示例#1
0
        /// <summary>
        /// 清除可能会冲突的实例(尽管禁用UIDate后再载入存档一般可以顺利进行,但游戏特殊情况仍会卡读档,在游戏开发稳定之前双保险)
        /// </summary>
        /// <returns></returns>
        private static bool Prefix(DateFile.LegendBook loadDate)
        {
            if (LoadFile.OnLoad)
            {
                LoadFile.OnLoad = false;
#if DEBUG
                //var m_Container = ReflectionMethod.GetValue<SingletonObject, GameObject>(null, "m_Container");
                //Main.Logger.Log($"DateFile_Loadloadlegend: Is m_Container null? {m_Container == null}");
                //foreach(string key in SingletonMap.Keys)
                //{
                //    Main.Logger.Log($"DateFile_Loadloadlegend m_SingletonMap keys {key}");
                //}
#endif
                // 清除需要清除的实例(仿自 SingletonObject.ClearInstances)
                foreach (var inst in instancesToRemove)
                {
                    if (SingletonMap.TryGetValue(inst, out object item) && !DontClearList.Contains(item))
                    {
                        (item as IDisposable)?.Dispose();
                        if (item is Component cmp)
                        {
                            UnityEngine.Object.Destroy(cmp);
                        }
                        SingletonMap.Remove(inst);
                    }
                }
                // 清除Subsystem中可能存在冲突的实例
                SubSystems.OnLeaveGame();
            }
            return(true);
        }
示例#2
0
 /// <summary>
 /// 执行存档读取操作
 /// </summary>
 public static void DoLoad(int dataId)
 {
     OnLoad = true;
     // 先 ChangeGameState , 擠掉之前的 GameState
     // 避免在 DateFile.instance.Initialize 時觸發 前一個 State 的 OnExit
     // 會造成一些問題 (例如讀檔後戰鬥黑屏)
     Game.Instance.ChangeGameState(eGameState.Login, new object[] { eMainMenuShow.None });
     // 用 GMPanel 的寫法
     SubSystems.OnLeaveGame();
     GameData.Common.OnLeaveGame();
     WorldMapSystem.instance.ResetWorldMap();
     UIManager.Instance.DestroyAllOldPrefabs();
     SingletonObject.ClearInstances();
     DateFile.instance.Initialize(dataId, false);
 }