/// <summary> /// 设置状态 /// </summary> /// <param name="LoadSceneName"></param> /// <param name="isLoadScene"></param> public void SetState(string LoadSceneName, bool isLoadScene = false) { m_bRunBegin = false; //如果上一次的状态还存在 则先释放 if (m_State != null) { m_State.StateEnd(); } //先保存一下要切换到那个场景 m_NextSceneName = LoadSceneName; //判断是否要进行加载过渡 if (isLoadScene) { LoadScene(m_LoadSceneName); m_State = FindState(m_LoadSceneName); if (m_State != null) { m_State.LoadTransitionScene(m_NextSceneName); } } else { LoadScene(m_NextSceneName); m_State = FindState(m_NextSceneName); } if (m_State == null) { Debug.LogError("切换状态失败"); } }
public void SetState(ISceneState state) { if (_state != null) { _state.StateEnd(); //让 上一个状态 结束 } _state = state; if (isLoadScene) { _async = SceneManager.LoadSceneAsync(_state.SceneName); } else { isLoadScene = true; _state.StateStart(); _isStart = true; } _isStart = false; //场景加载成功后调用 //_state.StateStart(); //开始下一个状态 }
// 設定狀態 public void SetState(ISceneState State, string LoadSceneName) { m_LoadSceneName = LoadSceneName; //if (LoadSceneName!="") //{ // m_LoadSceneName = LoadSceneName; //} //else //{ // m_LoadSceneName = "StartScene"; //} Debug.Log("SetState:" + State.ToString()); m_bRunBegin = false; // 載入場景 LoadScene(LoadSceneName); // 通知前一個State結束 if (m_State != null) { m_State.StateEnd(); Debug.Log(m_State); } // 設定 m_State = State; Debug.Log(m_State); }
public void SetState(ISceneState State, string LoadSceneName) { m_bRunBegin = false; LoadScene(LoadSceneName); if (m_State != null) { m_State.StateEnd(); } m_State = State; }
internal void SetState(ISceneState state) { if (loadSceneOperation != null && !loadSceneOperation.isDone) { return; } if (sceneState != null) { sceneState.StateEnd(); } LoadScene(state); }
public void SetState(ISceneState State, string LoadSceneName, GameLoop _gameLoop) { Debug.Log("SetState:" + State.ToString()); m_bRunBegin = false; //0430 gameLoop = _gameLoop; //載入場景 LoadScene(LoadSceneName); //gameLoop.StartLoadScene(LoadSceneName); //gameLoop.StartCoroutine(LoadAsynchronously(LoadSceneName, State)); //通知前一個State結束 if (m_State != null) { m_State.StateEnd(); } //設定 m_State = State; //gameLoop.StartCoroutine(CheckLoadFinish(State)); }
public void SetState(ISceneState _sceneState, string _sceneName) { runBegin = false; LoadScene(_sceneName); //如果当前有状态,则通知它结束 if (sceneState != null) { sceneState.StateEnd(); } sceneState = _sceneState; }
public void SetState(ISceneState State, string LoadSceneName) { m_bRunBegin = false; LoadScene(LoadSceneName); // if last state haven't close, force close state if (m_State != null) { m_State.StateEnd(); } m_State = State; }
//------------------------------------------------------ //场景设置 public void SetState(string statename, ISceneState state) { _mRunBegin = false; LoadScene(statename); //如果m_state不为空,说明存在上一个场景 if (_mstate != null) { //释放上一个场景的资源 _mstate.StateEnd(); } _mstate = state; }
//设置状态 public void SetState(ISceneState theSceneState, string LoadSceneName) { //Debug.Log("SetState; "+State.ToString()); m_bRunBegin = false; //载入场景 LoadScene(LoadSceneName); //通知前一个State结束 if (m_State != null) { m_State.StateEnd(); } m_State = theSceneState; }
/// <summary> /// 设置状态 /// </summary> /// <param name="state">具体状态的实例</param> /// <param name="loadSceneName">场景名称</param> public void SetState(ISceneState state, string loadSceneName) { m_bRunBegin = false; //加载场景 LoadScene(loadSceneName); //释放前一个状态 if (m_State != null) { m_State.StateEnd(); } //更新状态 m_State = state; }
public void SetState(ISceneState State, string LoadSceneName) { Debug.Log("SetState:" + State.ToString()); m_bRunBegin = false; LoadScene(LoadSceneName); //close the front(facade) scene if (m_State != null) { m_State.StateEnd(); } m_State = State; }
// 設定狀態 public void SetState(ISceneState State, string LoadSceneName) { //Debug.Log ("SetState:"+State.ToString()); m_bRunBegin = false; // 載入場景 LoadScene(LoadSceneName); // 通知前一個State結束 if (m_State != null) { m_State.StateEnd(); } // 設定 m_State = State; }
/// <summary> /// 设置状态 /// </summary> /// <param name="State">状态接口</param> /// <param name="LoadSceneName">场景名称</param> public void SetState(ISceneState State, string LoadSceneName) { Debug.Log("SetState:" + State.ToString()); m_bRunBegin = false; //载入场景 LoadScene(LoadSceneName); //通知前一个场景结束 if (m_State != null) { m_State.StateEnd(); } //设置当前场景 m_State = State; }
/// <summary> /// 加载场景 /// </summary> /// <param name="LoadSceneName"></param> private void SetScene(SceneType LoadSceneName) { UnityTool.M_Debug("状态场景切换"); //加载过渡场景 m_transitionScene.StateBegin(); SceneManager.LoadScene(SceneType.TransitionScene.ToString()); m_bRunBegin = false; // 异步加载场景 AsyncLoadScene(LoadSceneName.ToString()); // 前一个场景结束 if (m_State != null) { m_State.StateEnd(); } }
public void SetState(ISceneState state, bool isLoadScene = true) { if (mState != null) { mState.StateEnd();//上一个状态的清理工作 } mState = state; if (isLoadScene) { mAO = SceneManager.LoadSceneAsync(state.SceneName); mIsRunedStart = false; } else { mState.StateStart(); mIsRunedStart = true; } }
/// <summary> /// 设置状态 /// </summary> /// <param name="State"></param> /// <param name="LoadLevelName"></param> public void SetState(ISceneState State, string LoadLevelName) { Debug.Log("SetState:" + State.ToString()); m_bRunBegin = false; //载入场景 LoadLevel(LoadLevelName); //让前一个场景状态结束 if (m_State != null) { m_State.StateEnd(); } //设置状态 m_State = State; }
public void SetState(ISceneState sceneState, bool isLoadScene = true) { if (mISceneState != null) { mISceneState.StateEnd(); } mISceneState = sceneState; if (isLoadScene) { mStateAO = SceneManager.LoadSceneAsync(mISceneState.SceneName); mIsRunStart = false; } else { mISceneState.StateStart(); mIsRunStart = true; } }
private bool mIsRunStart = false; //是否启动当前状态,主要是判断场景是否加载完毕 public void SetState(ISceneState state, bool isLoadScene) { if (mState != null) { mState.StateEnd();//让上一个场景状态做一下清理工作 } mState = state; if (isLoadScene) { mAO = SceneManager.LoadSceneAsync(mState.getName()); mIsRunStart = false; } else { mState.StateStart();//启动当前状态的初始化操作 mIsRunStart = true; } } //设置场景状态,加载场景,清理上一个场景等操作
public void SetState(ISceneState state, bool isLoadScene = true) { if (mState != null) { //让上一个场景状态做一下清理工作 mState.StateEnd(); } mState = state; if (isLoadScene) { mAO = SceneManager.LoadSceneAsync(mState.SceneName); mIsRunStart = false; } else { mState.StateStart(); mIsRunStart = true; } }
public void SetState(ISceneState state, bool isLoadScene = true) { if (mState != null) { mState.StateEnd(); // 对上一个场景做清理工作 } mState = state; // 如果需要加载该场景(默认true), 进行加载事件。 否则直接执行 StateStart() 方法。 if (isLoadScene) { mAO = SceneManager.LoadSceneAsync(mState.SceneName); } else { mState.StateStart(); } }
public void SetState(ISceneState state, bool isLoadScene = true) { if (mState != null) { mState.StateEnd(); } mState = state; //需要加载的情况 if (isLoadScene) { //异步加载 mAO = SceneManager.LoadSceneAsync(mState.SceneName); mIsRunStart = false; } else { mState.StateStart(); mIsRunStart = true; } }
private bool m_IsRunStart = false; //判断是否执行过一次StateStart方法 /// <summary> /// 设置状态 /// </summary> /// <param name="state"></param> /// <param name="isLoadScene">是否需要加载场景</param> public void SetState(ISceneState state, bool isLoadScene = true) { if (m_State != null) { m_State.StateEnd(); //让上一个场景进行清理工作 } m_State = state; if (isLoadScene) { //异步加载场景 m_Ao = SceneManager.LoadSceneAsync(m_State.SceneName); m_IsRunStart = false; } else { m_State.StateStart(); m_IsRunStart = true; } }
/// <summary> /// 设置当前状态 /// </summary> /// <param name="State"></param> /// <param name="LoadSceneName"></param> public void SetState(string LoadSceneName) { m_bRunBegin = false; //加载场景 LoadScene(LoadSceneName); //清理上一个场景 if (m_State != null) { m_State.StateEnd(); } //改变当前状态 if (caChe.ContainsKey(LoadSceneName)) { m_State = caChe[LoadSceneName]; return; } Debug.LogError("库内未存储此状态!!!" + LoadSceneName); }
public void SetState(ISceneState state, bool isLoadScene = true) { //通知前一个State结束 if (state != null) { state.StateEnd(); } Debug.Log("SetState:" + state.ToString()); this.state = state; if (isLoadScene) { m_AO = SceneManager.LoadSceneAsync(state.SceneName); isRunStart = false; } else { state.StateStart(); isRunStart = true; } }
private bool mIsRunStartState = false; // 是否运行过 StartState 方法 /// <summary> /// 设置状态 /// </summary> /// <param name="state">状态</param> /// <param name="isLoadScene">是否需要加载场景</param> public void SetState(ISceneState state, bool isLoadScene = true) { // 如果当前状态不为空,就让当前状态做一下清理工作 if (mSceneState != null) { mSceneState.StateEnd(); } // 设置当前状态 mSceneState = state; // 加载指定状态 if (isLoadScene) // 是否需要加载场景 { // 异步加载场景 mAO = SceneManager.LoadSceneAsync(mSceneState.SceneName); mIsRunStartState = false; } else { mSceneState.StateStart(); // 设置开始状态 isLoadScene = true; } }