/// <summary> /// 创建场景 /// </summary> /// <param name="scene_type"></param> /// <returns></returns> public BaseScene CreateScene(uint scene_type) { BaseScene new_scene = null; eSceneType type = SceneID.GetSceneTypeByID(scene_type); if (type == eSceneType.CITY) {//主城场景:同类型只存在一个 if (m_city_scenes.TryGetValue(scene_type, out new_scene)) { return(new_scene); } } //创建场景 switch (type) { case eSceneType.CITY: new_scene = new CityScene(); break; case eSceneType.BATTLE: new_scene = new BaseScene(); break; default: Log.Warning("错误的场景类型:" + scene_type); return(null); } new_scene.Setup(scene_type, ++m_scene_guid); m_scenes.Add(new_scene.scene_obj_idx, new_scene); if (type == eSceneType.CITY) { m_city_scenes.Add(scene_type, new_scene); } else if (type == eSceneType.BATTLE) { } return(new_scene); }
public BaseScene GetScene(ushort scene_type) { BaseScene _scene = null; eSceneType type = SceneID.GetSceneTypeByID(scene_type); if (type == eSceneType.CITY) { if (m_city_scenes.TryGetValue(scene_type, out _scene)) { return(_scene); } return(null); } else if (type == eSceneType.BATTLE) { return(null); } return(null); }