コード例 #1
0
        /// <summary>
        /// Unity Method
        /// </summary>
        private void Awake()
        {
            //初始化实验室管理交互接口
            LabInterSystem.Init();

            //当存储系统初始化时,即开始记录,设置开始记录时的当前帧数
            if (!StartRecord)
            {
                RecordSystem.StartRecordFrame = Time.frameCount;
                StartRecord = true;
            }
            RestoreSystem.ClearDataModel();
            //场景初始化是,将场景中当前的DataModel保存起来
            var allDataModels = Resources.FindObjectsOfTypeAll <DataModelBehaviour>();

            foreach (var item in allDataModels)
            {
                if (item.hideFlags != (HideFlags.NotEditable | HideFlags.HideInHierarchy))
                {
                    if (item.GetComponent <UniqueID>() == null)
                    {
                        Debug.Log("当前挂有DataModel的物体:[+" + item.name + "] 未添加 [UniqueID]");
                    }
                    else
                    {
                        //报空对象,检查预制体问题
                        RestoreSystem.AddDataModel(item.GetComponent <UniqueID>().UniqueId, item);
                    }
                }
            }
        }
コード例 #2
0
        /// <summary>
        /// 如果有场景变换,采用异步等待方式还原数据
        /// </summary>
        /// <param name="name"></param>
        /// <returns></returns>
        System.Collections.IEnumerator LoadScene(string name)
        {
            if (!UnityEngine.SceneManagement.SceneManager.GetActiveScene().name.Equals(name))
            {
                AsyncOperation asyncOperation = UnityEngine.SceneManagement.SceneManager.LoadSceneAsync(name);
                asyncOperation.allowSceneActivation = false;
                while (asyncOperation.isDone)
                {
                    yield return(null);
                }
                asyncOperation.allowSceneActivation = true;
                //等待1秒,初始化结束(场景物体)
                yield return(new WaitForSeconds(1));
            }
            //将所有物体设置为激活状态,随后在还原
            RestoreSystem.ClearDataModel();
            var allDataModels = Resources.FindObjectsOfTypeAll <DataModelBehaviour>();

            foreach (var item in allDataModels)
            {
                if (item.hideFlags != (HideFlags.NotEditable | HideFlags.HideInHierarchy))
                {
                    RestoreSystem.AddDataModel(item.GetComponent <UniqueID>().UniqueId, item);
                    item.gameObject.SetActive(true);
                }
            }
            //等待1秒,初始化结束(DataModel脚本)
            yield return(new WaitForSeconds(1));

            //执行数据写入,设置自身状态
            _restoreSystem.LoadStorageData();
            StartCoroutine(RestoreSceneCallBack());
        }
コード例 #3
0
        /// <summary>
        /// 场景还原前,预制体准备操作
        /// </summary>
        public override void LoadStorageData()
        {
            ReplayEntity data = (ReplayEntity)DataEntity;

            //多次点击 还原
            if (data.sceneIdNameOfPrefab.Count == _sceneIdNameOfPrefab.Count)
            {
                return;
            }
            _sceneIdNameOfPrefab.Clear();

            data.sceneIdNameOfPrefab.ForEach(p => _sceneIdNameOfPrefab.Add(p));


            string sceneName = SceneManager.GetActiveScene().name;

            //生成所有的预制体
            for (int i = 0; i < data.sceneIdNameOfPrefab.Count; i++)
            {
                //生成属于当前场景的预制体
                if (data.sceneIdNameOfPrefab[i].Split('=')[0].Equals(sceneName))
                {
                    string     name = data.sceneIdNameOfPrefab[i].Split('=')[2];
                    GameObject go   = GetInstance(name, Vector3.zero);
                    RegisterPrefab(go);

                    DataModelBehaviour dataModel = go.GetComponent <DataModelBehaviour>();
                    if (dataModel != null)
                    {
                        RestoreSystem.AddDataModel(dataModel.DataEntity.objectID, dataModel);
                    }
                }
            }
        }
コード例 #4
0
        /// <summary>
        /// 设置动态物体的唯一ID(同时设置UniqueID和objectID)
        /// </summary>
        /// <param name="obj"></param>
        /// <param name="inStorage">是否将生成的DataModel添加到存储系统中</param>
        /// <returns></returns>
        public static int  SetId(GameObject obj, bool inStorage = true)
        {
            DataModelBehaviour data = obj.GetComponent <DataModelBehaviour>();

            if (data == null)
            {
                Debug.Log("当前gameobject未挂载DataModelBehaviour");
                return(0);
            }
            else
            {
                int id = Instance[indexOffect];
                data.DataEntity.objectID = id;
                data.GetComponent <UniqueID>().UniqueId = Instance[indexOffect];

                //下一id
                indexOffect += 1;

                if (inStorage)
                {
                    RestoreSystem.AddDataModel(id, data);
                }
                return(id);
            }
        }
コード例 #5
0
 /// <summary>
 /// 设置动态物体的唯一ID(同时设置UniqueID和objectID)
 /// </summary>
 /// <param name="obj"></param>
 /// <param name="inStorage">是否将生成的DataModel添加到存储系统中</param>
 /// <returns></returns>
 public static int  SetId(DataModelBehaviour obj, bool inStorage = true)
 {
     if (obj == null)
     {
         Debug.Log("当前DataModelBehaviour为空");
         return(0);
     }
     else
     {
         int id = Instance[indexOffect];
         obj.DataEntity.objectID = id;
         obj.GetComponent <UniqueID>().UniqueId = id;
         //下一id
         indexOffect += 1;
         if (inStorage)
         {
             RestoreSystem.AddDataModel(id, obj);
         }
         return(id);
     }
 }