Ejemplo n.º 1
0
 /// <summary>
 /// 获得禁用的图标,有可能没有
 /// </summary>
 /// <returns></returns>
 public virtual Sprite GetDisIcon()
 {
     if (!Icon.IsInvStr())
     {
         return(GRMgr.GetIcon(Icon + BaseConstMgr.Suffix_Disable));
     }
     return(GRMgr.GetIcon(TDID + BaseConstMgr.Suffix_Disable));
 }
Ejemplo n.º 2
0
 /// <summary>
 /// prefab
 /// </summary>
 /// <returns></returns>
 public virtual GameObject GetPrefab()
 {
     if (!Prefab.IsInvStr())
     {
         return(GRMgr.GetPrefab(Prefab));
     }
     return(GRMgr.GetPrefab(TDID));
 }
Ejemplo n.º 3
0
 /// <summary>
 /// 获取icon
 /// </summary>
 /// <returns></returns>
 public virtual Sprite GetIcon()
 {
     if (!Icon.IsInvStr())
     {
         return(GRMgr.GetIcon(Icon));
     }
     return(GRMgr.GetIcon(TDID));
 }
Ejemplo n.º 4
0
 public static void Quit()
 {
     if (!Application.isEditor)
     {
         GRMgr.UnLoadLoadedAssetBundle();
         Process.GetCurrentProcess().Kill();
         Application.Quit();
         Environment.Exit(0);
     }
 }
Ejemplo n.º 5
0
        public override Sprite GetIcon()
        {
            var ret = GRMgr.GetIcon(BaseConstMgr.Prefix_Attr + TDID);

            if (ret == null)
            {
                ret = base.GetIcon();
            }
            return(ret);
        }
Ejemplo n.º 6
0
        // 加载战场
        // readData:是否读取数据
        IEnumerator <float> _LoadBattle()
        {
            yield return(Timing.WaitForOneFrame);

            Callback_OnBattleLoadStart?.Invoke();
            float startTime = Time.realtimeSinceStartup;

            IsLoadingBattle = true;
            IsLoadBattleEnd = false;
            IsGameStart     = false;
            //开始Tip
            SubBattleCoroutine.Run(_RandTip());
            //开始加载
            Callback_OnBattleLoad?.Invoke();
            yield return(Timing.WaitForOneFrame);

            OnLoadSceneStart();
            Callback_OnLoadingProgressChanged?.Invoke("Start to load", 0.0f);
            //演示几秒,给UI渐变的时间
            yield return(Timing.WaitForSeconds(DelayLoadSceneTime));

            //加载场景
            SceneName  = CurData.GetRawSceneName();
            SceneAsset = GRMgr.LoadScene(SceneName);
            while (!SceneAsset.IsDone)
            {
                yield return(Timing.WaitForOneFrame);

                Callback_OnLoadingProgressChanged?.Invoke("LoadingScene", SceneAsset.Progress * 0.8f);
            }
            //延时一帧
            yield return(Timing.WaitForOneFrame);

            SceneManager.SetActiveScene(SceneManager.GetSceneByName(SceneName));
            Callback_OnBattleLoadedScene?.Invoke();
            //这里必须延迟一帧,等待UI创建,注册事件
            yield return(Timing.WaitForOneFrame);

            GC.Collect();
            Callback_OnLoadingProgressChanged?.Invoke("GC", 1.0f);
            IsLoadingBattle = false;
            //场景加载结束
            Callback_OnBattleLoaded?.Invoke();
            IsLoadBattleEnd = true;
            Callback_OnGameStart?.Invoke();
            IsGameStart = true;
        }
Ejemplo n.º 7
0
        // 卸载战场
        IEnumerator <float> _UnLoadBattle(Callback onDone)
        {
            if (CurData == null)
            {
                yield break;
            }
            IsLoadingBattle = false;
            IsLoadBattleEnd = false;
            IsGameStart     = false;
            CurData.OnBeRemoved();
            CurData = null;
            yield return(Timing.WaitForOneFrame);

            Callback_OnBattleUnLoad?.Invoke();
            yield return(Timing.WaitForOneFrame);

            Callback_OnLoadingProgressChanged?.Invoke("Start to load", 0.01f);
            //延时一秒.防止UI卡住
            yield return(Timing.WaitForSeconds(0.3f));

            var wait = SceneManager.UnloadSceneAsync(SceneName);

            while (!wait.isDone)
            {
                yield return(Timing.WaitForOneFrame);

                Callback_OnLoadingProgressChanged?.Invoke("UnloadScene", wait.progress);
            }

            //卸载未使用的资源
            GRMgr.UnloadScene(SceneAsset);

            Callback_OnLoadingProgressChanged?.Invoke("GC", 1.0f);
            BaseGlobal.ResumeGame();
            yield return(Timing.WaitForOneFrame);

            Callback_OnBattleUnLoaded?.Invoke();
            onDone?.Invoke();
        }
Ejemplo n.º 8
0
        // 卸载战场
        IEnumerator <float> _unLoadBattle(Callback onDone)
        {
            IsLoadedScene        = false;
            IsLoadingBattle      = false;
            IsLoadBattleEnd      = false;
            IsGameStartOver      = false;
            IsInPauseLoadingView = false;
            CurData.OnBeRemoved();
            CurData = null;
            //暂停一段时间
            BaseGlobal.PauseGame(true);
            BaseInputMgr.ResetFullScreenState();
            Callback_OnBattleUnLoad?.Invoke();
            yield return(Timing.WaitForOneFrame);

            Callback_OnLoadingProgressChanged?.Invoke("Start to load", 0.01f);
            //延时一秒.防止UI卡住
            yield return(Timing.WaitForSeconds(0.5f));

            var wait = SceneManager.UnloadSceneAsync(SceneName);

            while (!wait.isDone)
            {
                yield return(Timing.WaitForOneFrame);

                Callback_OnLoadingProgressChanged?.Invoke("UnloadScene", wait.progress);
            }

            //卸载未使用的资源
            GRMgr.UnloadScene(SceneAsset);

            Callback_OnLoadingProgressChanged?.Invoke("GC", 1.0f);
            yield return(Timing.WaitForOneFrame);

            Callback_OnBattleUnLoaded?.Invoke();
            BaseGlobal.ResumeGame();
            onDone?.Invoke();
        }
Ejemplo n.º 9
0
 public Sprite GetBg()
 {
     return(GRMgr.GetIcon(Bg));
 }
Ejemplo n.º 10
0
 /// <summary>
 /// 获得animator
 /// </summary>
 /// <returns></returns>
 public virtual RuntimeAnimatorController GetAnimator()
 {
     return(GRMgr.GetAnimator(TDID));
 }
Ejemplo n.º 11
0
        // 加载战场
        // readData:是否读取数据
        IEnumerator <float> _loadBattle(bool readData = true)
        {
            BaseGlobal.ResumeGame();
            BaseInputMgr.ResetFullScreenState();
            Callback_OnBattleLoadStart?.Invoke();
            yield return(Timing.WaitForOneFrame);

            float startTime = Time.realtimeSinceStartup;

            IsLoadedScene        = false;
            IsLoadingBattle      = true;
            IsLoadBattleEnd      = false;
            IsGameStartOver      = false;
            IsGameStart          = false;
            IsInPauseLoadingView = false;
            //开始Tip
            BattleCoroutine.Run(_randTip());
            //开始加载
            Callback_OnBattleLoad?.Invoke();
            yield return(Timing.WaitForOneFrame);

            OnLoadSceneStart();
            Callback_OnLoadingProgressChanged?.Invoke(Util.GetStr("StartToLoad"), 0.0f);
            //演示几秒,给UI渐变的时间
            yield return(Timing.WaitForSeconds(DelayLoadSceneTime));

            //加载场景
            SceneName  = CurData.GetSceneName();
            SceneAsset = GRMgr.LoadScene(SceneName);
            while (!SceneAsset.IsDone)
            {
                yield return(Timing.WaitForOneFrame);

                Callback_OnLoadingProgressChanged?.Invoke(Util.GetStr("LoadingScene"), SceneAsset.Progress * 0.8f);
            }
            //延时一帧
            yield return(Timing.WaitForOneFrame);

            Scene = SceneManager.GetSceneByName(SceneName);
            SceneManager.SetActiveScene(Scene);
            IsLoadedScene = true;
            Callback_OnBattleLoadedScene?.Invoke();
            if (BaseSceneObject == null)
            {
                CLog.Error("错误,场景里没有SceneObject");
            }
            //这里必须延迟一帧,等待UI创建,注册事件
            yield return(Timing.WaitForOneFrame);

            //读取数据前,资源加载
            yield return(Timing.WaitUntilDone(BattleCoroutine.Run(BeforeReadData())));

            Callback_OnLoadingProgressChanged?.Invoke(Util.GetStr("BeforeReadData"), 0.9f);
            if (readData)
            {
                BaseGlobal.IsUnReadData = false;
                //读取战场数据
                BaseGlobal.DBMgr.ReadGameDBData();
                BaseGlobal.IsUnReadData = true;
            }
            yield return(Timing.WaitForOneFrame);

            Callback_OnBattleReadDataEnd?.Invoke();
            //增加加载战场次数
            LoadBattleCount++;
            //读取数据后资源加载
            yield return(Timing.WaitUntilDone(BattleCoroutine.Run(AffterReadData())));

            Callback_OnLoadingProgressChanged?.Invoke(Util.GetStr("AffterReadData"), 0.95f);
            while (IsInCustomLoading)
            {
                yield return(Timing.WaitForOneFrame);
            }
            GC.Collect();
            Callback_OnLoadingProgressChanged?.Invoke(Util.GetStr("GC"), 1.0f);
            IsLoadingBattle = false;
            //场景加载结束
            Callback_OnBattleLoaded?.Invoke();
            IsLoadBattleEnd = true;
            yield return(Timing.WaitForOneFrame);

            //游戏开始(预处理最后阶段)
            SelfBaseGlobal.OnGameStart1();
            SelfBaseGlobal.OnGameStart2();
            Callback_OnGameStart?.Invoke();
            yield return(Timing.WaitForOneFrame);

            SelfBaseGlobal.OnGameStarted1();
            SelfBaseGlobal.OnGameStarted2();
            Callback_OnGameStarted?.Invoke();
            IsGameStart = true;
            //暂停在加载界面
            Callback_OnInPauseLoadingView?.Invoke();
            IsInPauseLoadingView = NeedPauseLoading;
            while (IsInPauseLoadingView)
            {
                yield return(Timing.WaitForOneFrame);
            }
            SelfBaseGlobal.OnCloseLoadingView();
            Callback_OnCloseLoadingView?.Invoke();
            //锁定进入战场流程
            while (IsLockBattleStartFlow)
            {
                yield return(Timing.WaitForOneFrame);
            }
            yield return(Timing.WaitUntilDone(BattleCoroutine.Run(BattleStart())));

            //进入自定义流程的时候暂停
            Callback_OnStartCustomBattleCoroutine?.Invoke();
            if (PlotMgr != null)
            {
                PlotMgr?.SetPlotPause(true);
                yield return(Timing.WaitUntilDone(PlotMgr.CustomStartBattleCoroutine()));

                PlotMgr?.SetPlotPause(false);
            }
            Callback_OnEndCustomBattleCoroutine.Invoke();
            //结尾部分
            SelfBaseGlobal.OnGameStartOver();
            Callback_OnGameStartOver?.Invoke();
            IsGameStartOver = true;
        }