Ejemplo n.º 1
0
 static public int IsDone(IntPtr l)
 {
     try {
                     #if DEBUG
         var    method     = System.Reflection.MethodBase.GetCurrentMethod();
         string methodName = GetMethodName(method);
                     #if UNITY_5_5_OR_NEWER
         UnityEngine.Profiling.Profiler.BeginSample(methodName);
                     #else
         Profiler.BeginSample(methodName);
                     #endif
                     #endif
         AssetBundleLoadOperation self = (AssetBundleLoadOperation)checkSelf(l);
         var ret = self.IsDone();
         pushValue(l, true);
         pushValue(l, ret);
         return(2);
     }
     catch (Exception e) {
         return(error(l, e));
     }
             #if DEBUG
     finally {
                     #if UNITY_5_5_OR_NEWER
         UnityEngine.Profiling.Profiler.EndSample();
                     #else
         Profiler.EndSample();
                     #endif
     }
             #endif
 }
Ejemplo n.º 2
0
        /// <summary>
        /// 异步加载场景
        /// </summary>
        private async Task _LoadScene(string sceneAssetBundle, string levelName, bool isAdditive, Action <float> cbProgress)
        {
            float startTime = Time.realtimeSinceStartup;
            AssetBundleLoadOperation request = AssetBundleManager.LoadLevelAsync(sceneAssetBundle, levelName, isAdditive);

            if (request != null)
            {
                while (request.Progress() < 1f)
                {
                    await waitFrame;
                    cbProgress?.Invoke(request.Progress());
                    if (request.IsDone())
                    {
                        break;
                    }
                }
                cbProgress?.Invoke(1f);
            }

            float elapsedTime = Time.realtimeSinceStartup - startTime;

            Utils.ResetShader(null);
            Debug.Log("Finished loading scene " + levelName + " in " + elapsedTime + " seconds");
            Debug.Log("当前场景 " + UnityEngine.SceneManagement.SceneManager.GetActiveScene().name);
        }
Ejemplo n.º 3
0
    public IEnumerator LoadLevelAsync(string bundleName, string sceneName, bool isAdditive)
    {
        AssetBundleLoadOperation async = AssetBundleManager.LoadLevelAsync(bundleName, sceneName, isAdditive);

        while (!async.IsDone())
        {
            yield return(null);
        }

        yield break;
    }
Ejemplo n.º 4
0
    /*
     * summary
     * 씬 로드시 로드되어있는 씬일 경우 ActiveScene으로 설정
     * 씬 로드가 안되어있을 경우 씬의 전환을 이룸.
     * summary
     */

    public IEnumerator LoadScene(string sceneName, bool isLoading = true, bool isImediately = true, bool isAdditive = true)
    {
        Debug.LogFormat("LoadScene {0}", sceneName);

        // Scene in sceneNameList
        if (_sceneNameList.Contains(sceneName))
        {
            foreach (var scene in _sceneNameList)
            {
                if (scene == sceneName)
                {
                    Debug.Log("ActiveScene Change : " + sceneName);
                    SceneManager.SetActiveScene(SceneManager.GetSceneByName(sceneName));
                    yield break;
                }
            }
        }
        else
        {
            yield return(new WaitForSeconds(0.1f));

            //LoadLevelAsync함수를 통해 에셋을 로드대기 시키고 AssetBundleLoadOperation생성후 반환
            AssetBundleLoadOperation request = AssetBundleManager.LoadLevelAsync(AssetManager.Instance._assetBundleKeys[ASSET_TYPE.GAME_SCENES], sceneName, isAdditive);
            if (request == null)
            {
                yield break;
            }

            if (isLoading)
            {
                LoadingBarScript loading = GameObject.Find("Script").GetComponent <LoadingBarScript>();

                StartCoroutine(loading.SetLoadingProgressBar(request));
            }

            while (!request.IsDone())
            {
                yield return(null);
            }

            if (isImediately)
            {
                SceneManager.SetActiveScene(SceneManager.GetSceneByName(sceneName));
                Debug.Log("씬 활성화 : " + SceneManager.GetActiveScene().name);
            }

            _sceneNameList.Add(sceneName);
        }
    }
Ejemplo n.º 5
0
        public IEnumerator LoadSceneAsync(string sceneName, string sceneAssetBundle, bool isAdditive = false, Action <float> progressListener = null)
        {
            AssetBundleLoadOperation request = AssetBundleManager.LoadLevelAsync(sceneAssetBundle, sceneName, isAdditive);

            if (request == null)
            {
                yield break;
            }


            if (progressListener == null)
            {
                // 方案一
                yield return(StartCoroutine(request));
            }
            else
            {
                // 方案二 TODO 可能有BUG
                {
                    int maxTry = 0;
                    while (request.Process() < 0.9f)
                    {
                        if (request.Process() < 0.001f && maxTry++ > 100)
                        {
                            Debug.LogError("网络无法获得资源:" + sceneAssetBundle + " " + sceneName);
                        }
                        // TODO 进度条处理
                        Debug.Log("加载:" + request.Process() * 100 + "/100");
                        yield return(new WaitForEndOfFrame());
                    }

                    while (!request.IsDone())
                    {
                        Debug.Log("加载:" + request.Process() * 100 + "/100");
                        yield return(new WaitForEndOfFrame());
                    }

                    Debug.Log("加载:100/100");
                }
            }
        }
Ejemplo n.º 6
0
    protected IEnumerator InitializeLevelAsync(string levelName, bool isAdditive)
    {
        // This is simply to get the elapsed time for this phase of AssetLoading.
        float startTime = Time.realtimeSinceStartup;

        // Load level from assetBundle.
        AssetBundleLoadOperation request = AssetBundleManager.LoadLevelAsync(sceneAssetBundle, levelName, isAdditive);

        if (request == null)
        {
            yield break;
        }

        // 方案一
        // yield return StartCoroutine(request);

        // 方案二
        {
            while (request.Process() < 0.9f)
            {
                // TODO 进度条处理
                Debug.Log("加载:" + request.Process() * 100 + "/100");
                yield return(new WaitForEndOfFrame());
            }

            while (!request.IsDone())
            {
                Debug.Log("加载:" + request.Process() * 100 + "/100");
                yield return(new WaitForEndOfFrame());
            }

            Debug.Log("加载:100/100");
        }

        // Calculate and display the elapsed time.
        float elapsedTime = Time.realtimeSinceStartup - startTime;

        Debug.Log("Finished loading scene " + levelName + " in " + elapsedTime + " seconds");
    }
Ejemplo n.º 7
0
 public override bool IsDone()
 {
     return(loadOperation != null && loadOperation.IsDone());
 }
Ejemplo n.º 8
0
    IEnumerator Login(string userID, string pletformID = "", LoginType loginType = LoginType.GuestLogin)
    {
        Debug.Log("로그인 시작");
        loginPanel.SetActive(false);


        //로그인 시 유저 데이터 구성부분
        WWWForm form = new WWWForm();

        form.AddField("userID", userID, System.Text.Encoding.UTF8); //테스트 아이디로 로그인한다.

        string googleID = "";

        if (PlayerPrefs.HasKey("google"))
        {
            googleID = PlayerPrefs.GetString("google");
        }
        else
        {
            if (loginType == LoginType.GoogleLogin)
            {
                googleID = pletformID;
            }
        }

        string facebookID = "";

        if (PlayerPrefs.HasKey("facebook"))
        {
            facebookID = PlayerPrefs.GetString("facebook");
        }
        else
        {
            if (loginType == LoginType.FacebookLogin)
            {
                facebookID = pletformID;
            }
        }

        tipMessageText.text = "로그인 정보를 내려받는 중..";
        form.AddField("google", googleID, System.Text.Encoding.UTF8);
        form.AddField("facebook", facebookID, System.Text.Encoding.UTF8);
        form.AddField("deviceModel", SystemInfo.deviceModel);
        form.AddField("deviceID", SystemInfo.deviceUniqueIdentifier);

        form.AddField("type", (int)loginType);

        string result = "";
        string php    = "Login.php";

        yield return(StartCoroutine(WebServerConnectManager.Instance.WWWCoroutine(php, form, x => result = x)));

        JsonData jsonData = ParseCheckDodge(result);


        PlayerPrefs.SetString("userID", JsonParser.ToString(jsonData["id"].ToString()));

        if (loginType == LoginType.GoogleLogin)
        {
            PlayerPrefs.SetString("google", JsonParser.ToString(jsonData["google"].ToString()));
        }

        if (loginType == LoginType.FacebookLogin)
        {
            PlayerPrefs.SetString("facebook", JsonParser.ToString(jsonData["facebook"].ToString()));
        }

        // 아틀라스 캐싱
        string atlasName = "Atlas_Product";
        AssetBundleLoadAssetOperation r = AssetBundleManager.LoadAssetAsync("sprite/product", atlasName, typeof(UnityEngine.U2D.SpriteAtlas));

        yield return(StartCoroutine(r));

        UnityEngine.U2D.SpriteAtlas atlas = r.GetAsset <UnityEngine.U2D.SpriteAtlas>();

        if (atlas != null)
        {
            if (!AssetLoader.cachedAtlasDic.ContainsKey(atlasName))
            {
                AssetLoader.cachedAtlasDic.Add(atlasName, atlas);
            }
        }
        string atlasName2 = "Atlas_Material";
        AssetBundleLoadAssetOperation r2 = AssetBundleManager.LoadAssetAsync("sprite/material", atlasName2, typeof(UnityEngine.U2D.SpriteAtlas));

        yield return(StartCoroutine(r2));

        UnityEngine.U2D.SpriteAtlas atlas2 = r2.GetAsset <UnityEngine.U2D.SpriteAtlas>();

        if (atlas2 != null)
        {
            if (!AssetLoader.cachedAtlasDic.ContainsKey(atlasName2))
            {
                AssetLoader.cachedAtlasDic.Add(atlasName2, atlas2);
            }
        }


        //// 게임 데이타 초기화 끝날 때 까지 대기
        //while (!GameDataManager.isInitialized)
        //    yield return null;


        if (User.Instance)
        {
            User.Instance.InitUserData(jsonData);
        }

        Debug.Log("유저 데이터 초기화");

        while (!User.isInitialized)
        {
            yield return(null);
        }

        Debug.Log("완료");
        // 유저 데이터 초기화 시작
        StartCoroutine(UserDataManager.Instance.Init());



        // 유저 데이터 초기화 완료 했는가 체크
        while (!UserDataManager.isInitialized)
        {
            yield return(null);
        }
        tipMessageText.text = "왕국으로 진입중..";
        Debug.Log("Login UserID : " + JsonParser.ToString(jsonData["id"]));

        //enterButton.SetActive(true);



        //if (onFadeOutStart != null)
        //    onFadeOutStart();

        ////페이드아웃 기다리는 시간
        //yield return new WaitForSeconds(1.5f);

        yield return(StartCoroutine(LoadingManager.FadeOutScreen()));

        string nextSceneBundleName         = "scene/lobby";
        string nextSceneName               = "Lobby";
        AssetBundleLoadOperation operation = AssetBundleManager.LoadLevelAsync(nextSceneBundleName, nextSceneName, true);



        //// 몬스터 풀 초기화 끝났는가 체크
        //while (!MonsterPool.Instance)
        //    yield return null;

        //while (!MonsterPool.Instance.isInitialization)
        //    yield return null;

        //while (!Battle.Instance || !Battle.Instance.isInitialized)
        //    yield return null;


        while (!operation.IsDone())
        {
            yield return(null);
        }


        versionText.gameObject.SetActive(false);
        messagePanel.SetActive(false);
        StopCoroutine(messageCoroutine());


        //while (!UILoginManager.isFinished)
        //    yield return null;


        Scene lobby    = SceneManager.GetSceneByName("Lobby");
        Scene login    = SceneManager.GetSceneByName("Login");
        Scene preLogin = SceneManager.GetSceneByName("PreLogin");

        SceneManager.SetActiveScene(lobby);
        SceneManager.UnloadSceneAsync(login);
        SceneManager.UnloadSceneAsync(preLogin);
    }