Exemplo n.º 1
0
    public IEnumerator ExecuteLoadParameter(SceneData.Detail_Parameter detail_parameter)
    {
        Debug.Log("Ejecutando: " + this.gameObject.name + " param: " + detail_parameter.ToString());
        switch (detail_parameter)
        {
        case SceneData.Detail_Parameter.none: break;

        case SceneData.Detail_Parameter.full_load:
            yield return(new WaitForSecondsRealtime(0.3f));

            if (SceneData.low_detail)
            {
                this.low_detail = Instantiate(SceneData.low_detail);
            }
            yield return(new WaitForSecondsRealtime(0.3f));

            if (SceneData.medium_detail)
            {
                this.medium_detail = Instantiate(SceneData.medium_detail);
            }
            yield return(new WaitForSecondsRealtime(0.3f));

            if (SceneData.hight_detail)
            {
                this.hight_detail = Instantiate(SceneData.hight_detail);
            }
            yield return(null);

            break;

        case SceneData.Detail_Parameter.top_to_landmark: break;

        case SceneData.Detail_Parameter.top_to_low: break;

        case SceneData.Detail_Parameter.top_to_medium: break;

        case SceneData.Detail_Parameter.destroy_and_go_landmark: break;

        case SceneData.Detail_Parameter.destroy_and_go_low: break;

        case SceneData.Detail_Parameter.destroy_and_go_medium: break;
        }
    }
Exemplo n.º 2
0
 void TryToExecuteParameter(string sceneName, SceneData.Detail_Parameter parameter)
 {
     if (localref.ContainsKey(sceneName))
     {
         StartCoroutine(localref[sceneName].ExecuteLoadParameter(parameter));
         if (hotScenesParameters.ContainsKey(sceneName))
         {
             hotScenesParameters.Remove(sceneName);
         }
     }
     else
     {
         if (!hotScenesParameters.ContainsKey(sceneName))
         {
             hotScenesParameters.Add(sceneName, parameter);
         }
         else
         {
             hotScenesParameters[sceneName] = parameter;
         }
     }
 }