IEnumerator serverLoadSceneCo(string sceneName, Action customLoadSceneFunc)
        {
            ObjectSyncMaster.Instance.SendingEnabled = false;
            customLoadSceneFunc();//执行自定义读取场景函数
            curSceneName = sceneName;
            FduSyncBaseIDManager.OnLevelLoaded();
            yield return(0);

            FduRpcManager.OnLevelLoaded();
            FduActiveSyncManager.OnLevelLoaded();
            ObjectSyncMaster.Instance.SendingEnabled = true;
        }
        IEnumerator serverLoadSceneCo(string sceneName)
        {
            ObjectSyncMaster.Instance.SendingEnabled = false;              //停止发送数据
            UnityEngine.SceneManagement.SceneManager.LoadScene(sceneName); //读取场景
            curSceneName = sceneName;                                      //更新当前场景名
            FduSyncBaseIDManager.OnLevelLoaded();
            yield return(0);

            FduRpcManager.OnLevelLoaded();
            FduActiveSyncManager.OnLevelLoaded();
            ObjectSyncMaster.Instance.SendingEnabled = true;
        }
Esempio n. 3
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 void Awake()
 {
     ObjectID = FduSyncBaseIDManager.getRpcManagerSyncId();
     Instance = this;
 }