示例#1
0
        // 加载战场
        // readData:是否读取数据
        IEnumerator <float> _LoadBattle()
        {
            yield return(Timing.WaitForOneFrame);

            Callback_OnBattleLoadStart?.Invoke();
            float startTime = Time.realtimeSinceStartup;

            IsLoadingBattle = true;
            IsLoadBattleEnd = false;
            IsGameStart     = false;
            //开始Tip
            SubBattleCoroutine.Run(_RandTip());
            //开始加载
            Callback_OnBattleLoad?.Invoke();
            yield return(Timing.WaitForOneFrame);

            OnLoadSceneStart();
            Callback_OnLoadingProgressChanged?.Invoke("Start to load", 0.0f);
            //演示几秒,给UI渐变的时间
            yield return(Timing.WaitForSeconds(DelayLoadSceneTime));

            //加载场景
            SceneName  = CurData.GetRawSceneName();
            SceneAsset = GRMgr.LoadScene(SceneName);
            while (!SceneAsset.IsDone)
            {
                yield return(Timing.WaitForOneFrame);

                Callback_OnLoadingProgressChanged?.Invoke("LoadingScene", SceneAsset.Progress * 0.8f);
            }
            //延时一帧
            yield return(Timing.WaitForOneFrame);

            SceneManager.SetActiveScene(SceneManager.GetSceneByName(SceneName));
            Callback_OnBattleLoadedScene?.Invoke();
            //这里必须延迟一帧,等待UI创建,注册事件
            yield return(Timing.WaitForOneFrame);

            GC.Collect();
            Callback_OnLoadingProgressChanged?.Invoke("GC", 1.0f);
            IsLoadingBattle = false;
            //场景加载结束
            Callback_OnBattleLoaded?.Invoke();
            IsLoadBattleEnd = true;
            Callback_OnGameStart?.Invoke();
            IsGameStart = true;
        }
示例#2
0
        /// <summary>
        /// 加载战场
        /// </summary>
        /// readData:是否读取数据
        /// <returns></returns>
        IEnumerator <float> _LoadBattle(bool readData = true)
        {
            BaseView.IsFullScreenState.Reset();
            SelfBaseGlobal.ResumeGame();
            SelfBaseGlobal.PlotMgr.ResumePlotMode();
            yield return(Timing.WaitForOneFrame);

            OnLoadBattleStart();
            float startTime = Time.realtimeSinceStartup;

            IsLoadingBattle = true;
            //开始Tip
            BattleCoroutine.Run(_RandTip());
            //开始加载
            Callback_OnBattleLoad?.Invoke();
            yield return(Timing.WaitForOneFrame);

            OnLoadSceneStart();
            //演示几秒,给UI渐变的时间
            yield return(Timing.WaitForSeconds(DelayLoadSceneTime));

            //加载场景
            string sceneName = CurData.GetSceneName();

            SceneAsset = SelfBaseGlobal.DLCMgr.LoadScene("scene/" + sceneName, sceneName);
            while (!SceneAsset.isDone)
            {
                yield return(Timing.WaitForOneFrame);

                Callback_OnLoadingProgressChanged?.Invoke("LoadingScene", SceneAsset.progress * 0.8f);
            }
            //延时一帧
            yield return(Timing.WaitForOneFrame);

            SceneManager.SetActiveScene(SceneManager.GetSceneByName(sceneName));
            Callback_OnBattleLoadedScene?.Invoke();
            //这里必须延迟一帧,等待UI创建,注册事件
            yield return(Timing.WaitForOneFrame);

            //读取数据前,资源加载
            yield return(Timing.WaitUntilDone(BattleCoroutine.Run(BeforeReadData())));

            Callback_OnLoadingProgressChanged?.Invoke("BeforeReadData", 0.9f);
            if (readData)
            {
                //读取战场数据
                Callback_OnReadBattleDataStart?.Invoke();
                SelfBaseGlobal.DBMgr.ReadGameDBData();
                Callback_OnReadBattleDataEnd?.Invoke();
            }
            else
            {
                //不读取数据,适用于闯关
                yield return(Timing.WaitForSeconds(0.1f));
            }
            //增加加载战场次数
            LoadBattleCount++;
            //读取数据后资源加载
            yield return(Timing.WaitUntilDone(BattleCoroutine.Run(AffterReadData())));

            Callback_OnLoadingProgressChanged?.Invoke("AffterReadData", 0.95f);
            //卸载未使用的资源
            SelfBaseGlobal.DLCMgr.UnLoadBattleAssetBundle();
            GC.Collect();
            Callback_OnLoadingProgressChanged?.Invoke("GC", 1.0f);
            IsLoadingBattle = false;
            //场景加载结束
            Callback_OnBattleLoaded?.Invoke();
            OnLoadBattleEnd();
            //游戏开始
            Callback_OnGameStart?.Invoke();
            while (IsLockGameStartFlow)
            {
                yield return(Timing.WaitForSeconds(0.01f));
            }
            yield return(Timing.WaitUntilDone(BattleCoroutine.Run(BattleStart())));

            //进入自定义流程的时候暂停
            Callback_OnStartCustomBattleCoroutine?.Invoke();
            SelfBaseGlobal.PlotMgr.EnablePlotMode(true);
            yield return(Timing.WaitUntilDone(SelfBaseGlobal.PlotMgr.CustomStartBattleCoroutine()));

            SelfBaseGlobal.PlotMgr.EnablePlotMode(false);
            Callback_OnEndCustomBattleCoroutine.Invoke();
            IsStartBattle = true;
            Callback_OnGameStartOver?.Invoke();
        }
示例#3
0
        // 加载战场
        // readData:是否读取数据
        IEnumerator <float> _loadBattle(bool readData = true)
        {
            BaseGlobal.ResumeGame();
            BaseInputMgr.ResetFullScreenState();
            Callback_OnBattleLoadStart?.Invoke();
            yield return(Timing.WaitForOneFrame);

            float startTime = Time.realtimeSinceStartup;

            IsLoadedScene        = false;
            IsLoadingBattle      = true;
            IsLoadBattleEnd      = false;
            IsGameStartOver      = false;
            IsGameStart          = false;
            IsInPauseLoadingView = false;
            //开始Tip
            BattleCoroutine.Run(_randTip());
            //开始加载
            Callback_OnBattleLoad?.Invoke();
            yield return(Timing.WaitForOneFrame);

            OnLoadSceneStart();
            Callback_OnLoadingProgressChanged?.Invoke(Util.GetStr("StartToLoad"), 0.0f);
            //演示几秒,给UI渐变的时间
            yield return(Timing.WaitForSeconds(DelayLoadSceneTime));

            //加载场景
            SceneName  = CurData.GetSceneName();
            SceneAsset = GRMgr.LoadScene(SceneName);
            while (!SceneAsset.IsDone)
            {
                yield return(Timing.WaitForOneFrame);

                Callback_OnLoadingProgressChanged?.Invoke(Util.GetStr("LoadingScene"), SceneAsset.Progress * 0.8f);
            }
            //延时一帧
            yield return(Timing.WaitForOneFrame);

            Scene = SceneManager.GetSceneByName(SceneName);
            SceneManager.SetActiveScene(Scene);
            IsLoadedScene = true;
            Callback_OnBattleLoadedScene?.Invoke();
            if (BaseSceneObject == null)
            {
                CLog.Error("错误,场景里没有SceneObject");
            }
            //这里必须延迟一帧,等待UI创建,注册事件
            yield return(Timing.WaitForOneFrame);

            //读取数据前,资源加载
            yield return(Timing.WaitUntilDone(BattleCoroutine.Run(BeforeReadData())));

            Callback_OnLoadingProgressChanged?.Invoke(Util.GetStr("BeforeReadData"), 0.9f);
            if (readData)
            {
                BaseGlobal.IsUnReadData = false;
                //读取战场数据
                BaseGlobal.DBMgr.ReadGameDBData();
                BaseGlobal.IsUnReadData = true;
            }
            yield return(Timing.WaitForOneFrame);

            Callback_OnBattleReadDataEnd?.Invoke();
            //增加加载战场次数
            LoadBattleCount++;
            //读取数据后资源加载
            yield return(Timing.WaitUntilDone(BattleCoroutine.Run(AffterReadData())));

            Callback_OnLoadingProgressChanged?.Invoke(Util.GetStr("AffterReadData"), 0.95f);
            while (IsInCustomLoading)
            {
                yield return(Timing.WaitForOneFrame);
            }
            GC.Collect();
            Callback_OnLoadingProgressChanged?.Invoke(Util.GetStr("GC"), 1.0f);
            IsLoadingBattle = false;
            //场景加载结束
            Callback_OnBattleLoaded?.Invoke();
            IsLoadBattleEnd = true;
            yield return(Timing.WaitForOneFrame);

            //游戏开始(预处理最后阶段)
            SelfBaseGlobal.OnGameStart1();
            SelfBaseGlobal.OnGameStart2();
            Callback_OnGameStart?.Invoke();
            yield return(Timing.WaitForOneFrame);

            SelfBaseGlobal.OnGameStarted1();
            SelfBaseGlobal.OnGameStarted2();
            Callback_OnGameStarted?.Invoke();
            IsGameStart = true;
            //暂停在加载界面
            Callback_OnInPauseLoadingView?.Invoke();
            IsInPauseLoadingView = NeedPauseLoading;
            while (IsInPauseLoadingView)
            {
                yield return(Timing.WaitForOneFrame);
            }
            SelfBaseGlobal.OnCloseLoadingView();
            Callback_OnCloseLoadingView?.Invoke();
            //锁定进入战场流程
            while (IsLockBattleStartFlow)
            {
                yield return(Timing.WaitForOneFrame);
            }
            yield return(Timing.WaitUntilDone(BattleCoroutine.Run(BattleStart())));

            //进入自定义流程的时候暂停
            Callback_OnStartCustomBattleCoroutine?.Invoke();
            if (PlotMgr != null)
            {
                PlotMgr?.SetPlotPause(true);
                yield return(Timing.WaitUntilDone(PlotMgr.CustomStartBattleCoroutine()));

                PlotMgr?.SetPlotPause(false);
            }
            Callback_OnEndCustomBattleCoroutine.Invoke();
            //结尾部分
            SelfBaseGlobal.OnGameStartOver();
            Callback_OnGameStartOver?.Invoke();
            IsGameStartOver = true;
        }