Esempio n. 1
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 public static void InvokeActiveSceneChangedEvent(SceneResInfoManager prog)
 {
     if (null != m_ActiveSceneChangedCallBack)
     {
         m_ActiveSceneChangedCallBack.Invoke(prog);
     }
 }
Esempio n. 2
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        //主界面场景加载完毕回调
        private void SetPrizeChestObjContainer(SceneResInfoManager info)
        {
            currentView = EMPrizeChestView.EMView_Main;
            //挂载主界面场景模型根节点,创建场景光效
            if (chestObjContainer == null)
            {
                GameObject go = new GameObject();
                go.name           = "PrizeChestContainer";
                chestObjContainer = go.transform;
            }
            //挂载宝箱模型根节点到场景上
            chestObjContainer.SetParent(info.SceneRoot.transform);
            chestObjContainer.localPosition = mainViewChestPos;

            RefreshChest();

            if (m_reaminingChestCount <= 0)
            {
                linkBtn.gameObject.SetActive(true);
                if (defaultBGEffect == null && chestObjContainer != null)
                {
                    defaultBGEffect = new SceneEffectParamBase((int)ESceneEffectID.SE_PrizeChest_DefaultBG, chestObjContainer);
                    SceneEffectManager.Instance.CreateSceneEffect(ref defaultBGEffect);
                }
            }
            chestPageObj.SetActive(true);
            closeBtn.gameObject.SetActive(true);
            bEnableClose = true;
        }
Esempio n. 3
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        //奖励界面场景加载完毕回调
        private void SetPrizeResultObjContainer(SceneResInfoManager info)
        {
            if (info == null || info.SceneRoot == null)
            {
                Debug.LogError("load scene 'TreasureBoxRoomView02' failed.");
                return;
            }

            currentView = EMPrizeChestView.EMView_Award;
            if (prizeResultObjContainer == null)
            {
                prizeResultObjContainer = info.SceneRoot.transform.FindChild("Scenes_Container");
                if (prizeResultObjContainer == null)
                {
                    GameObject go = new GameObject();
                    go.name = "prizeResultContainer";
                    prizeResultObjContainer = go.transform;

                    //挂载奖励界面场景模型根节点
                    prizeResultObjContainer.SetParent(info.SceneRoot.transform);
                    prizeResultObjContainer.localPosition = new Vector3(0, 0, 0);
                }
            }

            LoadPrizeResultEffectAndSetUIData();
        }
Esempio n. 4
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 private void SetRootNodeAfterLoadScene(SceneResInfoManager info)
 {
     if (m_wndView != null)
     {
         m_wndView.SetRootSceneNode(info);
     }
 }
Esempio n. 5
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 public void SetRoomShowAfterLoadScene(SceneResInfoManager info)
 {
     if (m_wndView && m_wndView.SupportVoteFrame)
     {
         m_wndView.SupportVoteFrame.SelectTransForm = info.SceneRoot.transform;
     }
 }
Esempio n. 6
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    private static void SetResolution(int _nNewWidth, int _nNewHeight, bool bFullScreen)
    {
        //全屏
        if (bFullScreen && isSupportFullScreen)
        {
            Screen.SetResolution(_nNewWidth, _nNewHeight, false);
            screenPosition = new Rect(0, 0, _nNewWidth, _nNewHeight);

            //设定一个新的窗口风格
            GameLogicAPI.SetWindowLong(Initialize.m_WindowHwnd, GWL_STYLE, NEW_LONG);
            GameLogicAPI.SetWindowPos(Initialize.m_WindowHwnd, HWND_NORMAL, (int)screenPosition.x, (int)screenPosition.y, (int)screenPosition.width, (int)screenPosition.height, SWP_SHOWWINDOW);

            GameLogicAPI.SetWindowLong(Initialize.m_WindowHwnd, GWL_STYLE, NEW_LONG);
            GameLogicAPI.SetWindowPos(Initialize.m_WindowHwnd, HWND_NORMAL, (int)screenPosition.x, (int)screenPosition.y, (int)screenPosition.width, (int)screenPosition.height, SWP_SHOWWINDOW);

            GameLogicAPI.SetWindowLong(Initialize.m_WindowHwnd, GWL_STYLE, NEW_LONG);
            GameLogicAPI.SetWindowPos(Initialize.m_WindowHwnd, HWND_NORMAL, (int)screenPosition.x, (int)screenPosition.y, (int)screenPosition.width, (int)screenPosition.height, SWP_SHOWWINDOW);
        }
        //非全屏
        else
        {
            Screen.SetResolution(_nNewWidth, _nNewHeight, false);
            GameLogicAPI.SetWindowPos(Initialize.m_WindowHwnd, HWND_NORMAL, 0, 0, 0, 0, 0x0001 | 0x0002);
            GameLogicAPI.SetWindowPos(Initialize.m_WindowHwnd, HWND_NORMAL, 0, 0, 0, 0, 0x0001 | 0x0002 | 0x0020);
        }

        if (USpeedUI.UISystem.Instance)
        {
            USpeedUI.UISystem.Instance.SetResolution(_nNewWidth, _nNewHeight);
        }
        SceneResInfoManager.API_OnResolutionChanged(_nNewWidth, _nNewHeight);
    }
Esempio n. 7
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        private void SceneLoadFinish(SceneResInfoManager manager)
        {
            SetVisible(true);

            if (m_wndView)
            {
                m_wndView.SceneRoot = manager.SceneRoot.transform;
            }
        }
Esempio n. 8
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    public void Awake()
    {
        isOnGameRuning = true;
        m_WindowHwnd   = GameLogicAPI.getMainWindHwnd();
        if (!Application.isEditor)
        {
            GameLogicAPI.SetWindowText(Initialize.m_WindowHwnd, "泰坦-大地之子,勇往直前");
        }

        InitDoTween();
        GameLogicAPI.OpenLog();

        if (AssetBundleManager.isVaild)
        {
            LoadingWaitngResNode = AssetBundleManager.GetAssets(AssetType.Asset_Prefab, "fa32d80346317d445bf6bdd4f1b4c5da", true);
            if (!ResNode.isNullOrEmpty(LoadingWaitngResNode))
            {
                LoadingWaitngResNode.InstanceMainRes();
            }
        }

        DontDestroyOnLoad(gameObject);

        Type[] types = new Type[]
        {
            typeof(Trace),
        };
        CreateModulesSync(types);

        if (Time.timeScale < 0.01)
        {
            Time.timeScale = 1f;
        }

        mainCam       = Camera.main;
        Instance      = this;
        myTransform   = this.transform;
        SoliderTarget = myTransform.FindChild("SoldierTarget").gameObject;
        Hero_Camera   = Initialize.mainCam.gameObject;
        TargetFrame   = myTransform.FindChild("TargetFrame").gameObject;
        Second_Camera = myTransform.FindChild("Second_Camera").gameObject;
        SecondTarget  = Second_Camera.transform.FindChild("SecondTarget").gameObject;
        CamInitPos    = Hero_Camera.transform.position;
        CamInitQua    = Hero_Camera.transform.rotation;
        SetState(InitializeState.Init);

        SceneManager.RegisterSceneLoadFinishEvent(SceneLoadFinish);
        SceneManager.RegisterSceneLoadStartEvent(SceneLoadStart);

        SceneResInfoManager.RegisterActiveSceneChangedEvent(ActiveSceneChanged);

        UISystem.OnResolutionChanged += DoMouseLockInModeType;

        //将显示层配置文档初始化提前避免启用多线程时配置文档未初始化
        //ViewConfigManager.Init();
    }
Esempio n. 9
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    public static void API_UnLoadLevel(string sceneName)
    {
        SceneResInfoManager mr = null;

        if (LoadedScene_ResTable.TryGetValue(sceneName, out mr))
        {
            ResNode.DestroyRes(ref mr.SceneRoot);
            LoadedScene_ResTable.Remove(sceneName);
        }
    }
Esempio n. 10
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    public static SceneResInfoManager API_GetSceneResManager(string sceneName)
    {
        SceneResInfoManager result = null;

        if (!LoadedScene_ResTable.TryGetValue(sceneName, out result))
        {
            Debug.LogWarning("找不到场景管理器:" + sceneName);
        }
        return(result);
    }
Esempio n. 11
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        public void SetRoomShowAfterLoadScene(SceneResInfoManager info)
        {
            if (m_wndView)
            {
                m_wndView.CommomFrame.SkinModelFrame.SelectTransForm = info.SceneRoot.transform;
                m_wndView.CommomFrame.UpstarBtnFrame.SelectTransForm = info.SceneRoot.transform;
                m_wndView.EffectFrame.SelectTransForm = info.SceneRoot.transform;

                m_wndView.SetHeroSkinModel(HeroDetailViewData.Instance.nHeroID);
            }
        }
Esempio n. 12
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    private static void API_ConfirmLoadedSceneRes(SceneResInfoManager Res)
    {
        if (!AssetBundleManager.isBundleScene(Res.sceneName))
        {
            Debug.LogError("发现一类场景资源超级BUG!!!!!");
            return;
        }

        if (LoadedScene_ResTable.ContainsKey(Res.sceneName))
        {
            Debug.LogError("发现二类场景资源超级BUG!!!!!");
            return;
        }
        LoadedScene_ResTable.Add(Res.sceneName, Res);
        AssetBundleManager.ConfirmLoadedScene(Res.sceneName);
    }
Esempio n. 13
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    public static void Init()
    {
        //InitUGUI();

        if (bInit)
        {
            return;
        }
        bInit = true;
        //如果加载配置失败,则使用默认的配置
        bool bLoadConfig = LoadConfig();

        if (!MonoInstance)
        {
            MonoInstance = new GameObject();
            MonoInstance.AddComponent <ImageSetting>().hideFlags = HideFlags.NotEditable;
            MonoInstance.name = "ImageSetting";
            DontDestroyOnLoad(MonoInstance);
        }
        InitResolution();

        //有开启自动调整,参数设置为预设的值
        if (bLoadConfig /*&& AutoAdjustQuality > 0*/)
        {
            SetImageQuality(currData.currImageQuality);
        }
        else
        {
            //加载配置失败就使用默认配置
            if (bLoadConfig)
            {
                //没有开启自动调整,直接应用参数,采用玩家的值
                Apply(true);
            }
            else
            {
                SetDefaultSetting();
            }
        }

        ImageEffects.ImageEffectManager.AdvanceImangeEffectEnabled = currData.AdvanceImageEffectEnabled == 1;
        //ApplyUIData();
        GameFrameManager.FpsMonitor.SubScribeProfileEvent(OnFPSChange);
        SceneResInfoManager.RegisterActiveSceneChangedEvent(ActiveSceneChaned);
        SceneResInfoManager.RegsiterGetImageSettignData(GetData);
    }
    IEnumerator LoadWarSupportPlayerViewScene_Impl(System.Action <SceneResInfoManager> callBack)
    {
        if (AssetBundleManager.isCanLoadLevel(WarSupportPlayerViewSceneName))
        {
            if (SceneResInfoManager.CurrentActiveInstance)
            {
                backOldSupportSceneName = SceneResInfoManager.CurrentActiveInstance.sceneName;
            }

            AssetBundleManager.LoadLevelAdditive(WarSupportPlayerViewSceneName);

            DeActiveScene(backOldSupportSceneName);

            /*为什么要两帧??因为一个是本帧,另一个才是下一帧..*/
            yield return(new WaitForEndOfFrame());

            yield return(new WaitForFixedUpdate());



            SceneResInfoManager manager = SceneResInfoManager.API_GetSceneResManager(WarSupportPlayerViewSceneName);
            ImageSetting.Apply(true);
            if (manager)
            {
                ActiveScene(WarSupportPlayerViewSceneName);
                manager.SceneRoot.transform.SetPosition(Vector3.one * -999);
            }
            InvokeSceneActiveChangeEvent(WarSupportPlayerViewSceneName);
            isLoadingWarSupportPlayerViewScene = false;
            if (isElaryUnLoadSupportScene)
            {
                isElaryUnLoadSupportScene = false;
                UnLoadWarSupportPlayerViewScene();
                yield break;
            }
            if (null != callBack)
            {
                callBack(manager);
            }
        }
        else
        {
            isLoadingWarSupportPlayerViewScene = false;
        }
    }
Esempio n. 15
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    public static void DeActiveScene(string sceneName)
    {
        if (sceneName.Equals(string.Empty))
        {
            return;
        }
        SceneResInfoManager manager = SceneResInfoManager.API_GetSceneResManager(sceneName);

        if (!manager)
        {
            return;
        }

        if (manager)
        {
            manager.DeActive();
        }
    }
Esempio n. 16
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    public void Active()
    {
        LastActiveInstance    = CurrentActiveInstance;
        CurrentActiveInstance = this;
        //ImageEffects.ImageEffectManager.API_SetDirty(SceneCamera);
        if (SceneCamera)
        {
            SceneCamera.gameObject.SetActive(true);
            m_currentSceneCamera = SceneCamera;
            InvokeActiveSceneChangedEvent(this);
        }
        if (SceneLightRoot)
        {
            SceneLightRoot.SetActive(true);
        }

        ApplyColorCompensationFactor();
        ApplyEnvironmentLighting();
        m_IsActive = true;
    }
Esempio n. 17
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 public void SetRootSceneNode(SceneResInfoManager info)
 {
     if (info != null)
     {
         for (int i = 0; i < m_heroModleArray.Length; ++i)
         {
             m_heroModleArray[i] = null;
         }
         SelectTransForm = info.SceneRoot.transform;
         SetHeroMountPoint();
         LoadStandbyEffect();
         LoadLifeHero();
         prizeFrame.SetData();
         SetReplaceBtnVisible();
         LoadAllAddHeroOrUpSatrEffect();
     }
     else
     {
         Debug.LogError("(" + SceneManager.DestinedHeroViewSceneName + ")场景加载失败!");
         return;
     }
 }
Esempio n. 18
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    private void GameQuit()
    {
        DG.Tweening.DOTween.isQuitting = true;
        SaveUnityTXTLog();
        InputManager.Clear();
        EntityFactory.Instance.Clear();
        UTopNameManager.Instance.Clear();
        USpeedUI.Blood.UBloodManager.Instance.Clear();
        SoundManager.Clear();
        SkinManager.Clear();
        PrefabManager.Clear();
        ImageSetting.Clear();
        if (AnimationEffectFactory.Instance)
        {
            AnimationEffectFactory.Instance.UnLoadAnimEffectData();
        }

        if (LightingEffectFactory.Instance)
        {
            LightingEffectFactory.Instance.ClearCache();
            LightingEffectFactory.Instance.ClearWhenGameEnd();
        }

        if (Application.isEditor)
        {
            Shader.globalMaximumLOD = int.MaxValue;
        }

        ImageEffectManager.API_GameEnd();
        SafeZoneEffectManager.Clear();
        //清除资源
        AssetBundleManager.Clear();
        SceneResInfoManager.ClearOnAppQuit();
        Resources.UnloadUnusedAssets();
        //GC.Collect();
    }
Esempio n. 19
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    private void DrawOptimtizedControlPlane()
    {
        Rect rt  = new Rect(0, Screen.height * 0.6f, 200, 200);
        Rect rt1 = new Rect(0, 0, 200, Screen.height);

        OptimtizedControlScrollPos = GUI.BeginScrollView(rt, OptimtizedControlScrollPos, rt1);

        GUILayout.BeginVertical("Box");
        GUILayout.Label("调试面板");

        GUILayout.Space(5.0f);

        OptimitzedControlPlane.Instance.EnabledNormalFloatFont = GUILayout.Toggle(OptimitzedControlPlane.Instance.EnabledNormalFloatFont, "开启普通飘字");
        OptimitzedControlPlane.Instance.EnabledLightingEffect  = GUILayout.Toggle(OptimitzedControlPlane.Instance.EnabledLightingEffect, "开启光效");
        LightingEffectFactory.ClosedOptimiezed = GUILayout.Toggle(LightingEffectFactory.ClosedOptimiezed, "关闭光效优化");

        //if (GUILayout.Button("UI调试面板"))
        //{
        //    UIWindowDebugPlane.OpenUIWindowDebugPlane();
        //}

        if (GUILayout.Button("打印光效信息"))
        {
            Trace.Log("-------------------EffectDebugInfo------------------------");
            foreach (string s in EntityViewCommandHandler.lightingEffectDebugInfo)
            {
                Trace.Log(s);
            }
            Trace.Log("-------------------EffectDebugInfo------------------------");

            SkinManager.TraceCullingList();
            System.Diagnostics.Process.Start(Initialize.LogFileName);
        }

        if (GUILayout.Button("刷新场景碰撞体"))
        {
            SceneResInfoManager.RefershAllCollider();
        }

        if (GUILayout.Button("刷新人物碰撞体"))
        {
            EntityFactory.RefershPlayerCollider();
        }

        if (SceneResInfoManager.ShowMeshColliderFlags)
        {
            if (GUILayout.Button("关闭碰撞体显示"))
            {
                SceneResInfoManager.ShowMeshColliderFlags = false;
                SceneResInfoManager.HideMeshCollider();
            }
        }
        else
        {
            if (GUILayout.Button("打开碰撞体显示"))
            {
                SceneResInfoManager.ShowMeshColliderFlags = true;
                SceneResInfoManager.ShowMeshCollider();
            }
        }

        if (!OptimitzedControlPlane.Instance.EnabledImageEffects)
        {
            if (GUILayout.Button("开启后处理"))
            {
                OptimitzedControlPlane.Instance.EnabledImageEffects = true;
                foreach (ImageEffects.ImageEffectManager ins in ImageEffects.ImageEffectManager.ImageEffectManagerTable.Values)
                {
                    if (ins)
                    {
                        ins.enabled = true;
                    }
                }
            }
        }
        else
        {
            if (GUILayout.Button("关闭后处理"))
            {
                OptimitzedControlPlane.Instance.EnabledImageEffects = false;
                foreach (ImageEffects.ImageEffectManager ins in ImageEffects.ImageEffectManager.ImageEffectManagerTable.Values)
                {
                    if (ins)
                    {
                        ins.enabled = false;
                    }
                }
            }
        }


        if (GUILayout.Button("输出pickCount信息"))
        {
            Trace.Log("--------------pickcount Debug info:-----------");

            ICollection <U3D_Render.EntityView> heros = EntityFactory.GetPlayerList();
            foreach (U3D_Render.EntityView hero in heros)
            {
                if (hero.StateMachine)
                {
                    Trace.Log(hero.StateMachine.name + " " + hero.StateMachine.pickableCount);
                }
            }

            System.Diagnostics.Process.Start(Initialize.LogFileName);
        }
        if (!InputManager.foceOpenInput)
        {
            if (GUILayout.Button("强制开启输入"))
            {
                InputManager.foceOpenInput = true;
            }
        }
        else
        {
            if (GUILayout.Button("强制关闭输入"))
            {
                InputManager.foceOpenInput = false;
            }
        }

        if (!OptimitzedControlPlane.Instance.EanableUI)
        {
            if (GUILayout.Button("开启UI"))
            {
                OptimitzedControlPlane.Instance.EanableUI = true;
                USpeedUI.UISystem.Instance.OpenUI();
            }
        }
        else
        {
            if (GUILayout.Button("关闭UI"))
            {
                OptimitzedControlPlane.Instance.EanableUI = false;
                USpeedUI.UISystem.Instance.CloseUI();
            }
        }

        if (GUILayout.Button("取消帧数限制"))
        {
            QualitySettings.vSyncCount  = 0;
            Application.targetFrameRate = 0;
        }

        if (GUILayout.Button("删除所有UI"))
        {
            if (USpeedUI.UISystem.Instance)
            {
                GameObject.Destroy(USpeedUI.UISystem.Instance.gameObject);
            }

            if (USpeedUI.Blood.UBloodManager.Instance)
            {
                GameObject.Destroy(USpeedUI.Blood.UBloodManager.Instance.gameObject);
            }

            if (USpeedUI.UTopNameManager.Instance)
            {
                GameObject.Destroy(USpeedUI.UTopNameManager.Instance.gameObject);
            }
        }

        if (AssetBundleManager.isOnRunTimeMode)
        {
            if (GUILayout.Button("卸载所有资源(不可逆)"))
            {
                AssetBundleManager.Clear();
            }
        }


        if (!Application.isEditor)
        {
            if (GUILayout.Button("资源调试面板"))
            {
                DrawAssetDebugInfo = true;
            }
        }



        GUILayout.EndVertical();
        GUI.EndScrollView();
    }
Esempio n. 20
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 public static void UnLoadAllLevel()
 {
     AssetBundleManager.UnLoadAllSceneBundle();
     SceneResInfoManager.API_UnLoadAllLevel();
 }
Esempio n. 21
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 public static void UnLoadLevel(string sceneName)
 {
     SceneResInfoManager.API_UnLoadLevel(sceneName);
     AssetBundleManager.UnLoadSceneBundle(sceneName);
 }
Esempio n. 22
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 private static void ActiveSceneChaned(SceneResInfoManager manager)
 {
     ApplySceneImageSettingWhenAfterLoadingScene();
 }
Esempio n. 23
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 /// <summary>
 /// 应用场景里的图像设置,应当在每次场景加载的时候都调用一次,并且强制调用
 /// </summary>
 public static void ApplySceneImageSetting(SceneResInfoManager Instance, bool bForce = false)
 {
     SceneResInfoManager [] InstanceList = new SceneResInfoManager[] { Instance };
     ApplySceneImageSetting(InstanceList, bForce);
 }
Esempio n. 24
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    public void OnDestroy()
    {
        UnLoadTerrain();
        ImageEffects.ImageEffectManager.API_ClearSceneCamera(SceneCamera);
        ClearSceneQuadTree();

        foreach (SceneResInfo res in ResInfoList)
        {
            if (!res)
            {
                continue;
            }
            res.OnClear(SceneCamera);
        }

        foreach (SceneResInfo res in GrassResInfoList)
        {
            if (!res)
            {
                continue;
            }
            res.OnClear(SceneCamera);
        }

        foreach (SceneLightInfo res in LightInfoList)
        {
            if (!res)
            {
                continue;
            }
            res.OnClear(SceneCamera);
        }

        foreach (SceneColliderInfo res in ColliderInfoList)
        {
            if (!res)
            {
                continue;
            }
            res.OnClear(SceneCamera);
        }

        foreach (SceneEffectInfo res in EffectInfoList)
        {
            if (!res)
            {
                continue;
            }
            res.OnClear(SceneCamera);
        }

        //如果当前场景被删除,当前场景的实例则变为上一个场景
        if (CurrentActiveInstance == this)
        {
            CurrentActiveInstance = LastActiveInstance;
        }
        AllInstance.Remove(this);
        UnLoadSkyBoxTexture();

        ResInfoList.Clear();
        LightInfoList.Clear();
        ColliderInfoList.Clear();
        EffectInfoList.Clear();
        StopAllCoroutines();
        OcclusCullingClear();
        ClearRenderMaterial();
    }
Esempio n. 25
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    public void Awake()
    {
        LoadTerrain();
        API_ConfirmLoadedSceneRes(this);
        LastActiveInstance    = CurrentActiveInstance;
        CurrentActiveInstance = this;
        AllInstance.Add(this);

        InvokeActiveSceneChangedEvent(this);
        ApplyColorCompensationFactor();
        SceneCamera.nearClipPlane = 0.1f;
        SceneCamera.farClipPlane  = Mathf.Min(SceneCamera.farClipPlane, 6000);

        if (SecondSunLight)
        {
            OrginalSecondSunLightEnabled = SecondSunLight.enabled;
            SecondSunLight.enabled       = false;
        }

        if (ThirdSunLight)
        {
            OrginalThirdSunLightEnabled = ThirdSunLight.enabled;
            ThirdSunLight.enabled       = false;
        }


        if (ScenereOcclusColliderRoot)
        {
            ScenereOcclusColliderRoot.SetActive(GoablEnabledOcclusCulling);
        }

        SceneResInfo.StartPreLoad();
        foreach (SceneResInfo res in ResInfoList)
        {
            if (!isVaildRes(res))
            {
                continue;
            }

            res.hostResManager = this;
            PushRenderMaterial(res.hostRender);
            res.OnAwake(SceneCamera);
            if (res.OcclusCullingCollider)
            {
                transform_ResTable.Add(res.OcclusCullingCollider.transform, res);
            }
        }

        foreach (SceneResInfo res in GrassResInfoList)
        {
            if (!isVaildGrassRes(res))
            {
                continue;
            }

            res.isGrass        = true;
            res.hostResManager = this;
            PushRenderMaterial(res.hostRender);
            res.OnAwake(SceneCamera);
        }

        foreach (SceneLightInfo res in LightInfoList)
        {
            if (!isVaildLight(res))
            {
                continue;
            }

            res.OnAwake(SceneCamera);
        }

        foreach (SceneColliderInfo res in ColliderInfoList)
        {
            if (!isVaildCollider(res))
            {
                continue;
            }
            res.OnAwake(SceneCamera);
        }

        foreach (SceneEffectInfo res in EffectInfoList)
        {
            if (!isVaildEffect(res))
            {
                continue;
            }
            res.OnAwake(SceneCamera);
        }
    }
Esempio n. 26
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 public static void ClearOnAppQuit()
 {
     ClearColliderDebugData();
     LastActiveInstance    = null;
     CurrentActiveInstance = null;
 }
Esempio n. 27
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 void ActiveSceneChanged(SceneResInfoManager cam)
 {
     Initialize.mainCam = cam.SceneCamera;
 }