示例#1
0
        private void Init()
        {
            try
            {
                //属性检查编辑器类
                EditorAttRegister.Register(this);

                var asmes = AppDomain.CurrentDomain.GetAssemblies();
                for (int i = 0; i < asmes.Length; ++i)
                {
                    var data = asmes[i];
                    if (data.FullName.StartsWith("Assembly"))
                    {
                        this.Start(data);
                    }
                }

                this.End();

                ////其他插件
                SceneListCheck.Generate();
            }
            catch (Exception ex)
            {
                LogMgr.LogError(ex);
            }
        }
示例#2
0
    protected override void ExecuteOverTime()
    {
        string sceneName = sceneStatus.sceneToLoad.ToString();

        if (!SceneListCheck.Has(sceneName))
        {
            Debug.LogWarning(sceneName + " is not available.");
            Abort();
            return;
        }

        SceneHelper.LoadSceneOverTime(sceneName, OnLoaded);
    }
    protected override void ExecuteOverTime()
    {
        string sceneName = (sceneStatus.currentScene).ToString();

        if (!SceneListCheck.Has(sceneName))
        {
            Debug.LogWarning(sceneName + " is not available.");
            Abort();
            return;
        }

        SceneHelper.UnloadSceneOverTime(sceneName, Release);
    }
示例#4
0
    public static void GoToNextScene()
    {
        if (ThisLevelManager.IsBonusLevel) //Se è un livello Bonus
        {
            MainMenu.BackToMainMenu();
            return;
        }

        if (ThisLevelManager.IsLastLevel || !SceneListCheck.Has(ThisLevelManager.NextSceneName)) //Se la scena non esiste, manda il messaggio
        {
            print("Called SCENE: " + ThisLevelManager.NextSceneName);

            print("Is LastLevel: " + ThisLevelManager.IsLastLevel);
            GameUI.Instance.EndTestingMessage.SetActive(true);
            GameManager.ShowMiniMenu();
            GameObject.Find("LevelCompleteMessageUI").SetActive(false);
            return;
        }


        if (!ThisLevelManager.IsLastLevel && ThisLevelManager.NextSceneName != "")
        {
            Resources.UnloadUnusedAssets();
            System.GC.Collect();
            gameUI.ReloadingSceneUI.SetActive(true);
            print("LoadingNextScene: " + ThisLevelManager.NextSceneName);
            SceneManager.LoadScene(ThisLevelManager.NextSceneName);
        }
        else
        {
            print("Called SCENE: " + ThisLevelManager.NextSceneName);
            print("Is LastLevel: " + ThisLevelManager.IsLastLevel);
            Debug.LogError("OPS, NEXT LEVEL NON IMPOSTATO");
            Debug.LogError("SELEZIONARE IL LIVELLO SUL LEVEL MANAGER");
        }
    }
示例#5
0
 public static void GenerateSceneList()
 {
     SceneListCheck.Generate();
 }