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); } }
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); }
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"); } }
public static void GenerateSceneList() { SceneListCheck.Generate(); }