/// <summary> /// Unity Method /// </summary> private void Awake() { //初始化实验室管理交互接口 LabInterSystem.Init(); //当存储系统初始化时,即开始记录,设置开始记录时的当前帧数 if (!StartRecord) { RecordSystem.StartRecordFrame = Time.frameCount; StartRecord = true; } RestoreSystem.ClearDataModel(); //场景初始化是,将场景中当前的DataModel保存起来 var allDataModels = Resources.FindObjectsOfTypeAll <DataModelBehaviour>(); foreach (var item in allDataModels) { if (item.hideFlags != (HideFlags.NotEditable | HideFlags.HideInHierarchy)) { if (item.GetComponent <UniqueID>() == null) { Debug.Log("当前挂有DataModel的物体:[+" + item.name + "] 未添加 [UniqueID]"); } else { //报空对象,检查预制体问题 RestoreSystem.AddDataModel(item.GetComponent <UniqueID>().UniqueId, item); } } } }
/// <summary> /// 如果有场景变换,采用异步等待方式还原数据 /// </summary> /// <param name="name"></param> /// <returns></returns> System.Collections.IEnumerator LoadScene(string name) { if (!UnityEngine.SceneManagement.SceneManager.GetActiveScene().name.Equals(name)) { AsyncOperation asyncOperation = UnityEngine.SceneManagement.SceneManager.LoadSceneAsync(name); asyncOperation.allowSceneActivation = false; while (asyncOperation.isDone) { yield return(null); } asyncOperation.allowSceneActivation = true; //等待1秒,初始化结束(场景物体) yield return(new WaitForSeconds(1)); } //将所有物体设置为激活状态,随后在还原 RestoreSystem.ClearDataModel(); var allDataModels = Resources.FindObjectsOfTypeAll <DataModelBehaviour>(); foreach (var item in allDataModels) { if (item.hideFlags != (HideFlags.NotEditable | HideFlags.HideInHierarchy)) { RestoreSystem.AddDataModel(item.GetComponent <UniqueID>().UniqueId, item); item.gameObject.SetActive(true); } } //等待1秒,初始化结束(DataModel脚本) yield return(new WaitForSeconds(1)); //执行数据写入,设置自身状态 _restoreSystem.LoadStorageData(); StartCoroutine(RestoreSceneCallBack()); }
/// <summary> /// 场景还原前,预制体准备操作 /// </summary> public override void LoadStorageData() { ReplayEntity data = (ReplayEntity)DataEntity; //多次点击 还原 if (data.sceneIdNameOfPrefab.Count == _sceneIdNameOfPrefab.Count) { return; } _sceneIdNameOfPrefab.Clear(); data.sceneIdNameOfPrefab.ForEach(p => _sceneIdNameOfPrefab.Add(p)); string sceneName = SceneManager.GetActiveScene().name; //生成所有的预制体 for (int i = 0; i < data.sceneIdNameOfPrefab.Count; i++) { //生成属于当前场景的预制体 if (data.sceneIdNameOfPrefab[i].Split('=')[0].Equals(sceneName)) { string name = data.sceneIdNameOfPrefab[i].Split('=')[2]; GameObject go = GetInstance(name, Vector3.zero); RegisterPrefab(go); DataModelBehaviour dataModel = go.GetComponent <DataModelBehaviour>(); if (dataModel != null) { RestoreSystem.AddDataModel(dataModel.DataEntity.objectID, dataModel); } } } }
/// <summary> /// 设置动态物体的唯一ID(同时设置UniqueID和objectID) /// </summary> /// <param name="obj"></param> /// <param name="inStorage">是否将生成的DataModel添加到存储系统中</param> /// <returns></returns> public static int SetId(GameObject obj, bool inStorage = true) { DataModelBehaviour data = obj.GetComponent <DataModelBehaviour>(); if (data == null) { Debug.Log("当前gameobject未挂载DataModelBehaviour"); return(0); } else { int id = Instance[indexOffect]; data.DataEntity.objectID = id; data.GetComponent <UniqueID>().UniqueId = Instance[indexOffect]; //下一id indexOffect += 1; if (inStorage) { RestoreSystem.AddDataModel(id, data); } return(id); } }
/// <summary> /// 设置动态物体的唯一ID(同时设置UniqueID和objectID) /// </summary> /// <param name="obj"></param> /// <param name="inStorage">是否将生成的DataModel添加到存储系统中</param> /// <returns></returns> public static int SetId(DataModelBehaviour obj, bool inStorage = true) { if (obj == null) { Debug.Log("当前DataModelBehaviour为空"); return(0); } else { int id = Instance[indexOffect]; obj.DataEntity.objectID = id; obj.GetComponent <UniqueID>().UniqueId = id; //下一id indexOffect += 1; if (inStorage) { RestoreSystem.AddDataModel(id, obj); } return(id); } }