void Awake() { Instance = this; var sceneId = WorldManager.worldManager.GetActive().def.id; Log.Sys("Inital SceneId Layout " + sceneId); LevelConfigData.Init(); configLists = LevelConfigData.LevelLayout [sceneId]; Log.Sys("ConfigList " + configLists.Count); }
public void WorldChangeScene(int sceneId, bool isRelive) { LevelConfigData.Init(); var hasData = LevelConfigData.LevelLayout.ContainsKey(sceneId); if (!hasData) { WindowMng.windowMng.ShowNotifyLog("关卡尚未开放"); return; } StartCoroutine(ChangeScene(sceneId, isRelive)); }
void LoadWater() { var sceneId = WorldManager.worldManager.GetActive().def.id; LevelConfigData.Init(); var configLists = LevelConfigData.LevelLayout [sceneId]; var first = configLists [0]; Log.Sys("LoadWater " + first.type); if (LevelConfigData.envConfig.ContainsKey(first.type)) { Log.Sys("LoadWater " + first.type); var d = LevelConfigData.envConfig[first.type]; var bottom = Resources.Load <GameObject>(d.waterBottom); var b = GameObject.Instantiate(bottom) as GameObject; Log.Sys("WaterObj " + b); //Util.InitGameObject(b); var bottom2 = Resources.Load <GameObject>(d.waterFace); var b2 = GameObject.Instantiate(bottom2) as GameObject; b2.transform.localPosition = new Vector3(0, d.offY, 0); //Util.InitGameObject(b2); } }