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56 lines
1.6 KiB
56 lines
1.6 KiB
3 years ago
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using UnityEngine;
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namespace ET
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{
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public class GameSceneManagerComponentAwakeSystem : AwakeSystem<GameSceneManagerComponent>
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{
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public override void Awake(GameSceneManagerComponent self)
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{
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self.Awake();
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}
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}
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public class GameSceneManagerComponentDestroySystem : DestroySystem<GameSceneManagerComponent>
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{
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public override void Destroy(GameSceneManagerComponent self)
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{
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self.Destroy();
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}
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}
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[FriendClass(typeof(GameSceneManagerComponent))]
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public static class GameSceneManagerComponentSystem
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{
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public static void Awake(this GameSceneManagerComponent self)
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{
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var sceneRoot = GameObject.Find("SceneRoot");
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ReferenceCollector rc = sceneRoot.GetComponent<ReferenceCollector>();
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self.SceneRoots.Add(rc.Get<GameObject>("MainSceneRoot"));
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self.SceneRoots.Add(rc.Get<GameObject>("BattleSceneRoot"));
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self.Hide(GameSceneType.Battle);
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}
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public static void Show(this GameSceneManagerComponent self, GameSceneType type)
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{
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self.SceneRoots[(int)type].SetActive(true);
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}
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public static void Hide(this GameSceneManagerComponent self, GameSceneType type)
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{
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self.SceneRoots[(int)type].SetActive(false);
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}
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public static GameObject GetRoot(this GameSceneManagerComponent self, GameSceneType type)
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{
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return self.SceneRoots[(int)type];
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}
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public static void Destroy(this GameSceneManagerComponent self)
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{
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}
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}
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}
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