/// <summary> /// 将一个游戏运行状态压入栈中 /// </summary> /// <param name="enumGameRunType"></param> public void PushEnumGameRunType(EnumGameRunType enumGameRunType) { if (GameRunType != enumGameRunType) { _GameRunTypeStack.Push(enumGameRunType); Call <IGameState, EnumGameRunType>(temp => temp.GameRunType); } }
private void OnEnable() { iGameState = GameState.Instance.GetEntity <IGameState>(); synthesisStructData = DataCenter.Instance.GetMetaData <SynthesisStructData>(); playerState = DataCenter.Instance.GetEntity <PlayerState>(); iSynthesisState = GameState.Instance.GetEntity <ISynthesisState>(); oldGameRunType = iGameState.GameRunType; iGameState.GameRunType = EnumGameRunType.Synthesis; UIManager.Instance.KeyUpHandle += Instance_KeyUpHandle; }
/// <summary> /// 提出最顶层的一个状态 /// </summary> public EnumGameRunType PopEnumGameRunType() { if (_GameRunTypeStack.Count <= 1) { return(_GameRunTypeStack.Peek()); } EnumGameRunType oldRunType = _GameRunTypeStack.Pop(); Call <IGameState, EnumGameRunType>(temp => temp.GameRunType); return(oldRunType); }
/// <summary> /// 更改场景 /// </summary> /// <param name="sceneName">场景名</param> /// <param name="playerLocation">玩家的位置</param> /// <param name="LoadResultAction">加载结果回调</param> public void ChangedScene(string sceneName, Vector3 playerLocation, Action <bool> LoadResultAction = null) { GameRunType = EnumGameRunType.Start;//切换场景时当前的状态为开始状态 //如果要切换的场景不是当前场景则加载场景 if (SceneName != sceneName) { //保存原来地形的遮罩图 if (!string.IsNullOrEmpty(SceneName)) { playerState.SaveGetSceneMapMaskData(SceneName); } //开始加载 UIChangeScene.Instance.LoadScene(sceneName, result => { //自身调用初始化数据 Debug.Log("需要调用自身的函数实现数据的初始化,如地图显示,npc位置等一系列的数据"); //加载地图的图片以及遮罩资源 IMapState iMapState = GetEntity <IMapState>(); MapData mapData = DataCenter.Instance.GetMetaData <MapData>(); MapDataInfo mapDataInfo = mapData[sceneName]; if (mapDataInfo != null) { mapDataInfo.Load(); iMapState.MapBackSprite = mapDataInfo.MapSprite; Sprite mapMaskSprite = playerState.GetSceneMapMaskSprite(sceneName, mapDataInfo.MapSprite); iMapState.MaskMapSprite = mapMaskSprite; iMapState.MapRectAtScene = mapDataInfo.SceneRect; } //初始化npc与npc的位置 NPCData npcData = DataCenter.Instance.GetMetaData <NPCData>(); NPCDataInfo[] npcDataInfos = npcData.GetNPCDataInfos(sceneName); foreach (NPCDataInfo npcDataInfo in npcDataInfos) { npcDataInfo.Load();//切换场景时有时候会导致游戏对象被删除,需要重新Load } //初始化采集点与采集点的位置 StuffData stuffData = DataCenter.Instance.GetMetaData <StuffData>(); StuffDataInfo[] stuffDataInfos = stuffData.GetStuffDataInfos(sceneName); foreach (StuffDataInfo stuffDataInfo in stuffDataInfos) { stuffDataInfo.Load();//切换场景时有时候会导致游戏对象被删除,需要重新Load } //初始化功能交互对象 ActionInteractiveData actionInteractiveData = DataCenter.Instance.GetMetaData <ActionInteractiveData>(); ActionInteractiveDataInfo[] actionInteractiveDataInfos = actionInteractiveData.GetActionInteractiveDataInfos(sceneName); foreach (ActionInteractiveDataInfo actionInteractiveDataInfo in actionInteractiveDataInfos) { actionInteractiveDataInfo.Load();//切换场景时有时候会导致游戏对象被删除,需要重新Load } //创建UI GameObject mainCanvasPrefab = Resources.Load <GameObject>("UI/MainCanvas"); GameObject.Instantiate(mainCanvasPrefab); //创建玩家操纵的游戏对象 GameObject playerPrefab = Resources.Load <GameObject>("Prefabs/Player"); GameObject.Instantiate(playerPrefab); //更改过后修改玩家位置 PlayerObj.transform.position = playerLocation; //回调 if (LoadResultAction != null) { LoadResultAction(result); } SceneName = sceneName; GameRunType = EnumGameRunType.Safe; //场景变换回调 Call <IGameState, Action <string, Vector3, Action <bool> > >(temp => temp.ChangedScene); }); } else//如果不需要切换场景则直接更改玩家位置即可 { UIChangeScene.Instance.MovePlayer(3, result => { GameRunType = EnumGameRunType.Safe; //场景变换回调 Call <IGameState, Action <string, Vector3, Action <bool> > >(temp => temp.ChangedScene); }); //更改过后修改玩家位置 PlayerObj.transform.position = playerLocation; //关闭当前按显示的UI IInteractiveState iInteractiveState = GameState.Instance.GetEntity <IInteractiveState>(); iInteractiveState.ActionObj.SetActive(false); } }