/// <summary> /// 当进入场景的处理器 /// </summary> /// <param name='sender'> /// 场景管理器 /// </param> void HandleOnEnterScene(SceneManager_anhui sender) { UIMgr.HideLoading(); switch (sender.EnteringScene) { case ESCENE.MAHJONG_GAME_MAIN_SCENE: Load_LobbyPanels(); //ScaleAnchor(); OpenUIPanel(UIConstant.UIID_MAHJONG_GAME_MAIN_PANEL); break; default: break; } }
void LateUpdate() { --delDelayFrame; if (delDelayFrame < 0) { foreach (DictionaryEntry panel in delPanels) { if ((GameObject)panel.Value != null) { GameObject.DestroyImmediate(panel.Value as GameObject); } } delPanels.Clear(); } if (panelIDToOpen != UIConstant.UIID_WRONG_ID) { DoOpenPanel(panelIDToOpen); panelIDToOpen = UIConstant.UIID_WRONG_ID; } else if (panelIDToClose != UIConstant.UIID_WRONG_ID) { DoClosePanel(panelIDToClose); panelIDToClose = UIConstant.UIID_WRONG_ID; } if (loading) { if (timeOutTime > 0.1f) { if (Time.realtimeSinceStartup - loadingTimeOutTimer > timeOutTime) { if (OnLoadingTimeOut != null) { OnLoadingTimeOut(); } UIMgr.HideLoading(); } } } }