Пример #1
0
    protected override void onInit(SceneProcedure lastProcedure, string intent)
    {
        // 先加载关键帧资源
        mKeyFrameManager.loadAll(false);
        // 预先加载启动视频的背景音乐,因为需要尽量保证在播放视频时视频音效已经加载完
        mAudioManager.loadAudio(SOUND_DEFINE.SD_LOGO_VIDEO);
        // 然后异步加载所有音效
        mAudioManager.loadAll(true);
        // 预加载需要用到的预设
        preloadObject(GameDefine.R_PARTICLE_PREFAB_PATH + GameDefine.SHIELD);
        preloadObject(GameDefine.R_PARTICLE_PREFAB_PATH + GameDefine.TURBO);
        preloadObject(GameDefine.R_SCENE_ITEM_PREFAB_PATH + GameDefine.ITEM_BOX);
        preloadObject(GameDefine.R_SCENE_ITEM_PREFAB_PATH + GameDefine.LANDMINE);
        preloadObject(GameDefine.R_SCENE_ITEM_PREFAB_PATH + GameDefine.MISSILE);
        for (int i = 0; i < GameDefine.ROLE_COUNT; ++i)
        {
            preloadObject(GameDefine.R_CHARACTER_PREFAB_PATH + GameDefine.ROLE_MODEL_NAME[i]);
        }
        // 加载并显示logo布局,也加载全局音效布局
        LayoutTools.LOAD_NGUI_SHOW(LAYOUT_TYPE.LT_LOGO, 0);
        LayoutTools.LOAD_NGUI_SHOW(LAYOUT_TYPE.LT_GLOBAL_AUDIO, 0);
        LayoutTools.LOAD_NGUI_HIDE(LAYOUT_TYPE.LT_DEBUG_INFO, 25);
        LayoutTools.LOAD_NGUI_ASYNC(LAYOUT_TYPE.LT_STAND_BY, 1, null);
        // 隐藏完毕后跳转到启动视频流程
        CommandGameSceneChangeProcedure cmdProcedure = newCmd(out cmdProcedure, true, true);

        cmdProcedure.mProcedure = PROCEDURE_TYPE.PT_LOGO_START_VIDEO;
        pushDelayCommand(cmdProcedure, mGameScene, mScriptLogo.getFullTime());
    }
Пример #2
0
 protected override void onInit(SceneProcedure lastProcedure, string intent)
 {
     mLoadedCount = 0;
     foreach (var item in mLoadInfo)
     {
         LayoutTools.LOAD_NGUI_ASYNC(item.Key, item.Value.mOrder, onLayoutLoaded);
     }
 }
Пример #3
0
 protected override void onInit(SceneProcedure lastProcedure, string intent)
 {
     QualitySettings.vSyncCount  = 0;
     Application.targetFrameRate = 30;
     mLoadedCount = 0;
     foreach (var item in mLoadInfo)
     {
         LayoutTools.LOAD_NGUI_ASYNC(item.Key, item.Value.mOrder, onLayoutLoaded);
     }
 }
Пример #4
0
 protected override void onInit(SceneProcedure lastProcedure, string intent)
 {
     mLoadedCount = 0;
     foreach (var item in mLoadInfo)
     {
         LayoutTools.LOAD_NGUI_ASYNC(item.Key, item.Value.mOrder, onLayoutLoaded);
     }
     // 开始加载关键帧资源,音效资源,布局使用预设资源
     mKeyFrameManager.loadAll(true);
     mAudioManager.loadAll(true);
     mLayoutSubPrefabManager.loadAll(true);
 }