/// <summary> /// 创建场景 /// </summary> /// <param name="scene_type"></param> /// <returns></returns> public BaseScene CreateScene(uint scene_type) { BaseScene new_scene = null; eSceneType type = SceneID.GetSceneTypeByID(scene_type); if (type == eSceneType.CITY) {//主城场景:同类型只存在一个 if (m_city_scenes.TryGetValue(scene_type, out new_scene)) { return(new_scene); } } //创建场景 switch (type) { case eSceneType.CITY: new_scene = new CityScene(); break; case eSceneType.BATTLE: new_scene = new BaseScene(); break; default: Log.Warning("错误的场景类型:" + scene_type); return(null); } new_scene.Setup(scene_type, ++m_scene_guid); m_scenes.Add(new_scene.scene_obj_idx, new_scene); if (type == eSceneType.CITY) { m_city_scenes.Add(scene_type, new_scene); } else if (type == eSceneType.BATTLE) { } return(new_scene); }
public BaseScene CreateScene(ushort scene_type) { if (m_DicScenes.ContainsKey(scene_type)) { return(null); } BaseScene scene = new BaseScene(); scene.SceneGUID = ++m_ShareGUID; scene.Setup(scene_type); m_DicScenes.Add(scene.SceneGUID, scene); return(scene); }