/// <summary> /// Gets the type of the sence name by. /// 获取场景名字; /// </summary> /// <returns>The sence name by type.</returns> /// <param name="type">Type.</param> public string GetSenceNameByType(SenceType type) { string senceName = "StartSence"; switch (type) { case SenceType.startSence: senceName = "StartScene"; break; case SenceType.loadingSence: senceName = "LoadingScene"; break; case SenceType.mainSence: senceName = "MainScene"; break; case SenceType.warSence: senceName = "BattleScene"; break; case SenceType.guideSence: senceName = "MainScene"; break; } return(senceName); }
/// <summary> /// Gotos the one sence. /// 跳转去一个场景; /// 先去跳转到loaidngSence,然后等到loadingsence 跳转; /// </summary> /// <param name="type">Type.</param> public void GotoOneSence(SenceType type, object param = null) { if (curSence != null) { preSence = curSence; } isLoading = true; isSceneReady = false; isCtrlReady = false; curSence = type; if (curSence == SenceType.mainSence && (preSence == SenceType.startSence || preSence == null)) { //第一次的话 ; // loadingUI = AddLoadingUI <GameUpdataManager>(EndDealOp_ScenePreCtrl); } else //暂时没有区分战斗还是主界面的前置; { if (curSence == SenceType.mainSence) { // loadingUI = AddLoadingUI<PreCtrlMainScene>(EndDealOp_ScenePreCtrl); } else { // loadingUI = AddLoadingUI<PreCtrlWarScene>(EndDealOp_ScenePreCtrl,mapID); } } GTWindowManage.Instance().SenceWillChangeed(); GTSenceManage.Instance().SenceWillChangeed(); AsyncOperation loadSence = Application.LoadLevelAsync("LoadingScene"); }
private void FightEnter() { Sencetype = SenceType.Fight; }