示例#1
0
        public async ETTask AddPackageAsync(string type)
        {
            if (Define.IsEditorMode)
            {
                await ETTask.CompletedTask;
                if (AddPackageRef(type))
                {
                    UIPackage.AddPackage($"{FGUI_PACKAGE_DIR}/{type}");
                }
                //UIPackage uiPackage = UIPackage.AddPackage($"{FGUI_PACKAGE_DIR}/{type}");

                //packages.Add(type, uiPackage);
            }
            else
            {
                if (AddPackageRef(type))
                {
                    string             uiBundleDesName    = AssetBundleHelper.StringToAB($"{type}_fui");
                    string             uiBundleResName    = AssetBundleHelper.StringToAB(type);
                    ResourcesComponent resourcesComponent = Game.Scene.GetComponent <ResourcesComponent>();
                    await resourcesComponent.LoadBundleAsync(uiBundleDesName);

                    await resourcesComponent.LoadBundleAsync(uiBundleResName);

                    AssetBundle desAssetBundle = resourcesComponent.GetAssetBundle(uiBundleDesName);
                    AssetBundle resAssetBundle = resourcesComponent.GetAssetBundle(uiBundleResName);
                    UIPackage.AddPackage(desAssetBundle, resAssetBundle);
                }
                //UIPackage uiPackage = UIPackage.AddPackage(desAssetBundle, resAssetBundle);

                //packages.Add(type, uiPackage);
            }
        }
示例#2
0
        public static async ETVoid EnterMapAsync(string sceneName)
        {
            try
            {
                // 加载Unit资源
                ResourcesComponent resourcesComponent = ET.Game.Scene.GetComponent <ResourcesComponent>();
                await resourcesComponent.LoadBundleAsync($"unit.unity3d");

                // 加载场景资源
                await ET.Game.Scene.GetComponent <ResourcesComponent>().LoadBundleAsync("map.unity3d");

                // 切换到map场景
                using (SceneChangeComponent sceneChangeComponent = ET.Game.Scene.AddComponent <SceneChangeComponent>())
                {
                    await sceneChangeComponent.ChangeSceneAsync(sceneName);
                }

                G2C_EnterMap g2CEnterMap = await ET.SessionComponent.Instance.Session.Call(new C2G_EnterMap()) as G2C_EnterMap;

                PlayerComponent.Instance.MyPlayer.UnitId = g2CEnterMap.UnitId;

                Game.Scene.AddComponent <OperaComponent>();

                Game.EventSystem.Publish(new EventType.EnterMapFinish());
            }
            catch (Exception e)
            {
                Log.Error(e);
            }
        }
示例#3
0
        public override async ETTask <UI> OnCreate(UIComponent uiComponent)
        {
            ResourcesComponent resourcesComponent = Game.Scene.GetComponent <ResourcesComponent>();
            await resourcesComponent.LoadBundleAsync(UIType.UILogin.StringToAB());

            GameObject bundleGameObject = (GameObject)resourcesComponent.GetAsset(UIType.UILogin.StringToAB(), UIType.UILogin);
            GameObject gameObject       = UnityEngine.Object.Instantiate(bundleGameObject);

            UI ui = EntityFactory.Create <UI, string, GameObject>(uiComponent.Domain, UIType.UILogin, gameObject);

            ui.AddComponent <UILoginComponent>();
            return(ui);
        }