Esempio n. 1
0
 void ClearEvent()
 {
     if (CCDefine.USE_KEYBOARD)
     {
         CCApp.UnschOnGUI(Step);   //键盘事件需要监听gui更新
     }
 }
Esempio n. 2
0
 void SetupEvent()
 {
     if (CCDefine.USE_KEYBOARD)
     {
         CCApp.SchOnGUI(Step);   //键盘事件需要监听gui更新
     }
 }
Esempio n. 3
0
 private void SetupEvent()
 {
     if (m_isAutoUpdate)
     {
         CCApp.SchUpdate(Step);
     }
 }
Esempio n. 4
0
        void Update()
        {
            CCApp.Step(Time.deltaTime);

            if (OnUpdate != null)
            {
                OnUpdate(Time.deltaTime);
            }
        }
Esempio n. 5
0
 protected void SchUpdate(bool b_)
 {
     if (m_isSchUpdte == b_)
     {
         return;
     }
     m_isSchUpdte = b_;
     CCApp.SchUpdateOrNot(Step, b_);
 }
Esempio n. 6
0
 protected void UnscheduleUpdate()
 {
     if (!m_schUpdated)
     {
         return;
     }
     m_schUpdated = false;
     CCApp.UnschUpdate(Step);
 }
Esempio n. 7
0
        void LateUpdate()
        {
            CCApp.LateStep(Time.deltaTime);

            if (OnLateUpdate != null)
            {
                OnLateUpdate(Time.deltaTime);
            }
        }
Esempio n. 8
0
        //-------∽-★-∽------∽-★-∽--------∽-★-∽Schedule∽-★-∽--------∽-★-∽------∽-★-∽--------//

        protected void ScheduleUpdate()
        {
            if (m_schUpdated)
            {
                return;
            }
            m_schUpdated = true;
            CCApp.SchUpdate(Step);
        }
Esempio n. 9
0
        //-------∽-★-∽------∽-★-∽--------∽-★-∽数据操作∽-★-∽--------∽-★-∽------∽-★-∽--------//


        public void Start()
        {
            if (m_running)
            {
                return;
            }
            m_running = true;

            if (m_isAutoUpdate)
            {
                CCApp.SchUpdate(Step);
            }
        }
Esempio n. 10
0
        public void Stop()
        {
            if (!m_running)
            {
                return;
            }
            m_running = false;

            if (m_isAutoUpdate)
            {
                CCApp.UnschUpdate(Step);
            }
        }
Esempio n. 11
0
        /// <summary>
        /// 异步加载
        /// </summary>
        /// <param name="url_"></param>
        /// <param name="isAdditive"></param>
        /// <param name="onComplete_"></param>
        /// <param name="refer_">只用于onComplete_</param>
        /// <returns></returns>
        public LevelData LoadAsync(string url_, bool isAdditive, CALLBACK_1 onComplete_, object refer_)
        {
            url_ = url_.ToLower();
            LevelData data = GetData(url_);

            if (data != null)
            {
                if (data.isLoading)
                {
                    if (onComplete_ != null)
                    {
                        Attach(url_, onComplete_, refer_);
                    }
                    return(data);
                }

                if (data.isComplete)
                {
                    if (onComplete_ != null)
                    {
                        onComplete_(data);
                    }
                    return(data);
                }
            }


            if (!isAdditive)
            {
                TransSceneBegin();   //转场
            }
            if (onComplete_ != null)
            {
                Attach(url_, onComplete_, refer_);
            }

            data            = CreateData(url_, isAdditive);
            data.isLoading  = true;
            data.isComplete = false;
            data.enumerator = __LoadAsync(data);

            CCApp.StartCoroutine(data.enumerator);

            return(m_url2data[url_]);
        }
Esempio n. 12
0
        /// <summary>
        /// 异步加载
        /// </summary>
        /// <param name="refer_"></param>
        /// <param name="url_"></param>
        /// <param name="onComplete_"></param>
        /// <returns></returns>
        override public AssetData LoadAsync(string url_, CALLBACK_1 onComplete_, object refer_)
        {
            url_ = url_.ToLower();

            AssetData data = CreateData(url_);   //先创建data, 用以记录生命周期等

            data.Retain(refer_);

            if (data.asset != null)
            {
                //加载完成
                if (onComplete_ != null)
                {
                    onComplete_(data);
                }
                return(data);
            }

            if (m_url2req.ContainsKey(data.url))
            {
                //加载中
                if (onComplete_ != null)
                {
                    Attach(data.url, onComplete_, refer_);
                }

                return(data);
            }

            //未启动加载, 至少保持一个引用
            data.Retain(this);

            if (onComplete_ != null)
            {
                Attach(data.url, onComplete_, refer_);
            }

            CCApp.StartCoroutine(__LoadAsync(data.url));

            return(data);
        }
Esempio n. 13
0
 private void ClearEvent()
 {
     CCApp.UnschUpdate(Step);
 }
Esempio n. 14
0
 //实际监听update, 默认监听CCApp, 可根据需要重写
 virtual protected void __SchUpdate()
 {
     CCApp.SchUpdate(Step);
 }
Esempio n. 15
0
 private void SetupEvent()
 {
     CCApp.SchUpdate(Step);
 }
Esempio n. 16
0
        //void FixedUpdate()
        //{
        //    CCApp.FixedStep(Time.fixedDeltaTime);
        //}

        //物体启用时被调用
        //void OnEnable() { }

        //物体被禁用时调用
        //void OnDisable() { }

        //void OnDestroy()
        //{
        //物体被删除时调用
        //CCApp.Clear();
        //}


        void OnApplicationQuit()
        {
            CCApp.OnAppQuit();
        }
Esempio n. 17
0
        //当一个脚本实例被载入时Awake被调用,要先于Start
        //this.gameObject.GetComponent<Transform>().position = new Vector3();
        //this.transform.parent = null;
        //void Awake() { }

        //Start仅在Update函数第一次被调用前调用
        //void Start() { }

        //Reset是在用户点击检视面板的Reset按钮或者首次添加该组件时被调用.此函数只在编辑模式下被调用.
        //Reset最常用于在检视面板中给定一个最常用的默认值.
        //void Reset() { }

        void OnGUI()
        {
            CCApp.OnGUI(Time.deltaTime);
        }
Esempio n. 18
0
 virtual protected void __UnschUpdate()
 {
     CCApp.UnschUpdate(Step);
 }
Esempio n. 19
0
        IEnumerator __LoadAsync(LevelData data)
        {
            string        url_       = data.url;
            bool          isAdditive = data.isAdditive;
            LoadSceneMode mode       = isAdditive ? LoadSceneMode.Additive : LoadSceneMode.Single;

            AsyncOperation op;

            float progress = 0f;
            float weight   = 0.1f;

            if (!isAdditive)
            {
                op = SceneManager.LoadSceneAsync(LEVEL_NAME_EMPTY, mode);

                while (!op.isDone)
                {
                    data._progress = progress + weight * op.progress;
                    yield return(null);
                }
                //Log.Debug("空场景加载完成:" + LEVEL_NAME_EMPTY, this);
                yield return(new WaitForSeconds(0.1f));  //等一会儿
            }

            progress += weight;
            weight    = 0.2f;

            AssetData assetData = AssetCache.me.LoadAsync_Level(url_, null, this);      //先加载此场景所需的资源

            if (assetData != null)
            {
                while (!assetData.isDone)
                {
                    data._progress = progress + weight * assetData.progress;
                    yield return(null);
                }
            }

            progress += weight;
            weight    = 0.7f;

            op = SceneManager.LoadSceneAsync(data.url, mode);
            if (op == null)
            {
                //Log.Assert("x level load fail: " + url_, this);

                CCApp.StopCoroutine(data.enumerator);
                data.enumerator = null;

                LuaEvtCenter.AddEvent(RES_EVT.LOAD_LEVEL_EXCEPTION, data.url);
                yield return(0);
            }


            Log.Info("☆ load level async start: " + url_, this);

            while (!op.isDone)
            {
                data._progress = progress + weight * op.progress;
                yield return(null);
            }

            Log.Info("★ load level async success: " + url_, this);

            LevelData data2 = GetData(url_);

            if (data2 != null)
            {
                if (data == data2)
                {
                    data.__OnComplete();

                    if (!isAdditive)
                    {
                        TransSceneFinsh();
                    }

                    Notify(url_, data);
                    LuaEvtCenter.AddEvent(RES_EVT.LOAD_LEVEL_COMPLETE, data);
                }
                else
                {
                    //启动了异步, 同时又启动同步
                    data.__OnComplete();

                    Notify(url_, data);
                    LuaEvtCenter.AddEvent(RES_EVT.LOAD_LEVEL_COMPLETE, data);
                }
            }
            else
            {
                //已销毁
            }

            data.enumerator = null;

            DetachByType(url_);
        }