public void OnSceneLoaded(TableConfig.Level lvl) { m_SceneId = lvl.id; GfxStorySystem.Instance.SceneId = m_SceneId; Preload(); if (lvl.type == (int)SceneTypeEnum.MainUi) { m_LastMainUiSceneId = m_SceneId; Utility.SendMessage("GameRoot", "OnLoadMainUiComplete", lvl.id); } else if (lvl.type == (int)SceneTypeEnum.Story) { Utility.SendMessage("GameRoot", "OnLoadBattleComplete", lvl.id); } else if (lvl.type == (int)SceneTypeEnum.Room) { Utility.SendMessage("GameRoot", "OnLoadBattleComplete", lvl.id); GameFrameworkMessage.Msg_CR_Enter build = new GameFrameworkMessage.Msg_CR_Enter(); NetworkSystem.Instance.SendMessage(RoomMessageDefine.Msg_CR_Enter, build); LogSystem.Warn("send Msg_CR_Enter to roomserver"); } m_IsSceneLoaded = true; }
private void RefreshRoomScene() { LogSystem.Warn("ClientModule.RefreshRoomScene Destory Objects..."); for (LinkedListNode <EntityInfo> linkNode = m_EntityManager.Entities.FirstValue; null != linkNode; linkNode = linkNode.Next) { EntityInfo info = linkNode.Value; if (null != info) { EntityViewModelManager.Instance.DestroyEntityView(info.GetId()); } } LogSystem.Warn("ClientModule.RefreshRoomScene Destory Objects Finish."); m_EntityManager.Reset(); GameFrameworkMessage.Msg_CR_Enter build = new GameFrameworkMessage.Msg_CR_Enter(); NetworkSystem.Instance.SendMessage(RoomMessageDefine.Msg_CR_Enter, build); LogSystem.Warn("RefreshRoomScene send Msg_CR_Enter to roomserver"); }