public async ETVoid RunAsync() { if (SceneManager.GetActiveScene().name.Equals(SceneType.Battle)) { ETModel.Game.Scene.GetComponent <ResourcesComponent>().UnloadBundle(AssetBundleName.Unit); } await FUIFactory.Create <LoadingViewComponent>(FUIType.Loading); }
public override void Run() { FUI fui = Game.Scene.GetComponent <FUIComponent>().Get(FUIType.Hall); if (fui == null) { FUIFactory.Create <HallViewComponent>(FUIType.Hall).NoAwait(); } }
protected async ETVoid RunAsync(ETModel.Session session, B2C_BattleEnd message) { ETModel.Game.Scene.GetComponent <TankComponent>().RemoveAll(); // 加载Unit资源 ResourcesComponent resourcesComponent = ETModel.Game.Scene.GetComponent <ResourcesComponent>(); // 加载场景资源 await resourcesComponent.LoadBundleAsync("start.unity3d"); using (SceneChangeComponent sceneChangeComponent = Game.Scene.AddComponent <SceneChangeComponent>()) { await sceneChangeComponent.ChangeSceneAsync(SceneType.Start); } await FUIFactory.Create <CombatSettlementViewComponent, B2C_BattleEnd>(FUIType.CombatSettlement, message); }
private async ETVoid Send_C2G_CreateRoom() { C2G_CreateRoom msg = new C2G_CreateRoom(); msg.PeopleNum = this.GetPeopleNum(); msg.MapId = this.GetMapName(); msg.BigModel = this.GetBigModel(); msg.SmallModel = this.GetSmallModel(); msg.RoomNam = this.GetRoomName(); G2C_CreateRoom response = (G2C_CreateRoom)await ETModel.SessionComponent.Instance.Session.Call(msg); if (response.Error == ErrorCode.ERR_Success) { await FUIFactory.Create <RoomViewComponent>(FUIType.Room); this.OnClose(); } }
/// <summary> /// 创建常驻UI /// </summary> private void CreateConstView() { FUIFactory.Create <PopMessageViewComponent>(FUIType.PopMessage).NoAwait(); }
public async ETVoid RunAsync() { await FUIFactory.Create <LoadingViewComponent>(FUIType.Loading); }
public async ETVoid RunAsync() { // 使用工厂创建一个Login UI await FUIFactory.Create <LoginViewComponent>(FUIType.Login); }
private void AgainBtn_OnClick() { FUIFactory.Create <RoomViewComponent>(FUIType.Room).NoAwait(); this.OnClose(); }