示例#1
0
 //  _////////////////////////////////////////////////_    _///////////////////////_    _____  Send in Dic  _____  GameMsg  _____
 public void ActionGameStartMsg()
 {
     Ag.LogStartWithStr(2, mName + "  ActionGameStartMsg    Emit  ...  \t\t\t\t <<<   Action :: GameMsg >>>");
     SendGameMsg(new NodeGameStartMsg());
     SceneLoadComplete.InitSet(false);
     Ag.LogString(mName + "  ActionGameStartMsg    Emit  ...  \t\t\t\t <<<  Done >>>");
 }
示例#2
0
    /// <summary>
    /// 加载场景
    /// </summary>
    /// <param name="name"></param>
    public void LoadScene(string name, SceneLoadComplete completedelegate, bool additive = false)
    {
        //Debug.Log("名字为" + name);
        SceneData data = SceneConfigManager.Instance.GetSceneData(name);

        if (data == null && completedelegate != null)
        {
            completedelegate();
            return;
        }

        LoadComplete = completedelegate;
        BehaviourUtil.StartCoroutine(LoadScene_impl(data, additive));
    }
示例#3
0
 private IEnumerator doLoadUIScene(string sceneName, SceneLoadComplete onCallBack = null, params object[] args)
 {
     mLoading.Percent = 0;
     while (mLoading.Percent < 1)
     {
         mLoading.Percent += Time.deltaTime;
         yield return(new WaitForSeconds(0.05f));
     }
     mLoading.Percent = 1;
     UIManager.GetInstance().SwitchScene(sceneName, args);
     mLoading.gameObject.SetActive(false);
     if (onCallBack != null)
     {
         onCallBack();
     }
 }
示例#4
0
    private IEnumerator doLoadRealScene(string sceneName, SceneLoadComplete onCallBack = null)
    {
        async = UnityEngine.SceneManagement.SceneManager.LoadSceneAsync(sceneName);

        while (async.progress < 0.9)
        {
            mLoading.Percent = async.progress;
            print(async.progress);
            yield return(new WaitForSeconds(0.01f));
        }
        if (async.isDone)
        {
            mLoading.Percent = 1;
            if (onCallBack != null)
            {
                onCallBack();
            }

            mLoading.gameObject.SetActive(false);
        }
    }
示例#5
0
 /// <summary>
 /// 跳转UI场景
 /// </summary>
 /// <param name="sceneName"></param>
 /// <param name="OnCallBack"></param>
 public void GotoUIScene(string sceneName, SceneLoadComplete OnCallBack = null, params object[] args)
 {
     StartCoroutine(doLoadUIScene(sceneName, OnCallBack, args));
     mLoading.gameObject.SetActive(true);
 }
示例#6
0
 /// <summary>
 /// 跳转真是场景
 /// </summary>
 /// <param name="sceneName">要设置的场景名称</param>
 /// <param name="OnCallBack">要跳转场景加载完成后的回调函数</param>
 public void GotoRealScene(string sceneName, SceneLoadComplete OnCallBack = null)
 {
     mLoading.gameObject.SetActive(true);
     StartCoroutine(doLoadRealScene(sceneName, OnCallBack));
 }