Ejemplo n.º 1
0
    IEnumerator _EnterScene(int sceneID)
    {
        var newBehavior   = GetBehavior(sceneID);
        var new_sceneBase = DB.SceneBaseMap[sceneID];

        if (_cur_behavior != newBehavior)
        {
            //退出当前玩法
            _cur_behavior?.LeaveBehavior();
            _last_behavior = _cur_behavior;
            _cur_behavior  = newBehavior;
        }
        if (sceneID != _cur_scene_id)
        {
            _cur_behavior?.LeaveScene();
            _last_scene_id = _cur_scene_id;
            _cur_scene_id  = sceneID;

            //加载新场景
            yield return(GameMng.instance.StartCoroutine(BuildScene(new_sceneBase)));
        }
        //初始化
        InitScene(new_sceneBase);

        _cur_behavior.InitBehavior();
        _cur_behavior.InitScene();
        //进入
        _cur_behavior.EnterBehavior();
        _cur_behavior.EnterScene();
        yield return(null);
    }
Ejemplo n.º 2
0
    IEnumerator _EnterScene(int sceneID)
    {
        var newBehavior = GetBehavior(sceneID);

        if (newBehavior == null)
        {
            yield break;
        }
        if (curScene != null)
        {
            curScene.LeaveScene();
            //销毁上一个场景
            if (model.Cur_Data != null && tf_parent)
            {
                var last = tf_parent.gameObject.FindChild(model.Cur_Data.name);
                GameObject.Destroy(last);
            }
        }

        //加载新场景
        if (!DB.SceneBaseMap.ContainsKey(sceneID))
        {
            Log.Error($"sceneID:{sceneID} ,配置表中不存在");
            yield break;
        }

        yield return(MyTask.Call(BuildScene(DB.SceneBaseMap[sceneID])));

        curScene_id = sceneID;
        curScene    = newBehavior;
        curScene.EnterScene();
    }