public static CScene CreateScene(DungeonConfigData sceneDef) { var tpName = "ChuMeng.Map" + sceneDef.id; var tp = typeof(CScene).Assembly.GetType(tpName); //var tp = Type.GetType (); var g = new GameObject("CScene"); if (tp == null) { if (staticTypeMap.ContainsKey(tpName)) { tp = staticTypeMap [tpName]; } } if (tp == null) { g.AddComponent <CScene> (); } else { var t = typeof(NGUITools); var m = t.GetMethod("AddMissingComponent"); var geMethod = m.MakeGenericMethod(tp); geMethod.Invoke(null, new object[] { g }); // as AIBase; } var sc = g.GetComponent <CScene> (); sc.def = sceneDef; return(sc); }
//执行进入场景的代码逻辑 IEnumerator EnterScene(GCEnterScene sceneData) { Log.Sys("EnterNextScene is " + nextSceneId); var sdata = CopyController.copyController.GetLevelInfo(nextSceneId); NextScene = sdata; //删除旧的场景中的玩家数据 if (activeScene != null) { activeScene.LeaveScene(); GameObject.Destroy(activeScene.gameObject); } activeScene = CScene.CreateScene(sdata); activeScene.Init(); activeScene.EnterScene(); //Init Camera Log.Sys("Load Scene Name is " + sdata.SceneName); //等待加载静态场景资源 AsyncOperation async = Application.LoadLevelAsync(sdata.SceneName); loadUI.async = async; loadUI.ShowLoad("等待"); while (!async.isDone) { yield return(null); } //InitCamera After Load Scene //Scene Load Finish Then Load MainCamera if (CameraController.cameraController == null) { Log.Sys("CreateMainCamera"); var mc = Resources.Load <GameObject> ("levelPublic/MainCamera"); Instantiate(mc); // as GameObject; var lm = Resources.Load <GameObject>("LightCamera"); var lm2 = Instantiate(lm) as GameObject; lm2.GetComponent <Camera>().orthographicSize = GraphInit.Instance.lightShadowCameraSize; var sc = Instantiate(Resources.Load <GameObject>("levelPublic/ShadowCamera")) as GameObject; sc.GetComponent <Camera>().orthographicSize = GraphInit.Instance.lightShadowCameraSize; } if (BattleManager.battleManager == null) { var g = new GameObject("BattleManager"); g.AddComponent <BattleManager>(); } { var g = new GameObject("NpcManager"); g.AddComponent <NpcManager>(); } activeScene.ManagerInitOver(); Log.Sys("Cameramain " + Camera.main); MyEventSystem.myEventSystem.PushEvent(MyEvent.EventType.EnterScene); //正在进入一个场景 yield return(null); var g1 = new GameObject("StreamLoadLevel"); var loader = g1.AddComponent <StreamLoadLevel>(); var water = g1.AddComponent <WaterEnvLoader>(); var netLoader = g1.AddComponent <NetworkLoadZone>(); yield return(StartCoroutine(loader.LoadFirstRoom())); var start = GameObject.Find("PlayerStart"); CameraController.cameraController.TracePositon(start.transform.position); NetDebug.netDebug.AddConsole("LoadScene Finish start Init UI"); CreateUI(); NetDebug.netDebug.AddConsole("CreateMyPlayer"); //场景传送点 CreateMyPlayer(); //load Success //loadUI.Hide (null); NetDebug.netDebug.AddConsole("Init Player Over Next"); station = WorldStation.Enter; //场景其它初始化交给LevelInit NetDebug.netDebug.AddConsole("WorldManager:: InitLevel"); CreateLevelInit(); //初始化缓存的场景玩家 //ObjectManager.objectManager.InitCache (); NetDebug.netDebug.AddConsole("Init World Finish"); StartCoroutine(loader.LoadRoomNeibor()); }
public LevelInfo(DungeonConfigData d) { levelLocal = d; }