//---------------------------------------------------------------------------- public StageLoad(Copy copy) { m_curCopy = copy; m_maAsset = new AssetsManager(); m_listStageRes = new List <string>(); m_listStageResCommon = new List <string>(); preLoadAssets = new Dictionary <string, string>(); m_bInit = false; Messenger.AddListener(DgMsgID.DgMsg_NtyUILoading_Finish, OnUILoadOK); Messenger.AddListener <bool>(DgMsgID.DgMsg_NtyLoadProsser_Finish, OnLoadPresserOK); }
//---------------------------------------------------------------------------- private void Clear(bool bDo = false) { preLoadAssets.Clear(); m_listStageRes.Clear(); if (bDo) { m_maAsset = null; m_listStageRes = null; preLoadAssets = null; } }
//---------------------------------------------------------------------------- //副本优化接口,先是房间式 public void StartSceneLoad(Scene scene) { if (m_maAsset == null) { m_maAsset = WorldManager.Instance().GetLayer <AssetLayer>().GetManager(); } //2.保存要创建房间的资源 m_curScene = scene; if (scene != null) { m_bUILoadOK = false; FileSystem.bNotInLoading = false; eSceneType type = scene.GetSceneType(); switch (type) { case eSceneType.CITY_SCENE: case eSceneType.LOBBY_SCENE: Messenger.Broadcast(DgMsgID.DgMsg_PreLoadUI, eUseEnvir.city); break; case eSceneType.CREATEROLE_SCENE: break; default: break; } } //3.两个房间通用的资源保留,接着做销毁操作 m_bInBaseLoading = true; WaitCheckDelete(); StartProgress(); }
//---------------------------------------------------------------------------- private void OnPreLoadBGM() { AssetsManager m_maniAsset = WorldManager.Instance().GetLayer <AssetLayer>().GetManager(); m_maniAsset.LoadAssetRes <string, Object>("RAB_bgm_opening", OnLoadCallBack); }