public void UpdateScene() { if (startLoadTime == 0) { startLoadTime = getCurrentTimeSeconds(); } if (scene_now != null && scene_now.loadfinished) { _scene_now.StateUpdate(); } if (_scene_next != null && !_scene_next.loadfinished && getCurrentTimeSeconds() - startLoadTime > 1) // 讀取 { _scene_next.LoadScene().MoveNext(); progress = _scene_next.progress; loading = true; if (_scene_next.loadfinished) { //Debug.Log("Loading Finish"); } } else { loading = false; } if (_scene_next != null && _scene_next.loadfinished) { if (immediately) { ChangeSceneState(); } } }
public void StateUpdate() { if (mAO != null && mAO.isDone == false) { return; } if (mIsRunStart == false && mAO != null && mAO.isDone == true) { mState.StateStart(); mIsRunStart = true; } if (mState != null) { mState.StateUpdate(); } }
//主系统中Update一直调用的函数 public void StateUpdate() { //如果正在加载场景直接返回 if (Application.isLoadingLevel) return; //执行update if (m_State != null && m_bRunBegin == false) { m_State.StateBegin(); m_bRunBegin = true; } if (m_State != null) { m_State.StateUpdate(); } }
/// <summary> /// 状态的更新 /// </summary> public void UpdateState() { //正在进行切换 if (asOpe != null && !asOpe.isDone) { return; } //如果切换完毕 if (asOpe != null && asOpe.isDone && !isFinishStart) { mState.StateStart(); isFinishStart = true; } if (mState != null) { mState.StateUpdate(); } }