/// <summary> /// 创建加载场景成功事件。 /// </summary> /// <param name="e">内部事件。</param> /// <returns>创建的加载场景成功事件。</returns> public static LoadSceneSuccessEventArgs Create(GameFramework.Scene.LoadSceneSuccessEventArgs e) { LoadSceneSuccessEventArgs loadSceneSuccessEventArgs = ReferencePool.Acquire <LoadSceneSuccessEventArgs>(); loadSceneSuccessEventArgs.SceneAssetName = e.SceneAssetName; loadSceneSuccessEventArgs.Duration = e.Duration; loadSceneSuccessEventArgs.UserData = e.UserData; return(loadSceneSuccessEventArgs); }
private void OnLoadSceneSuccess(object sender, GameFramework.Scene.LoadSceneSuccessEventArgs e) { if (!m_SceneOrder.ContainsKey(e.SceneAssetName)) { m_SceneOrder.Add(e.SceneAssetName, 0); } m_EventComponent.Fire(this, LoadSceneSuccessEventArgs.Create(e)); RefreshSceneOrder(); }
private void OnLoadSceneSuccess(object sender, GameFramework.Scene.LoadSceneSuccessEventArgs e) { m_MainCamera = Camera.main; if (SceneManager.GetActiveScene() == m_GameFrameworkScene) { Scene scene = SceneManager.GetSceneByName(GetSceneName(e.SceneAssetName)); if (!scene.IsValid()) { Log.Error("Loaded scene '{0}' is invalid.", e.SceneAssetName); return; } SceneManager.SetActiveScene(scene); } m_EventComponent.Fire(this, LoadSceneSuccessEventArgs.Create(e)); }