Пример #1
0
        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);
        }
Пример #2
0
        //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());
        }
Пример #3
0
 public LevelInfo(DungeonConfigData d)
 {
     levelLocal = d;
 }