public IEnumerator LoadingEndCheck(GameManager.Scene scene) { while (true) { yield return(new WaitForSeconds(1f)); for (int i = 0; i < dataCheck.Length; i++) { if (dataCheck[i]) { loadEnd = true; } else { loadEnd = false; yield return(null); } } if (loadEnd) { if (scene == GameManager.Scene.Login) { gameManager.ManagerDestory(); } currentScene = scene; SceneManager.LoadScene((int)scene); StopAllCoroutines(); } } }
/// <summary> /// 转场时调用函数 /// </summary> /// <param 场景编号="Num"></param> /// <param 场景名="SceneName"></param> public void ChangeScene(GameManager.Scene Num, string SceneName) { GameManager.Instance.Setscene(Num); //EditorSceneManager.LoadScene(SceneName); UnityEngine.SceneManagement.SceneManager.LoadScene((int)Num); //Application.loadedLevel Invoke("DelayIninMessagBox", 1.5f); }
public IEnumerator LoadScene(GameManager.Scene prevScene, GameManager.Scene NextScene, float delayTime) { yield return(new WaitForSeconds(delayTime)); SceneManager.LoadScene((int)GameManager.Scene.Loading); currentScene = GameManager.Scene.Loading; if (NextScene == GameManager.Scene.Wait) { LoadWaitScene(); } else if (NextScene == GameManager.Scene.Login) { LoadLoginScene(); } else if (NextScene == GameManager.Scene.Battle) { LoadBattleScene(); } }