private void Update() { switch (cur_state) { case State.CheckExtractResource: if (cur_sub_state == SubState.Enter) { cur_sub_state = SubState.Update; this.gameObject.AddComponent <AssetsHotFixManager>(); AssetsHotFixManager.Instance.CheckExtractResource(delegate() { Debug.Log("Main.cs CheckExtractResource OK!!!"); JumpToState(State.UpdateResourceFromNet); }); } break; case State.UpdateResourceFromNet: if (cur_sub_state == SubState.Enter) { cur_sub_state = SubState.Update; AssetsHotFixManager.Instance.UpdateResource(delegate() { Debug.Log("Main.cs UpdateResourceFromNet OK!!!"); JumpToState(State.InitAssetBundle); }); } break; case State.InitAssetBundle: if (cur_sub_state == SubState.Enter) { cur_sub_state = SubState.Update; ResourceManager.GetInstance().Initialize(AppConfig.AssetDir, delegate() { Debug.Log("Main.cs ResourceManager Initialize OK!!!"); JumpToState(State.StartGame); }); } break; case State.StartGame: if (cur_sub_state == SubState.Enter) { cur_sub_state = SubState.Update; this.gameObject.AddComponent <XLuaManager>(); UnityMMO.MainWorld.GetInstance().Initialize(); UnityMMO.MainWorld.GetInstance().StartGame(); } break; } }
public static void SetRawImage(RawImage img, string file_path, bool is_auto_size=false, LuaFunction func = null) { file_path = FillUIResPath(file_path); ResourceManager.GetInstance().LoadAsset<Texture>(file_path, delegate(UnityEngine.Object[] objs){ if (img != null && objs != null && objs.Length>=1) { img.texture = objs[0] as Texture; if (is_auto_size) img.SetNativeSize(); if (func!=null) func.Call(); } }); }
public static void SetImage(Image img, string file_path, bool is_auto_size = false, LuaFunction func = null) { ResourceManager.GetInstance().LoadAsset <Sprite>(file_path, delegate(UnityEngine.Object[] objs){ if (img != null && objs != null && objs.Length >= 1) { img.sprite = objs[0] as Sprite; if (is_auto_size) { img.SetNativeSize(); } if (func != null) { func.Call(); } } }); }
private void Update() { if (cur_state == State.Playing) { return; } switch (cur_state) { case State.CheckExtractResource: if (cur_sub_state == SubState.Enter) { cur_sub_state = SubState.Update; loadingView.SetData(0.0f, "首次解压游戏数据(不消耗流量)"); this.gameObject.AddComponent <AssetsHotFixManager>(); AssetsHotFixManager.Instance.CheckExtractResource(delegate(float percent){ loadingView.SetData(0.3f * percent, "首次解压游戏数据(不消耗流量)"); }, delegate() { Debug.Log("Main.cs CheckExtractResource OK!!!"); JumpToState(State.UpdateResourceFromNet); }); } break; case State.UpdateResourceFromNet: if (cur_sub_state == SubState.Enter) { cur_sub_state = SubState.Update; loadingView.SetData(0.3f, "从服务器下载最新的资源文件..."); AssetsHotFixManager.Instance.UpdateResource(delegate(float percent, string tip){ loadingView.SetData(0.3f + 0.5f * percent, tip); }, delegate(string result) { if (result == "") { Debug.Log("Main.cs UpdateResourceFromNet OK!!!"); } else { Debug.Log(result); } JumpToState(State.InitAssetBundle); }); } break; case State.InitAssetBundle: if (cur_sub_state == SubState.Enter) { cur_sub_state = SubState.Update; loadingView.SetData(0.8f, "初始化游戏资源..."); ResourceManager.GetInstance().Initialize(AppConfig.AssetDir, delegate(float percent){ loadingView.SetData(0.8f + 0.2f * percent, "初始化游戏资源..."); }, delegate() { Debug.Log("Main.cs ResourceManager Initialize OK!!!"); JumpToState(State.StartLogin); }); } break; case State.StartLogin: if (cur_sub_state == SubState.Enter) { cur_sub_state = SubState.Update; loadingView.SetData(1, "初始化游戏资源完毕"); XLuaManager.Instance.InitLuaEnv(); loadingView.SetActive(false, 0.5f); XLuaManager.Instance.StartLogin(delegate() { Debug.Log("Main.cs XLuaManager StartLogin OK!!!"); JumpToState(State.StartGame); }); } break; case State.StartGame: if (cur_sub_state == SubState.Enter) { cur_sub_state = SubState.Update; this.gameObject.AddComponent <UnityMMO.MainWorld>(); UnityMMO.MainWorld.Instance.StartGame(); JumpToState(State.Playing); } break; case State.Playing: break; } }
private void Update() { if (cur_state == State.Playing) { return; } switch (cur_state) { case State.CheckExtractResource: if (cur_sub_state == SubState.Enter) { cur_sub_state = SubState.Update; this.gameObject.AddComponent <AssetsHotFixManager>(); AssetsHotFixManager.Instance.CheckExtractResource(delegate() { Debug.Log("Main.cs CheckExtractResource OK!!!"); JumpToState(State.UpdateResourceFromNet); }); } break; case State.UpdateResourceFromNet: if (cur_sub_state == SubState.Enter) { cur_sub_state = SubState.Update; AssetsHotFixManager.Instance.UpdateResource(delegate() { Debug.Log("Main.cs UpdateResourceFromNet OK!!!"); JumpToState(State.InitAssetBundle); }); } break; case State.InitAssetBundle: if (cur_sub_state == SubState.Enter) { cur_sub_state = SubState.Update; ResourceManager.GetInstance().Initialize(AppConfig.AssetDir, delegate() { Debug.Log("Main.cs ResourceManager Initialize OK!!!"); JumpToState(State.StartLogin); }); } break; case State.StartLogin: if (cur_sub_state == SubState.Enter) { cur_sub_state = SubState.Update; XLuaManager.Instance.InitLuaEnv(); XLuaManager.Instance.StartLogin(delegate() { Debug.Log("Main.cs XLuaManager StartLogin OK!!!"); JumpToState(State.StartGame); }); } break; case State.StartGame: if (cur_sub_state == SubState.Enter) { cur_sub_state = SubState.Update; Debug.Log("main.cs start game"); this.gameObject.AddComponent <UnityMMO.MainWorld>(); Debug.Log("main.cs start game2"); UnityMMO.MainWorld.Instance.StartGame(); Debug.Log("main.cs start game3"); JumpToState(State.Playing); } break; case State.Playing: break; } }