示例#1
0
        private IEnumerator _Logo()
        {
            SceneSystem.LoadScene(GameScene.logo);

            //在进入每个状态前重置控制信息
            ResetGameMessage();
            while (true)
            {
                //提前return,延迟一帧开始检测
                yield return(0);

                if (GetGameMessage(GameMessage.Next))
                {
                    break;
                }
            }

            //不直接用嵌套,防止嵌套层数过深(是否有自动优化?没查到)
            StartCoroutine(_Start());
        }
示例#2
0
        static IEnumerator Logo()
        {
            Cursor.visible = false;
            SceneSystem.LoadScene(SceneCode.logo);
            SceneSystem.ConfirmLoadScene();
            yield return(0);

            ResetGameMessage();
            while (true)
            {
                yield return(0);

                if (GetGameMessage(GameMessage.Next))
                {
                    break;
                }
            }

            StartCoroutine(StartMenu());
        }
示例#3
0
        private IEnumerator _InGame()
        {
            yield return(new WaitForSeconds(SceneSystem.PopAndPushScene(_inGame)));

            ResetGameMessage();
            while (true)
            {
                yield return(0);

                if (GetGameMessage(GameMessage.Return))
                {
                    StartCoroutine(_StartMenu());
                    yield break;
                }
                if (GetGameMessage(GameMessage.Exit))
                {
                    Application.Quit();
                    yield break;
                }
            }
        }
示例#4
0
        private IEnumerator _Lobby()
        {
            yield return(new WaitForSeconds(SceneSystem.PopAndPushScene(_lobby)));

            ResetGameMessage();
            while (true)
            {
                yield return(0);

                if (GetGameMessage(GameMessage.Start))
                {
                    StartCoroutine(_InGame());
                    yield break;
                }
                if (GetGameMessage(GameMessage.Return))
                {
                    StartCoroutine(_StartMenu());
                    yield break;
                }
            }
        }
示例#5
0
        IEnumerator _Room()
        {
            yield return(SceneSystem.LoadScene(GameScene.room));

            onGameReady?.Invoke();
            yield return(0);

            ResetGameMessage();
            while (true)
            {
                yield return(0);

                if (GetGameMessage(GameMessage.DisConnect))
                {
                    // 回到开始菜单
                    NetworkSystem.ShutdownServer();
                    StartCoroutine(_Lobby());
                    break;
                }
            }
        }
示例#6
0
        // 开始菜单
        IEnumerator _StartMenu()
        {
            NetworkSystem.ShutdownClient();
            yield return(SceneSystem.LoadScene(GameScene.startMenu));

            yield return(0);

            InputSystem.ChangeState(new InputSystem.MoveState());


            ResetGameMessage();
            while (true)
            {
                yield return(0);

                if (GetGameMessage(GameMessage.Next))
                {
                    break;
                }
            }

            StartCoroutine(_Lobby());
        }