// 照相同时切换场景会崩溃 void EnterLobby() { bool isEditor = false; #if UNITY_EDITOR isEditor = true; #endif if (isEditor) { CustomData.RoleInfo _Role = MLPlayerInfo.Instance.GetRoleInfo(rc.GetSelectedIndex()).mRoleInfo; if (!SystemSettingData.Instance.Tutorialed && _Role.name.Equals("tutorial")) { string msg = PELocalization.GetString(8000986) + "'?"; MessageBox_N.ShowYNBox(msg, BtnYOnClick, BtnNoOnClick); } else { BtnNoOnClick(); } } else { if (!SystemSettingData.Instance.Tutorialed) { string msg = PELocalization.GetString(8000986) + "'?"; MessageBox_N.ShowYNBox(msg, BtnYOnClick, BtnNoOnClick); } else { BtnNoOnClick(); } } }
/// <summary> /// 进入教程接口 /// </summary> /// <param name="role"></param> public void GotToTutorial(CustomData.RoleInfo role) { //lw:多人出教程后,进入lobby TutorialExit.type = Pathea.PeGameMgr.playerType == Pathea.PeGameMgr.EPlayerType.Multiple ? TutorialExit.TutorialType.MultiLobby :TutorialExit.TutorialType.Story; SystemSettingData.Instance.Tutorialed = true; string nickname = role.name; CustomCharactor.CustomDataMgr.Instance.Current = role.CreateCustomData(); CustomCharactor.CustomDataMgr.Instance.Current.charactorName = nickname; Pathea.PeGameMgr.playerType = Pathea.PeGameMgr.EPlayerType.Tutorial; Pathea.PeGameMgr.sceneMode = Pathea.PeGameMgr.ESceneMode.Tutorial; Pathea.PeGameMgr.tutorialMode = Pathea.PeGameMgr.ETutorialMode.DigBuild; Pathea.PeFlowMgr.Instance.LoadScene(Pathea.PeFlowMgr.EPeScene.GameScene); }