform.localScale    = Vector3.one;
        }

        m_mono.loadingTxt.text = "Loading";
    }
Beispiel #2
0
    public void ExitFightScene()
    {
        GameCore.Instance.UIManager.DestoryAllUI();
        DestoryFightLogic();
        UILoadingScene.ShowAsyn(GameDefine.GAMELOGIC_SCENE_NAME);

        //UIMainFun.ShowAsynInFight();
    }
Beispiel #3
0
 public override void Exit(params object[] objs)
 {
     if (null != m_mono)
     {
         GameObject.Destroy(m_mono.gameObject);
     }
     m_mono = null;
 }