/// <summary> /// UISceneState进入回调 /// </summary> /// <param name="state"></param> private void OnSceneStateEnter(UISceneState state, Action <float> progressCallback = null) { Engine.Utility.Log.Info("UIManager->OnSceneStateEnter state:{0}", state); m_curSate = state; m_progress = 0; ReleaseNotMatchSceneStateRes(); m_progressCallback = progressCallback; DoPreLoadSceneUI(); }
public void ChangeUISceneState(UISceneState state, Action <float> progressCallback = null, bool force = true) { if (m_curSate == state && !force) { Engine.Utility.Log.Error("UIManager->ChangeUISceneState failed,already state:{0}", state); return; } if (m_curSate != UISceneState.USS_None) { OnSceneStateOut(m_curSate); } OnSceneStateEnter(state, progressCallback); }
/// <summary> /// UISceneSate退出回调 /// </summary> /// <param name="state"></param> private void OnSceneStateOut(UISceneState state) { Engine.Utility.Log.Info("UIManager->OnSceneStateOut state:{0}", state); }