public void Init() { NetworkMgr.InitNetwork(); UIMgr.Init(); MainCoroutine.InitMainCoroutine(); //初始化Coroutine mCurStage = cBaseStage.eSTAGE.eStage_Login; //mStages = new cBaseStage[(int)cBaseStage.eSTAGE.eStage_Max]; mStages[(int)cBaseStage.eSTAGE.eStage_Login] = new cLoginStage(); //mStages[(int)cBaseStage.eSTAGE.eStage_Select] = new cSelectStage(); mStages[(int)cBaseStage.eSTAGE.eStage_Lobby] = new cLobbyStage(); mStages[(int)cBaseStage.eSTAGE.eStage_Room] = new cRoomStage(); mStages[(int)cBaseStage.eSTAGE.eStage_Game] = new cGameStage(); for (int i = 0; i < (int)cBaseStage.eSTAGE.eStage_Max; ++i) { mStages[i].Init(this); } /// stage open mStages[(int)mCurStage].InitStage(); mStages[(int)mCurStage].Open(); CommonLogicData.RegisteredUnityLogic(new UnityLogic()); }