Esempio n. 1
0
//	/// <summary>
//	/// 游戏资源更新逻辑跑完;
//	/// Ends the deal op game up mag.
//	/// </summary>
//	void EndDealOp_GameUpMag()
//	{
//		IsNeedOtherCheck = false;
//		EndOp_CheckIsEndLoading ();
//	}
    /// <summary>
    /// Loads the scene.
    /// 不自动跳转的话Unity通过加载到0.9不让他加载实现。;
    /// </summary>
    /// <returns>The scene.</returns>
    IEnumerator loadScene()
    {
        isLoaidng = true;
        //异步读取场景。
        // 就是A场景中需要读取的C场景名称。
        string tarSence = LoadingController.GetInstance().GetCurSenceNameStr();

        async = Application.LoadLevelAsync(tarSence);
        LoadingController.GetInstance().SetSceneLoadAsync(async);
        async.allowSceneActivation = false;

        while (async.progress < 0.9f)
        {
            SetLoadingPercentage(async.progress * 100);
            yield return(new WaitForEndOfFrame());
        }
        SetLoadingPercentage(100);
        //		yield return new WaitForEndOfFrame();
        yield return(new WaitForSeconds(0f));

        isLoadingSence = false;
        EndOp_CheckIsEndLoading();

        //读取完毕后返回, 系统会自动进入C场景  async.allowSceneActivation  = true
        //		yield return async;
    }
Esempio n. 2
0
    /// <summary>
    /// Ends the op check is end loading.
    /// 每个操作结束后都看下是否还有其他挂起的操作,没有就结束loading;
    /// </summary>
    void EndOp_CheckIsEndLoading()
    {
        //告诉控制器 场景 准备好了;
        LoadingController.GetInstance().LoadSenceAsyncDone();

        //加载完场景后如果没有其他需要等待的操作了;
//		if(!IsNeedOtherCheck && !isLoadingSence)
//		{
//			isLoaidng = false;
//			async.allowSceneActivation = true;
//			LoadingController.GetInstance ().EndLoadingChangeSence ();
//		}
    }
Esempio n. 3
0
    void SetLoadingPercentage(float progress)
    {
        Debuger.Log("loading  " + progress);
//		loadingUI.SetProgress (progress);
        LoadingController.GetInstance().SetLoadingSenceProgress(progress);
    }