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38 lines
1.8 KiB
38 lines
1.8 KiB
3 years ago
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namespace ET
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{
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public static class SceneChangeHelper
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{
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// 场景切换协程
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public static void SceneChangeTo(Scene zoneScene, M2C_CreateMyUnit msg)
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{
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zoneScene.RemoveComponent<AIComponent>();
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CurrentScenesComponent currentScenesComponent = zoneScene.GetComponent<CurrentScenesComponent>();
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currentScenesComponent.Scene?.Dispose(); // 删除之前的CurrentScene,创建新的
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Scene currentScene = SceneFactory.CreateCurrentScene(msg.SceneInstanceId, zoneScene.Zone, msg.SceneName, currentScenesComponent);
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//UnitComponent unitComponent = currentScene.AddComponent<UnitComponent>();
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//unit 初始化
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UnitComponent unitComponent = currentScene.AddComponent<UnitComponent>();
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Unit unit = UnitFactory.Create(currentScene, msg.Unit);
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unitComponent.Add(unit);
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// 可以订阅这个事件中创建Loading界面
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Game.EventSystem.Publish(new EventType.SceneChangeStart() {ZoneScene = zoneScene});
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/*
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// 等待CreateMyUnit的消息
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WaitType.Wait_CreateMyUnit waitCreateMyUnit = await zoneScene.GetComponent<ObjectWait>().Wait<WaitType.Wait_CreateMyUnit>();
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M2C_CreateMyUnit m2CCreateMyUnit = waitCreateMyUnit.Message;
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Unit unit = UnitFactory.Create(currentScene, m2CCreateMyUnit.Unit);
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unitComponent.Add(unit);
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zoneScene.RemoveComponent<AIComponent>();
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Game.EventSystem.Publish(new EventType.SceneChangeFinish() {ZoneScene = zoneScene, CurrentScene = currentScene});
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// 通知等待场景切换的协程
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zoneScene.GetComponent<ObjectWait>().Notify(new WaitType.Wait_SceneChangeFinish());
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*/
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}
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}
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}
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