Ejemplo n.º 1
0
 //----------------------------------------------------------------------------
 public StageLoad(Copy copy)
 {
     m_curCopy            = copy;
     m_maAsset            = new AssetsManager();
     m_listStageRes       = new List <string>();
     m_listStageResCommon = new List <string>();
     preLoadAssets        = new Dictionary <string, string>();
     m_bInit = false;
     Messenger.AddListener(DgMsgID.DgMsg_NtyUILoading_Finish, OnUILoadOK);
     Messenger.AddListener <bool>(DgMsgID.DgMsg_NtyLoadProsser_Finish, OnLoadPresserOK);
 }
Ejemplo n.º 2
0
 //----------------------------------------------------------------------------
 private void Clear(bool bDo = false)
 {
     preLoadAssets.Clear();
     m_listStageRes.Clear();
     if (bDo)
     {
         m_maAsset      = null;
         m_listStageRes = null;
         preLoadAssets  = null;
     }
 }
Ejemplo n.º 3
0
        //----------------------------------------------------------------------------
        //副本优化接口,先是房间式
        public void StartSceneLoad(Scene scene)
        {
            if (m_maAsset == null)
            {
                m_maAsset = WorldManager.Instance().GetLayer <AssetLayer>().GetManager();
            }

            //2.保存要创建房间的资源
            m_curScene = scene;
            if (scene != null)
            {
                m_bUILoadOK = false;
                FileSystem.bNotInLoading = false;
                eSceneType type = scene.GetSceneType();
                switch (type)
                {
                case eSceneType.CITY_SCENE:
                case eSceneType.LOBBY_SCENE:
                    Messenger.Broadcast(DgMsgID.DgMsg_PreLoadUI, eUseEnvir.city);
                    break;

                case eSceneType.CREATEROLE_SCENE:
                    break;

                default:
                    break;
                }
            }
            //3.两个房间通用的资源保留,接着做销毁操作

            m_bInBaseLoading = true;

            WaitCheckDelete();

            StartProgress();
        }
Ejemplo n.º 4
0
        //----------------------------------------------------------------------------
        private void OnPreLoadBGM()
        {
            AssetsManager m_maniAsset = WorldManager.Instance().GetLayer <AssetLayer>().GetManager();

            m_maniAsset.LoadAssetRes <string, Object>("RAB_bgm_opening", OnLoadCallBack);
        }