Exemplo n.º 1
0
        IEnumerator CheckDataLoaded(List <System.Object> allData, Action callback)
        {
            //Load Config Root and Config Mission
            bool          isLoadRoot    = false;
            bool          isLoadMission = false;
            bool          isLoadPlayer  = false;
            ConfigRoot    rootConfig    = null;
            ConfigMission missionConfig = null;
            ConfigPlayer  configPlayer  = null;

            while (rootConfig == null && isLoadRoot == false)
            {
                rootConfig = ConfigRoot.Instance;
                isLoadRoot = true;
                yield return(null);
            }

            while (missionConfig == null && isLoadMission == false)
            {
                missionConfig = ConfigMission.Instance;
                isLoadMission = true;
                yield return(null);
            }

            while (configPlayer == null && isLoadPlayer == false)
            {
                configPlayer = ConfigPlayer.Instance;
                isLoadPlayer = true;
                yield return(null);
            }
#if DevMode
            //add console
            GameObject console = GameObject.Find(m_consolePrefabName);
            if (console == null)
            {
                PrefabManager.Instance.InstantiateAsync <Transform> (m_consolePrefabName, (result) => {
                    Debug.Log($"===========aas:{result.key}加载完成.");
                    Debug.Log($"===========aas:{result.key}加载完成.");

                    Transform tf       = result.result as Transform;
                    tf.gameObject.name = m_consolePrefabName;
                });
            }
#endif
            callback();
        }
Exemplo n.º 2
0
    IEnumerator LoadConfig(Action callback)
    {
        enemy = Resources.Load("DataTable/ConfigEnemy", typeof(ScriptableObject)) as ConfigEnemy;
        yield return(new WaitUntil(() => enemy != null));

        mission = Resources.Load("DataTable/ConfigMission", typeof(ScriptableObject)) as ConfigMission;
        yield return(new WaitUntil(() => mission != null));

        wave = Resources.Load("DataTable/ConfigWave", typeof(ScriptableObject)) as ConfigWave;
        yield return(new WaitUntil(() => wave != null));

        gun = Resources.Load("DataTable/ConfigGun", typeof(ScriptableObject)) as ConfigGun;
        yield return(new WaitUntil(() => gun != null));

        gunDmg = Resources.Load("DataTable/ConfigGunDamage", typeof(ScriptableObject)) as ConfigGunDamage;
        yield return(new WaitUntil(() => gunDmg != null));

        gunRof = Resources.Load("DataTable/ConfigGunRof", typeof(ScriptableObject)) as ConfigGunRof;
        yield return(new WaitUntil(() => gunRof != null));

        playerDamage = Resources.Load("DataTable/ConfigPlayerDamage", typeof(ScriptableObject)) as ConfigPlayerDamage;
        yield return(new WaitUntil(() => playerDamage != null));

        playerFireRate = Resources.Load("DataTable/ConfigPlayerFireRate", typeof(ScriptableObject)) as ConfigPlayerFireRate;
        yield return(new WaitUntil(() => playerFireRate != null));

        tip = Resources.Load("DataTable/ConfigTip", typeof(ScriptableObject)) as ConfigTip;
        yield return(new WaitUntil(() => tip != null));

        playerCoinValue = Resources.Load("DataTable/ConfigPlayerCoinValue", typeof(ScriptableObject)) as ConfigPlayerCoinValue;
        yield return(new WaitUntil(() => playerCoinValue != null));

        playerDailyCoin = Resources.Load("DataTable/ConfigPlayerDailyCoin", typeof(ScriptableObject)) as ConfigPlayerDailyCoin;
        yield return(new WaitUntil(() => playerDailyCoin != null));

        buffDebuff = Resources.Load("DataTable/ConfigBuffDebuff", typeof(ScriptableObject)) as ConfigBuffDebuff;
        yield return(new WaitUntil(() => buffDebuff != null));

        pBuff = Resources.Load("DataTable/ConfigProjectileBuff", typeof(ScriptableObject)) as ConfigProjectileBuff;
        yield return(new WaitUntil(() => pBuff != null));



        callback?.Invoke();
    }