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@ -1,18 +0,0 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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/// <summary>
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/// 永远存储全局需要使用的值,比如,在进入打开程序的时候,记录下当前登录用户名称/用户ID,然后在最后提交的时候,使用其中的值
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/// </summary>
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public class GlobalFlag
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{
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/// <summary>
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/// 当前用户名。
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/// </summary>
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public static string currentUserID;
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/// <summary>
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/// 当前场景,比如 当前场景是办公室。
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/// </summary>
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public static string currentSceneName;
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}
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@ -89,6 +89,14 @@ public enum E_ModeType
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Exam,
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Exam,
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}
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}
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public enum E_SceneName
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{
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None,
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Office,
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ToolRoom,
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LiveScene
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}
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/// <summary>
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/// <summary>
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/// 工具材料设备
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/// 工具材料设备
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/// </summary>
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/// </summary>
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@ -47,10 +47,7 @@ public class DataManager : BaseManager<DataManager>
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/// </summary>
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/// </summary>
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private Dictionary<int, TB_ToolAndMaterial> toolAndMaterialDic = new Dictionary<int, TB_ToolAndMaterial>();
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private Dictionary<int, TB_ToolAndMaterial> toolAndMaterialDic = new Dictionary<int, TB_ToolAndMaterial>();
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/// <summary>
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/// 用户数据
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/// </summary>
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public UserData userData = new UserData();
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/// <summary>
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/// <summary>
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/// 初始化
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/// 初始化
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@ -8,7 +8,9 @@ public class ProcessManager : BaseManager<ProcessManager>
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/// <summary>
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/// <summary>
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/// 构造函数
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/// 构造函数
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/// </summary>
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/// </summary>
|
||||||
private ProcessManager() { }
|
private ProcessManager()
|
||||||
|
{
|
||||||
|
}
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// 实操项目id
|
/// 实操项目id
|
||||||
|
|
@ -20,6 +22,11 @@ public class ProcessManager : BaseManager<ProcessManager>
|
||||||
/// </summary>
|
/// </summary>
|
||||||
public E_ModeType mode;
|
public E_ModeType mode;
|
||||||
|
|
||||||
|
public E_SceneName currentSceneName;
|
||||||
|
/// <summary>
|
||||||
|
/// 用户数据
|
||||||
|
/// </summary>
|
||||||
|
public UserData userData = new UserData();
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// 当前的项目/方案
|
/// 当前的项目/方案
|
||||||
/// </summary>
|
/// </summary>
|
||||||
|
|
@ -60,8 +67,9 @@ public class ProcessManager : BaseManager<ProcessManager>
|
||||||
/// 根据方案id 生成流程数据
|
/// 根据方案id 生成流程数据
|
||||||
/// </summary>
|
/// </summary>
|
||||||
/// <param name="id">方案id</param>
|
/// <param name="id">方案id</param>
|
||||||
public void Init(int id, E_ModeType mode,int countDown = 600)//TODO 考试断线重连应该考虑初始化问题
|
public void Init(int id, E_ModeType mode,E_SceneName currentSceneName, int countDown = 600) //TODO 考试断线重连应该考虑初始化问题
|
||||||
{
|
{
|
||||||
|
this.currentSceneName = currentSceneName;
|
||||||
this.id = id;
|
this.id = id;
|
||||||
this.mode = mode;
|
this.mode = mode;
|
||||||
coroutine = GameManager.MonoMgr.StartCoroutine(CountDown(countDown));
|
coroutine = GameManager.MonoMgr.StartCoroutine(CountDown(countDown));
|
||||||
|
|
|
||||||
|
|
@ -29,7 +29,7 @@ public abstract class BaseToolOrDevice : MonoBehaviour
|
||||||
|
|
||||||
private void OnMouseEnter()
|
private void OnMouseEnter()
|
||||||
{
|
{
|
||||||
if (GlobalFlag.currentUserID != "04_ToolMaterialScene") return;
|
if (GameManager.ProcessMgr.userData.userName != "04_ToolMaterialScene") return;
|
||||||
if (EventSystem.current.IsPointerOverGameObject()) return;
|
if (EventSystem.current.IsPointerOverGameObject()) return;
|
||||||
OnEnter();
|
OnEnter();
|
||||||
//TODO: 这里写提示打开的代码
|
//TODO: 这里写提示打开的代码
|
||||||
|
|
@ -37,7 +37,7 @@ public abstract class BaseToolOrDevice : MonoBehaviour
|
||||||
|
|
||||||
private void OnMouseDown()
|
private void OnMouseDown()
|
||||||
{
|
{
|
||||||
if (GlobalFlag.currentUserID != "04_ToolMaterialScene") return;
|
if (GameManager.ProcessMgr.userData.userName != "04_ToolMaterialScene") return;
|
||||||
if (EventSystem.current.IsPointerOverGameObject()) return;
|
if (EventSystem.current.IsPointerOverGameObject()) return;
|
||||||
OnDown();
|
OnDown();
|
||||||
gameObject.SetActive(false);
|
gameObject.SetActive(false);
|
||||||
|
|
@ -46,7 +46,7 @@ public abstract class BaseToolOrDevice : MonoBehaviour
|
||||||
private void OnMouseExit()
|
private void OnMouseExit()
|
||||||
{
|
{
|
||||||
//TODO: 这里写提示关闭的代码
|
//TODO: 这里写提示关闭的代码
|
||||||
if (GlobalFlag.currentUserID != "04_ToolMaterialScene") return;
|
if (GameManager.ProcessMgr.userData.userName != "04_ToolMaterialScene") return;
|
||||||
if (EventSystem.current.IsPointerOverGameObject()) return;
|
if (EventSystem.current.IsPointerOverGameObject()) return;
|
||||||
OnExit();
|
OnExit();
|
||||||
}
|
}
|
||||||
|
|
@ -66,7 +66,4 @@ public abstract class BaseToolOrDevice : MonoBehaviour
|
||||||
{
|
{
|
||||||
Debug.Log("离开");
|
Debug.Log("离开");
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
@ -64,7 +64,7 @@ public class UI_MainTitlePanel : BasePanel
|
||||||
|
|
||||||
private void SwitchUserName()
|
private void SwitchUserName()
|
||||||
{
|
{
|
||||||
var userName = GameManager.DataMgr.userData.userName;
|
var userName = GameManager.ProcessMgr.userData.userName;
|
||||||
GetControl<TextMeshProUGUI>("userNameText (TMP)").text = userName;
|
GetControl<TextMeshProUGUI>("userNameText (TMP)").text = userName;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
|
||||||
|
|
@ -8,12 +8,12 @@ using UnityEngine.EventSystems;
|
||||||
|
|
||||||
public class UI_MenuBar : BasePanel
|
public class UI_MenuBar : BasePanel
|
||||||
{
|
{
|
||||||
//展开按钮 ,收起按钮
|
//չ<EFBFBD><EFBFBD><EFBFBD><EFBFBD>ť <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ť
|
||||||
[SerializeField]
|
[SerializeField]
|
||||||
private Sprite ExpandSprite, CollapseSprite;
|
private Sprite ExpandSprite, CollapseSprite;
|
||||||
//展开按钮,工具间,前往现场,办理工作票,任务单,返回办公室,拆装填写工单
|
//չ<EFBFBD><EFBFBD><EFBFBD><EFBFBD>ť<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>䣬ǰ<EFBFBD><EFBFBD><EFBFBD>ֳ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ʊ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ذ칫<EFBFBD>ң<EFBFBD><EFBFBD><EFBFBD>װ<EFBFBD><EFBFBD>д<EFBFBD><EFBFBD><EFBFBD><EFBFBD>
|
||||||
private Button CloseDefaultBtn, TooLRoToolRoomBtnomBtn, SiteBtn, WorkOrderBtn, MissionBtn, OfficeBtn, DisassemblyAssemblyWorkOrderBtn;
|
private Button CloseDefaultBtn, TooLRoToolRoomBtnomBtn, SiteBtn, WorkOrderBtn, MissionBtn, OfficeBtn, DisassemblyAssemblyWorkOrderBtn;
|
||||||
//右侧弹窗
|
//<EFBFBD>Ҳ൯<EFBFBD><EFBFBD>
|
||||||
//private Image MenuBarIamge;
|
//private Image MenuBarIamge;
|
||||||
public void Init()
|
public void Init()
|
||||||
{
|
{
|
||||||
|
|
@ -38,12 +38,13 @@ public class UI_MenuBar : BasePanel
|
||||||
//}
|
//}
|
||||||
public void checkBtnBySceneName()
|
public void checkBtnBySceneName()
|
||||||
{
|
{
|
||||||
TooLRoToolRoomBtnomBtn.gameObject.SetActive(GlobalFlag.currentSceneName == "办公室"|| GlobalFlag.currentSceneName == "现场");
|
|
||||||
SiteBtn.gameObject.SetActive(GlobalFlag.currentSceneName == "办公室" || GlobalFlag.currentSceneName == "现场");
|
TooLRoToolRoomBtnomBtn.gameObject.SetActive(GameManager.ProcessMgr.currentSceneName == E_SceneName.Office|| GameManager.ProcessMgr.currentSceneName ==E_SceneName.LiveScene);
|
||||||
WorkOrderBtn.gameObject.SetActive(GlobalFlag.currentSceneName == "办公室" || GlobalFlag.currentSceneName == "现场");
|
SiteBtn.gameObject.SetActive(GameManager.ProcessMgr.currentSceneName == E_SceneName.Office || GameManager.ProcessMgr.currentSceneName ==E_SceneName.LiveScene);
|
||||||
MissionBtn.gameObject.SetActive(GlobalFlag.currentSceneName == "办公室" || GlobalFlag.currentSceneName == "现场" || GlobalFlag.currentSceneName == "工具间");
|
WorkOrderBtn.gameObject.SetActive(GameManager.ProcessMgr.currentSceneName == E_SceneName.Office || GameManager.ProcessMgr.currentSceneName ==E_SceneName.LiveScene);
|
||||||
OfficeBtn.gameObject.SetActive(GlobalFlag.currentSceneName == "办公室" );
|
MissionBtn.gameObject.SetActive(GameManager.ProcessMgr.currentSceneName == E_SceneName.Office || GameManager.ProcessMgr.currentSceneName ==E_SceneName.LiveScene || GameManager.ProcessMgr.currentSceneName == E_SceneName.ToolRoom);
|
||||||
DisassemblyAssemblyWorkOrderBtn.gameObject.SetActive(GlobalFlag.currentSceneName == "办公室" );
|
OfficeBtn.gameObject.SetActive(GameManager.ProcessMgr.currentSceneName == E_SceneName.Office );
|
||||||
|
DisassemblyAssemblyWorkOrderBtn.gameObject.SetActive(GameManager.ProcessMgr.currentSceneName == E_SceneName.Office );
|
||||||
}
|
}
|
||||||
protected override void OnClick(string btnName)
|
protected override void OnClick(string btnName)
|
||||||
{
|
{
|
||||||
|
|
|
||||||
|
|
@ -19,7 +19,7 @@ public class UI_SelectDevicePanel : BasePanel
|
||||||
CreatTitleAndBtnItem();
|
CreatTitleAndBtnItem();
|
||||||
}
|
}
|
||||||
|
|
||||||
void CreatTitleAndBtnItem()
|
private void CreatTitleAndBtnItem()
|
||||||
{
|
{
|
||||||
var onlyDeviceHashSet = new HashSet<int>();
|
var onlyDeviceHashSet = new HashSet<int>();
|
||||||
|
|
||||||
|
|
@ -79,10 +79,6 @@ public class UI_SelectDevicePanel : BasePanel
|
||||||
GameManager.UIMgr.HidePanel<UI_SelectDevicePanel>();
|
GameManager.UIMgr.HidePanel<UI_SelectDevicePanel>();
|
||||||
GameManager.UIMgr.HidePanel<UI_BGPanel>();
|
GameManager.UIMgr.HidePanel<UI_BGPanel>();
|
||||||
GameManager.EventMgr.EventTrigger<float>(Enum_EventType.UpdateProgress, 0.9f);
|
GameManager.EventMgr.EventTrigger<float>(Enum_EventType.UpdateProgress, 0.9f);
|
||||||
GameManager.UIMgr.ShowPanel<UI_MainTitlePanel>(E_UI_Layer.Bot, (panel) =>
|
|
||||||
{
|
|
||||||
panel.Init();
|
|
||||||
});
|
|
||||||
});
|
});
|
||||||
});
|
});
|
||||||
});
|
});
|
||||||
|
|
|
||||||
|
|
@ -6,98 +6,57 @@ using UnityEngine.UI;
|
||||||
|
|
||||||
public class MonoMgr : SingletonAutoMono<MonoMgr>
|
public class MonoMgr : SingletonAutoMono<MonoMgr>
|
||||||
{
|
{
|
||||||
/// <summary>
|
|
||||||
/// ?????
|
|
||||||
/// </summary>
|
|
||||||
private event UnityAction onUpdate;
|
private event UnityAction onUpdate;
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// ????????
|
|
||||||
/// </summary>
|
|
||||||
private event UnityAction onFixedUpdate;
|
private event UnityAction onFixedUpdate;
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// ????????
|
|
||||||
/// </summary>
|
|
||||||
private event UnityAction onLateUpdate;
|
private event UnityAction onLateUpdate;
|
||||||
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// ????
|
|
||||||
/// </summary>
|
|
||||||
/// <param name="action"></param>
|
|
||||||
public void AddUpdateListener(UnityAction action)
|
public void AddUpdateListener(UnityAction action)
|
||||||
{
|
{
|
||||||
onUpdate += action;
|
onUpdate += action;
|
||||||
}
|
}
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// ???
|
|
||||||
/// </summary>
|
|
||||||
/// <param name="action"></param>
|
|
||||||
public void RemoveUpdateListener(UnityAction action)
|
public void RemoveUpdateListener(UnityAction action)
|
||||||
{
|
{
|
||||||
onUpdate -= action;
|
onUpdate -= action;
|
||||||
}
|
}
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// ????
|
|
||||||
/// </summary>
|
|
||||||
/// <param name="action"></param>
|
|
||||||
public void AddFixedUpdateListener(UnityAction action)
|
public void AddFixedUpdateListener(UnityAction action)
|
||||||
{
|
{
|
||||||
onFixedUpdate += action;
|
onFixedUpdate += action;
|
||||||
}
|
}
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// ???
|
|
||||||
/// </summary>
|
|
||||||
/// <param name="action"></param>
|
|
||||||
public void RemoveFixedUpdateListener(UnityAction action)
|
public void RemoveFixedUpdateListener(UnityAction action)
|
||||||
{
|
{
|
||||||
onFixedUpdate -= action;
|
onFixedUpdate -= action;
|
||||||
}
|
}
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// ????
|
|
||||||
/// </summary>
|
|
||||||
/// <param name="action"></param>
|
|
||||||
public void AddLateUpdateListener(UnityAction action)
|
public void AddLateUpdateListener(UnityAction action)
|
||||||
{
|
{
|
||||||
onLateUpdate += action;
|
onLateUpdate += action;
|
||||||
}
|
}
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// ???
|
|
||||||
/// </summary>
|
|
||||||
/// <param name="action"></param>
|
|
||||||
public void RemoveLateUpdateListener(UnityAction action)
|
public void RemoveLateUpdateListener(UnityAction action)
|
||||||
{
|
{
|
||||||
onLateUpdate -= action;
|
onLateUpdate -= action;
|
||||||
}
|
}
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// ?????
|
|
||||||
/// </summary>
|
|
||||||
private void Update()
|
private void Update()
|
||||||
{
|
{
|
||||||
onUpdate?.Invoke();
|
onUpdate?.Invoke();
|
||||||
}
|
}
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// ?????????
|
|
||||||
/// </summary>
|
|
||||||
private void FixedUpdate()
|
private void FixedUpdate()
|
||||||
{
|
{
|
||||||
onFixedUpdate?.Invoke();
|
onFixedUpdate?.Invoke();
|
||||||
}
|
}
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// ????????
|
|
||||||
/// </summary>
|
|
||||||
private void LateUpdate()
|
private void LateUpdate()
|
||||||
{
|
{
|
||||||
onLateUpdate?.Invoke();
|
onLateUpdate?.Invoke();
|
||||||
}
|
}
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
@ -6,13 +6,17 @@ using UnityEngine.SceneManagement;
|
||||||
|
|
||||||
public class ScenesManager : BaseManager<ScenesManager>
|
public class ScenesManager : BaseManager<ScenesManager>
|
||||||
{
|
{
|
||||||
private ScenesManager() { }
|
private ScenesManager()
|
||||||
|
{
|
||||||
|
}
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// 同步加载场景
|
/// 同步加载场景
|
||||||
/// </summary>
|
/// </summary>
|
||||||
/// <param name="sceneName">场景名称</param>
|
/// <param name="sceneName">场景名称</param>
|
||||||
/// <param name="action">场景加载后需要做的</param>
|
/// <param name="action">场景加载后需要做的</param>
|
||||||
public void LoadScene(string sceneName, UnityAction action = null, LoadSceneMode loadSceneMode = LoadSceneMode.Single)
|
public void LoadScene(string sceneName, UnityAction action = null,
|
||||||
|
LoadSceneMode loadSceneMode = LoadSceneMode.Single)
|
||||||
{
|
{
|
||||||
SceneManager.LoadScene(sceneName, loadSceneMode);
|
SceneManager.LoadScene(sceneName, loadSceneMode);
|
||||||
action?.Invoke();
|
action?.Invoke();
|
||||||
|
|
@ -24,7 +28,8 @@ public class ScenesManager : BaseManager<ScenesManager>
|
||||||
/// <param name="sceneName">场景名称</param>
|
/// <param name="sceneName">场景名称</param>
|
||||||
/// <param name="action">委托</param>
|
/// <param name="action">委托</param>
|
||||||
/// <param name="loadSceneMode">加载场景方式</param>
|
/// <param name="loadSceneMode">加载场景方式</param>
|
||||||
public void LoadSceneAsyn(string sceneName, UnityAction action = null, LoadSceneMode loadSceneMode = LoadSceneMode.Single)
|
public void LoadSceneAsyn(string sceneName, UnityAction action = null,
|
||||||
|
LoadSceneMode loadSceneMode = LoadSceneMode.Single)
|
||||||
{
|
{
|
||||||
MonoMgr.Instance.StartCoroutine(ReallyLoadScene(sceneName, action));
|
MonoMgr.Instance.StartCoroutine(ReallyLoadScene(sceneName, action));
|
||||||
}
|
}
|
||||||
|
|
@ -36,16 +41,31 @@ public class ScenesManager : BaseManager<ScenesManager>
|
||||||
/// <param name="action">委托</param>
|
/// <param name="action">委托</param>
|
||||||
/// <param name="loadSceneMode">加载场景方式</param>
|
/// <param name="loadSceneMode">加载场景方式</param>
|
||||||
/// <returns></returns>
|
/// <returns></returns>
|
||||||
private IEnumerator ReallyLoadScene(string sceneName, UnityAction action = null, LoadSceneMode loadSceneMode = LoadSceneMode.Single)
|
private IEnumerator ReallyLoadScene(string sceneName, UnityAction action = null,
|
||||||
|
LoadSceneMode loadSceneMode = LoadSceneMode.Single)
|
||||||
{
|
{
|
||||||
AsyncOperation ao = SceneManager.LoadSceneAsync(sceneName, loadSceneMode);
|
AsyncOperation ao = SceneManager.LoadSceneAsync(sceneName, loadSceneMode);
|
||||||
do
|
while (!ao.isDone)
|
||||||
{
|
{
|
||||||
//分发事件
|
yield return null;
|
||||||
yield return ao.progress;
|
|
||||||
}
|
}
|
||||||
while (!ao.isDone);
|
E_SceneName currentSceneName;
|
||||||
GlobalFlag.currentSceneName = sceneName;
|
switch (sceneName)
|
||||||
|
{
|
||||||
|
case "03_OfficeScene":
|
||||||
|
currentSceneName = E_SceneName.Office;
|
||||||
|
break;
|
||||||
|
case "04_ToolMaterialScene":
|
||||||
|
currentSceneName = E_SceneName.ToolRoom;
|
||||||
|
break;
|
||||||
|
case "05_LiveScene":
|
||||||
|
currentSceneName = E_SceneName.LiveScene;
|
||||||
|
break;
|
||||||
|
default:
|
||||||
|
currentSceneName = E_SceneName.None;
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
GameManager.ProcessMgr.currentSceneName = currentSceneName;
|
||||||
action?.Invoke();
|
action?.Invoke();
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
@ -1,5 +1,14 @@
|
||||||
{
|
{
|
||||||
"dependencies": {
|
"dependencies": {
|
||||||
|
"com.singularitygroup.hotreload": {
|
||||||
|
"version": "file:com.singularitygroup.hotreload",
|
||||||
|
"depth": 0,
|
||||||
|
"source": "embedded",
|
||||||
|
"dependencies": {
|
||||||
|
"com.unity.ugui": "1.0.0",
|
||||||
|
"com.unity.modules.unitywebrequest": "1.0.0"
|
||||||
|
}
|
||||||
|
},
|
||||||
"com.unity.2d.sprite": {
|
"com.unity.2d.sprite": {
|
||||||
"version": "1.0.0",
|
"version": "1.0.0",
|
||||||
"depth": 0,
|
"depth": 0,
|
||||||
|
|
|
||||||
Loading…
Reference in New Issue