修改UI_MenuBar、UI_MenuBar.cs、UI_SelectDevicePanel、UI_SelectDevicePanel.cs、串UI,添加流程管理逻辑(目前能在办公室点击手机测试)15%。

This commit is contained in:
YangHua 2024-08-12 00:33:10 +08:00
parent 98ed00a23f
commit 6cb3656fee
28 changed files with 1615 additions and 893 deletions

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@ -24,15 +24,15 @@ public class D_Process : I_Enter, I_Exit
/// </summary>
public string processName;
#endregion
/// <summary>
/// 存放流程的子流程
/// </summary>
public List< D_SubProcess> subProcesses = new List<D_SubProcess>();
public List<D_SubProcess> subProcesses = new List<D_SubProcess>();
/// <summary>
/// 当前子流程
@ -42,10 +42,10 @@ public class D_Process : I_Enter, I_Exit
/// <summary>
/// 当前子流程
/// </summary>
public D_SubProcess CurrentSubProcess
{
public D_SubProcess CurrentSubProcess
{
get => currentSubProcess;
set
set
{
currentSubProcess = value;
CurrentSubProcessId = currentSubProcess.id;
@ -60,10 +60,10 @@ public class D_Process : I_Enter, I_Exit
/// <summary>
/// 当前子流程Id
/// </summary>
public int CurrentSubProcessId
public int CurrentSubProcessId
{
get => currentSubProcessId;
set
get => currentSubProcessId;
set
{
currentSubProcessId = value;
GameManager.ProcessMgr.subProcessId = currentSubProcessId;
@ -73,7 +73,7 @@ public class D_Process : I_Enter, I_Exit
/// <summary>
/// 初始化
/// </summary>
public void Init()
public void Init()
{
if (subProcesses == null || subProcesses.Count == 0)
return;
@ -82,17 +82,28 @@ public class D_Process : I_Enter, I_Exit
}
/// <summary>
/// 切换子流程
/// 切换子流程
/// </summary>
public void HandoverSubProcess(int subProcessId,int subProcessStepId)
public void HandoverSubProcess(int subProcessId, int subProcessStepId = 0)
{
if (CurrentSubProcess!= null)
CurrentSubProcess.Exit();
if (CurrentSubProcess != null)
CurrentSubProcess.Exit();
CurrentSubProcess = GetSubProcess(subProcessId);
CurrentSubProcess.Enter();
UnityEngine.Debug.Log("切换子流程到:" + subProcessId);
CurrentSubProcess.HandoverSubProcessStep(subProcessStepId);
if (subProcessStepId == 0)
CurrentSubProcess.HandoverSubProcessStep(CurrentSubProcess.subProcessStepes[0].id);
else
CurrentSubProcess.HandoverSubProcessStep(subProcessStepId);
}
//public void HandoverSubProcess(int subProcessId)
//{
// if (CurrentSubProcess != null)
// CurrentSubProcess.Exit();
// CurrentSubProcess = GetSubProcess(subProcessId);
// CurrentSubProcess.Enter();
// UnityEngine.Debug.Log("切换子流程到:" + subProcessId);
//}
/// <summary>
/// 根据id获取 子流程对象
@ -124,6 +135,6 @@ public class D_Process : I_Enter, I_Exit
/// </summary>
public void Exit()
{
UnityEngine.Debug.Log("退出当前流程:" + id +"_" + processName);
UnityEngine.Debug.Log("退出当前流程:" + id + "_" + processName);
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@ -23,7 +23,7 @@ public class D_Scheme
/// <summary>
/// 存放所有流程
/// </summary>
public List<D_Process> processes =new List<D_Process>();
public List<D_Process> processes = new List<D_Process>();
/// <summary>
/// 当前流程
@ -51,10 +51,10 @@ public class D_Scheme
/// <summary>
/// 当前流程id
/// </summary>
public int CurrentProcessId
public int CurrentProcessId
{
get => currentProcessId;
set
set
{
currentProcessId = value;
GameManager.ProcessMgr.processId = currentProcessId;
@ -64,9 +64,9 @@ public class D_Scheme
/// <summary>
/// 初始化
/// </summary>
public void Init()
public void Init()
{
if (processes == null || processes.Count == 0)
if (processes == null || processes.Count == 0)
return;
CurrentProcess = processes[0];
CurrentProcess.Init();
@ -75,15 +75,18 @@ public class D_Scheme
/// <summary>
/// 切换流程
/// </summary>
public void HandoverProcess(int processId, int subProcessId, int subProcessStepId)
public void HandoverProcess(int processId, int subProcessId = 0, int subProcessStepId = 0)
{
if (CurrentProcess != null)
CurrentProcess.Exit();
CurrentProcess = GetProcess(processId);
CurrentProcess.Enter();
UnityEngine.Debug.Log("切换流程到:" + processId);
CurrentProcess.HandoverSubProcess(subProcessId, subProcessStepId);
if (subProcessId == 0)
CurrentProcess.HandoverSubProcess(CurrentProcess.subProcesses[0].id, subProcessStepId);
else
CurrentProcess.HandoverSubProcess(subProcessId, subProcessStepId);
}
/// <summary>
@ -91,7 +94,7 @@ public class D_Scheme
/// </summary>
/// <param name="processId"></param>
/// <returns></returns>
private D_Process GetProcess(int processId)
private D_Process GetProcess(int processId)
{
for (int i = 0; i < processes.Count; i++)
{

View File

@ -89,13 +89,13 @@ public enum E_ModeType
Exam,
}
public enum E_SceneName
{
None,
Office,
ToolRoom,
LiveScene
}
//public enum E_SceneName
//{
// None,
// Office,
// ToolRoom,
// LiveScene
//}
/// <summary>
/// 工具材料设备
@ -160,6 +160,7 @@ public enum E_MessageType
public enum E_SceneType
{
None,
/// <summary>
/// 办公室
/// </summary>
@ -168,7 +169,7 @@ public enum E_SceneType
/// <summary>
/// 工器具间
/// </summary>
TooLRoom,
ToolRoom,
/// <summary>
/// 现场

View File

@ -22,7 +22,6 @@ public class ProcessManager : BaseManager<ProcessManager>
/// </summary>
public E_ModeType mode;
public E_SceneName currentSceneName;
/// <summary>
/// 用户数据
/// </summary>
@ -32,6 +31,11 @@ public class ProcessManager : BaseManager<ProcessManager>
/// </summary>
public D_Scheme d_Scheme;
/// <summary>
///当前计划ID
/// </summary>
public int schemeID = -1;
/// <summary>
/// 当前流程Id
/// </summary>
@ -47,6 +51,7 @@ public class ProcessManager : BaseManager<ProcessManager>
/// </summary>
public int subProcessStepId = -1;
/// <summary>
/// 倒计时,剩余时长
/// </summary>
@ -82,7 +87,7 @@ public class ProcessManager : BaseManager<ProcessManager>
/// <summary>
/// 切换流程
/// </summary>
public void HandoverProcess(int processId, int subProcessId, int subProcessStepId)
public void HandoverProcess(int processId, int subProcessId = 0, int subProcessStepId = 0)
{
if (processId == -1 || subProcessId == -1 || subProcessStepId == -1)
return;
@ -92,7 +97,7 @@ public class ProcessManager : BaseManager<ProcessManager>
/// <summary>
/// 切换流程
/// </summary>
public void HandoverSubProcess(int subProcessId, int subProcessStepId)
public void HandoverSubProcess(int subProcessId, int subProcessStepId = 0)
{
if (processId == -1 || subProcessId == -1 || subProcessStepId == -1)
return;
@ -109,6 +114,60 @@ public class ProcessManager : BaseManager<ProcessManager>
d_Scheme.HandoverProcess(processId, subProcessId, subProcessStepId);
}
/// <summary>
///
/// </summary>
/// <returns></returns>
public bool CheckSubProcessSteps(string subProcessStepName)
{
if (d_Scheme.CurrentProcess.CurrentSubProcess.CurrentSubProcessStep.subProcessStepName.Equals(subProcessStepName))
{
int spStepID = subProcessStepId + 1;
int spStepcount = d_Scheme.CurrentProcess.CurrentSubProcess.subProcessStepes.Count;
if (spStepID <= d_Scheme.CurrentProcess.CurrentSubProcess.subProcessStepes[spStepcount - 1].id)
{
HandoverSubProcessStep(spStepID);
Debug.Log("进入下一步子流程步骤");
return true;
}
else
{
int spCount = d_Scheme.CurrentProcess.subProcesses.Count;
int spID = subProcessId + 1;
if (spID <= d_Scheme.CurrentProcess.subProcesses[spCount - 1].id)
{
HandoverSubProcess(spID, 0);
Debug.Log("进入下一步子流程");
return true;
}
else
{
int pCount = d_Scheme.processes.Count;
int pID = processId + 1;
if (pID <= d_Scheme.processes[pCount - 1].id)
{
HandoverProcess(pID, 0, 0);
Debug.Log("进入下一步流程");
return true;
}
else
{
Debug.Log("完成所有");
return false;
}
}
}
}
else
{
Debug.Log("按照流程走");
return false;
}
}
/// <summary>
/// 倒计时
/// </summary>

View File

@ -12,19 +12,33 @@ public class RunModelMgr : BaseManager<RunModelMgr>
/// </summary>
private E_ModeType modeType = E_ModeType.None;
/// <summary>
/// 场景
/// </summary>
private E_SceneType sceneType = E_SceneType.None;
/// <summary>
/// 流程/设备/方案id
/// </summary>
public int deviceId;
public E_ModeType ModeType
{
public E_ModeType ModeType
{
get => modeType;
set
set
{
modeType = value;
}
}
public E_SceneType SceneType
{
get => sceneType;
set
{
sceneType = value;
}
}
}

View File

@ -0,0 +1,37 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Device_Mobile : MonoBehaviour
{
public int downIndex = 0;
private void OnMouseDown()
{
switch (downIndex)
{
case 0:
if (GameManager.ProcessMgr.CheckSubProcessSteps("查看任务单"))
downIndex++;
break;
case 1:
if (GameManager.ProcessMgr.CheckSubProcessSteps("工作预约"))
downIndex++;
break;
case 2:
if (GameManager.ProcessMgr.CheckSubProcessSteps("选择正确工作票"))
downIndex++;
break;
case 3:
GameManager.ProcessMgr.CheckSubProcessSteps("1212");
downIndex = 0;
break;
}
}
private void OnMouseExit()
{
}
}

View File

@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 2a85b91b2d2519347b583e108b24f3c8
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@ -8,11 +8,13 @@ public class UI_SubProcessItem : BaseItem
{
public int processID;
public int subProcessID;
public void Init(int processID, int subProcessID, string subName)
public int subProcessStepID;
public void Init(D_SubProcess d_SubProcess)
{
this.processID = processID;
this.subProcessID = subProcessID;
GetControl<TextMeshProUGUI>("subProcessItemName").text = subName;
this.processID = d_SubProcess.processId;
this.subProcessID = d_SubProcess.id;
this.subProcessStepID = d_SubProcess.subProcessStepes[0].id;
GetControl<TextMeshProUGUI>("subProcessItemName").text = d_SubProcess.subProcessName;
gameObject.name = subProcessID.ToString();
}
@ -22,7 +24,7 @@ public class UI_SubProcessItem : BaseItem
switch (btnName)
{
case "subProcessBtn":
Debug.Log("1");
GameManager.ProcessMgr.HandoverProcess(processID, subProcessID, subProcessStepID);
break;
}
}

View File

@ -76,7 +76,7 @@ public class UI_LoadingPanel : BasePanel
targetProgress = 0;
isUpdate = false;
TB_System tB_System = GameManager.DataMgr.GetSystemInfo(GameManager.Instance.systemId);
print(tB_System);
//print(tB_System);
if (tB_System == null)
return;
GameManager.ResourcesMgr.LoadAsync<Sprite>(Const.LoadBGPath + tB_System.loadName, (sprite) =>

View File

@ -5,9 +5,9 @@ using UnityEngine.UI;
public class UI_MaskPanel : BasePanel
{
private float fateInTime = 2f;
private float intervalTime = 1f;
private float fateOutTime = 2f;
private float fateInTime = 1f;
private float intervalTime = 0.5f;
private float fateOutTime = 1f;
/// <summary>
/// 初始化
@ -27,7 +27,13 @@ public class UI_MaskPanel : BasePanel
{
GameManager.EventMgr.AddEventListener(Enum_EventType.HideMask, HideMask);
}
/// <summary>
/// 隐藏面板
/// </summary>
public override void HideMe()
{
GameManager.EventMgr.RemoveEventListener(Enum_EventType.HideMask, HideMask);
}
private void HideMask()
{
var image = GetControl<Image>("Mask");
@ -40,11 +46,5 @@ public class UI_MaskPanel : BasePanel
.OnComplete(() => { GameManager.UIMgr.HidePanel<UI_MaskPanel>(); });
}
/// <summary>
/// 隐藏面板
/// </summary>
public override void HideMe()
{
GameManager.EventMgr.RemoveEventListener(Enum_EventType.HideMask, HideMask);
}
}

View File

@ -8,55 +8,51 @@ using UnityEngine.EventSystems;
public class UI_MenuBar : BasePanel
{
//չ<><D5B9><EFBFBD><EFBFBD>ť <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ť
[SerializeField]
private Sprite ExpandSprite, CollapseSprite;
//չ<><D5B9><EFBFBD><EFBFBD>ť<EFBFBD><C5A5><EFBFBD><EFBFBD><EFBFBD>߼䣬ǰ<E4A3AC><C7B0><EFBFBD>ֳ<EFBFBD><D6B3><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ʊ<EFBFBD><C6B1><EFBFBD><EFBFBD><EFBFBD>񵥣<EFBFBD><F1B5A5A3><EFBFBD><EFBFBD>ذ칫<D8B0>ң<EFBFBD><D2A3><EFBFBD>װ<EFBFBD><D7B0>д<EFBFBD><D0B4><EFBFBD><EFBFBD>
private Button CloseDefaultBtn, TooLRoToolRoomBtnomBtn, SiteBtn, WorkOrderBtn, MissionBtn, OfficeBtn, DisassemblyAssemblyWorkOrderBtn;
//<2F>Ҳ൯<D2B2><E0B5AF>
//private Image MenuBarIamge;
private Button CloseDefaultBtn, ToolRoomBtn, SiteBtn, WorkOrderBtn, MissionBtn, OfficeBtn, DisassemblyAssemblyWorkOrderBtn, ToolKitBtn;
public void Init()
{
//MenuBarIamge = GetControl<Image>("MenuBar");
CloseDefaultBtn = GetControl<Button>("CloseDefaultBtn");
TooLRoToolRoomBtnomBtn = GetControl<Button>("TooLRoToolRoomBtnomBtn");
ToolRoomBtn = GetControl<Button>("ToolRoomBtn");
SiteBtn = GetControl<Button>("SiteBtn");
WorkOrderBtn = GetControl<Button>("WorkOrderBtn");
MissionBtn = GetControl<Button>("MissionBtn");
OfficeBtn = GetControl<Button>("OfficeBtn");
ToolKitBtn = GetControl<Button>("ToolKitBtn");
DisassemblyAssemblyWorkOrderBtn = GetControl<Button>("DisassemblyAssemblyWorkOrderBtn");
checkBtnBySceneName();
}
//public override void ShowMe()
//{
//}
//public override void HideMe()
//{
//}
public void checkBtnBySceneName()
public override void ShowMe()
{
TooLRoToolRoomBtnomBtn.gameObject.SetActive(GameManager.ProcessMgr.currentSceneName == E_SceneName.Office|| GameManager.ProcessMgr.currentSceneName ==E_SceneName.LiveScene);
SiteBtn.gameObject.SetActive(GameManager.ProcessMgr.currentSceneName == E_SceneName.Office || GameManager.ProcessMgr.currentSceneName ==E_SceneName.LiveScene);
WorkOrderBtn.gameObject.SetActive(GameManager.ProcessMgr.currentSceneName == E_SceneName.Office || GameManager.ProcessMgr.currentSceneName ==E_SceneName.LiveScene);
MissionBtn.gameObject.SetActive(GameManager.ProcessMgr.currentSceneName == E_SceneName.Office || GameManager.ProcessMgr.currentSceneName ==E_SceneName.LiveScene || GameManager.ProcessMgr.currentSceneName == E_SceneName.ToolRoom);
OfficeBtn.gameObject.SetActive(GameManager.ProcessMgr.currentSceneName == E_SceneName.Office );
DisassemblyAssemblyWorkOrderBtn.gameObject.SetActive(GameManager.ProcessMgr.currentSceneName == E_SceneName.Office );
GameManager.EventMgr.AddEventListener<E_SceneType>(Enum_EventType.SwitchScene, CheckBtnBySceneName);
}
public override void HideMe()
{
GameManager.EventMgr.RemoveEventListener<E_SceneType>(Enum_EventType.SwitchScene, CheckBtnBySceneName);
}
public void CheckBtnBySceneName(E_SceneType type)
{
Debug.Log(type.ToString());
ToolRoomBtn.gameObject.SetActive(type != E_SceneType.ToolRoom);
SiteBtn.gameObject.SetActive(type == E_SceneType.ToolRoom);
WorkOrderBtn.gameObject.SetActive(type == E_SceneType.Office || type == E_SceneType.Site);
MissionBtn.gameObject.SetActive(type == E_SceneType.Office || type == E_SceneType.ToolRoom || type == E_SceneType.Site);
OfficeBtn.gameObject.SetActive(type == E_SceneType.ToolRoom);
DisassemblyAssemblyWorkOrderBtn.gameObject.SetActive(type == E_SceneType.Office);
ToolKitBtn.gameObject.SetActive(type != E_SceneType.Office);
}
protected override void OnClick(string btnName)
{
switch (btnName)
{
case "CloseDefaultBtn":
transform.DOLocalMoveX(960, 0.5f);
GetControl<Image>("MenuBar").transform.DOLocalMoveX(960, 0.5f);
GetControl<Image>("CloseDefaultBtn").sprite = CollapseSprite;
if (transform.localPosition.x == 960)
if (GetControl<Image>("MenuBar").transform.localPosition.x == 960)
{
GetControl<Image>("CloseDefaultBtn").sprite = ExpandSprite;
transform.DOLocalMoveX(1070, 0.5f);
GetControl<Image>("MenuBar").transform.DOLocalMoveX(1070, 0.5f);
}
break;
@ -76,14 +72,4 @@ public class UI_MenuBar : BasePanel
break;
}
}
//public void OnPointerEnter(PointerEventData eventData)
//{
// GetControl<Image>("CloseDefaultBtn").sprite = OnClickSprite;
//}
//public void OnPointerExit(PointerEventData eventData)
//{
//}
}

View File

@ -35,7 +35,7 @@ public class UI_MenuPanel : BasePanel
{
case E_SceneType.Office:
break;
case E_SceneType.TooLRoom:
case E_SceneType.ToolRoom:
break;
case E_SceneType.Site:
break;

View File

@ -58,7 +58,7 @@ public class UI_SelectDevicePanel : BasePanel
GameManager.UIMgr.AddEventTriggerListener(deviceBtnAComponent, EventTriggerType.PointerEnter,
_ =>
{
deviceBtnAComponent.transform.DOScale(1.5f, 0.2f);
//deviceBtnAComponent.transform.DOScale(1.5f, 0.2f);
this.GetControl<Image>("DeviceShowImg").sprite =
GameManager.ResourcesMgr.Load<Sprite>(Const.UI_SelectDevicePanel + mapName);
this.GetControl<Image>("DeviceShowImg").color = new Color(1, 1, 1, 1);
@ -66,21 +66,19 @@ public class UI_SelectDevicePanel : BasePanel
GameManager.UIMgr.AddEventTriggerListener(deviceBtnAComponent, EventTriggerType.PointerExit,
_ =>
{
deviceBtnAComponent.transform.DOScale(1f, 0.2f);
//deviceBtnAComponent.transform.DOScale(1f, 0.2f);
this.GetControl<Image>("DeviceShowImg").color = new Color(1, 1, 1, 0);
});
deviceBtnAComponent.onClick.AddListener(() =>
{
GameManager.RunModelMgr.deviceId = int.Parse(deviceBtnAComponent.name);
GameManager.UIMgr.ShowPanel<UI_LoadingPanel>(E_UI_Layer.System, (panel) =>
{
GameManager.UIMgr.ShowPanel<UI_MainTitlePanel>(E_UI_Layer.Bot, (panel) =>
{
panel.Init();
});
GameManager.UIMgr.ShowPanel<UI_TaskListPanel>(E_UI_Layer.Bot, (panel) =>
{
panel.Init(int.Parse(deviceBtnAComponent.name));
});
panel.Init();
GameManager.EventMgr.EventTrigger<float>(Enum_EventType.UpdateProgress, 0.1f);
GameManager.ScenesMgr.LoadSceneAsyn("03_OfficeScene", () =>
@ -93,6 +91,19 @@ public class UI_SelectDevicePanel : BasePanel
});
}
protected override void OnClick(string btnName)
{
base.OnClick(btnName);
Debug.Log(btnName);
switch (btnName)
{
case "backBtn":
UIManager.Instance.ShowPanel<UI_SelectModePanel>(E_UI_Layer.Mid, panel => { panel.Init(); });
UIManager.Instance.HidePanel<UI_SelectDevicePanel>();
break;
}
}
[Button]
public void Test1()
{

View File

@ -3,6 +3,7 @@ using UnityEngine;
using DG.Tweening;
using UnityEngine.UI;
using UnityEngine.SceneManagement;
using System.Collections.Generic;
public class UI_TaskListPanel : BasePanel
{
@ -27,7 +28,7 @@ public class UI_TaskListPanel : BasePanel
for (int j = 0; j < d_Scheme.processes[i].subProcesses.Count; j++)
{
var s = Instantiate(_subProcessItem, _content);
s.Init(d_Scheme.processes[i].id, d_Scheme.processes[i].subProcesses[j].id, d_Scheme.processes[i].subProcesses[j].subProcessName);
s.Init( d_Scheme.processes[i].subProcesses[j]);
}
}

View File

@ -120,7 +120,7 @@ public class BinaryManager : BaseManager<BinaryManager>
MethodInfo methodInfo = dicObj.GetType().GetMethod("Add");
//
object keyValue = classType.GetField(keyName).GetValue(dataObj);
Debug.Log(keyValue);
//Debug.Log(keyValue);
methodInfo.Invoke(dicObj, new object[] { keyValue, dataObj });
}
//把读取完的表记录下来

View File

@ -49,23 +49,23 @@ public class ScenesManager : BaseManager<ScenesManager>
{
yield return null;
}
E_SceneName currentSceneName;
E_SceneType currentSceneName;
switch (sceneName)
{
case "03_OfficeScene":
currentSceneName = E_SceneName.Office;
currentSceneName = E_SceneType.Office;
break;
case "04_ToolMaterialScene":
currentSceneName = E_SceneName.ToolRoom;
currentSceneName = E_SceneType.ToolRoom;
break;
case "05_LiveScene":
currentSceneName = E_SceneName.LiveScene;
currentSceneName = E_SceneType.Site;
break;
default:
currentSceneName = E_SceneName.None;
currentSceneName = E_SceneType.None;
break;
}
GameManager.ProcessMgr.currentSceneName = currentSceneName;
GameManager.RunModelMgr.SceneType = currentSceneName;
action?.Invoke();
}
}

View File

@ -38,7 +38,7 @@ public class OfficeTimelineControl : MonoBehaviour
panel.Init();
GameManager.EventMgr.EventTrigger(Enum_EventType.HideMask);
});
Invoke(nameof(DestroyPlayer), 2f);
Invoke(nameof(DestroyPlayer), 1f);
}
}
@ -47,6 +47,15 @@ public class OfficeTimelineControl : MonoBehaviour
Destroy(playerModel);
Destroy(aniCamera);
playerController.SetActive(true);
GameManager.UIMgr.ShowPanel<UI_TaskListPanel>(E_UI_Layer.Bot, (panel) =>
{
panel.Init(GameManager.RunModelMgr.deviceId);
});
GameManager.UIMgr.ShowPanel<UI_MenuBar>(E_UI_Layer.Mid, (panel) =>
{
panel.Init();
GameManager.EventMgr.EventTrigger(Enum_EventType.SwitchScene, GameManager.RunModelMgr.SceneType);
});
}
void OnDestroy()