Commit d1118b2d authored by wanqing's avatar wanqing

修改场景加载方式

parent 492b77b8
...@@ -164,14 +164,7 @@ MonoBehaviour: ...@@ -164,14 +164,7 @@ MonoBehaviour:
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m_Name: m_Name:
m_EditorClassIdentifier: m_EditorClassIdentifier:
levelPrefs: levelPrefs: []
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--- !u!1 &707446923 --- !u!1 &707446923
GameObject: GameObject:
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......
...@@ -43,6 +43,7 @@ public class BattleCtrl : MonoBehaviour ...@@ -43,6 +43,7 @@ public class BattleCtrl : MonoBehaviour
private void Awake() private void Awake()
{ {
DontDestroyOnLoad(this);
_Instance = this; _Instance = this;
//Assert.IsNotNull(battleUI, "battleUI is null"); //Assert.IsNotNull(battleUI, "battleUI is null");
InitServices(); InitServices();
...@@ -82,7 +83,7 @@ public class BattleCtrl : MonoBehaviour ...@@ -82,7 +83,7 @@ public class BattleCtrl : MonoBehaviour
LoadLevel(0); LoadLevel(0);
Application.targetFrameRate = 60; Application.targetFrameRate = 30;
_Inited = true; _Inited = true;
} }
...@@ -149,6 +150,7 @@ public class BattleCtrl : MonoBehaviour ...@@ -149,6 +150,7 @@ public class BattleCtrl : MonoBehaviour
/// </summary> /// </summary>
public void OnAfterLoadLevel() public void OnAfterLoadLevel()
{ {
_IsEndBattle = false;
battleUI.OnAfterLoadLevel(); battleUI.OnAfterLoadLevel();
} }
......
...@@ -48,6 +48,7 @@ public class BattleUI : MonoBehaviour ...@@ -48,6 +48,7 @@ public class BattleUI : MonoBehaviour
private bool m_bIsShowMouse = true;//是否显示手指图标 private bool m_bIsShowMouse = true;//是否显示手指图标
void Awake() void Awake()
{ {
DontDestroyOnLoad(this);
m_dragBtn.onClick.AddListener(SetDragMode); m_dragBtn.onClick.AddListener(SetDragMode);
m_moveBtn.onClick.AddListener(SetMoveMode); m_moveBtn.onClick.AddListener(SetMoveMode);
m_restartBtn.onClick.AddListener(LoadCurLevel); m_restartBtn.onClick.AddListener(LoadCurLevel);
...@@ -223,6 +224,8 @@ public class BattleUI : MonoBehaviour ...@@ -223,6 +224,8 @@ public class BattleUI : MonoBehaviour
/// 加载关卡后调用 /// 加载关卡后调用
public void OnAfterLoadLevel() public void OnAfterLoadLevel()
{ {
m_selectLevelObj.SetActive(false);
m_successObj.SetActive(false);
m_levelText.text = string.Format("Level {0:D}", BattleCtrl.instance.levelManager.CurLevelIndex + 1); m_levelText.text = string.Format("Level {0:D}", BattleCtrl.instance.levelManager.CurLevelIndex + 1);
Camera varCam = BattleCtrl.instance.levelManager.curLevel.cam; Camera varCam = BattleCtrl.instance.levelManager.curLevel.cam;
......
...@@ -2,6 +2,7 @@ ...@@ -2,6 +2,7 @@
using System; using System;
using System.Collections.Generic; using System.Collections.Generic;
using UnityEngine; using UnityEngine;
using UnityEngine.SceneManagement;
public class LevelManager : MonoBehaviour public class LevelManager : MonoBehaviour
{ {
...@@ -35,44 +36,58 @@ public class LevelManager : MonoBehaviour ...@@ -35,44 +36,58 @@ public class LevelManager : MonoBehaviour
/// 加载指定关卡,TODO 之后改为动态加载关卡 /// 加载指定关卡,TODO 之后改为动态加载关卡
/// </summary> /// </summary>
/// <param name="level">第几关</param> /// <param name="level">第几关</param>
public LevelCtrl LoadLevel(int levelIndex) public void LoadLevel(int levelIndex)
{ {
if (levelIndex >= 0 && levelIndex < levelPrefs.Count) SceneManager.LoadScene(levelIndex + 1, LoadSceneMode.Single);
SceneManager.sceneLoaded += loadedCB;
//if (levelIndex >= 0 && levelIndex < levelPrefs.Count)
//{
// //加载新关卡
// for (int i = 0; i < levelPrefs.Count; ++i)
// {
// if (levelPrefs[i].curLevelIndex == levelIndex)//是需要加载的关卡
// {
// onBeforeLoadLevel?.Invoke();
// _CurLevel = InstLevel(levelPrefs[i]);
// _CurLevelIndex = _CurLevel.curLevelIndex;
// onAfterLoadLevel?.Invoke();
// _CurLevel.OnLoadLevel();
// break;
// }
// }
// //销毁上一个关卡
// if (_LastLevel != null)
// {
// if (_LastLevel.gameObject.activeSelf)
// {
// _LastLevel.OnUnLoadLevel();
// }
// DestroyLevel(_LastLevel);
// }
// //记录当前关卡
// _LastLevel = _CurLevel;
// return _CurLevel;
//}
//Debug.LogError("levelIndex is error,levelIndex:" + levelIndex);
//return null;
}
void loadedCB(Scene s, LoadSceneMode mode)
{
GameObject varGo = GameObject.Find("Level");
if(varGo && s.isLoaded)
{ {
//加载新关卡 _CurLevel = varGo.GetComponent<LevelCtrl>();
for (int i = 0; i < levelPrefs.Count; ++i) _CurLevelIndex = _CurLevel.curLevelIndex;
{ onAfterLoadLevel?.Invoke();
if (levelPrefs[i].curLevelIndex == levelIndex)//是需要加载的关卡 _CurLevel.OnLoadLevel();
{ SceneManager.sceneLoaded -= loadedCB;
onBeforeLoadLevel?.Invoke();
_CurLevel = InstLevel(levelPrefs[i]);
_CurLevelIndex = _CurLevel.curLevelIndex;
onAfterLoadLevel?.Invoke();
_CurLevel.OnLoadLevel();
break;
}
}
//销毁上一个关卡
if (_LastLevel != null)
{
if (_LastLevel.gameObject.activeSelf)
{
_LastLevel.OnUnLoadLevel();
}
DestroyLevel(_LastLevel);
}
//记录当前关卡
_LastLevel = _CurLevel;
return _CurLevel;
} }
Debug.LogError("levelIndex is error,levelIndex:" + levelIndex);
return null;
} }
LevelCtrl InstLevel(LevelCtrl ctrl) LevelCtrl InstLevel(LevelCtrl ctrl)
{ {
GameObject go = GameObject.Instantiate(ctrl.gameObject); GameObject go = GameObject.Instantiate(ctrl.gameObject);
...@@ -95,13 +110,14 @@ public class LevelManager : MonoBehaviour ...@@ -95,13 +110,14 @@ public class LevelManager : MonoBehaviour
//加载选定关卡 //加载选定关卡
public void LoadSelectLevel(int level) public void LoadSelectLevel(int level)
{ {
for (int i = 0; i < levelPrefs.Count; ++i) //for (int i = 0; i < levelPrefs.Count; ++i)
{ //{
if (levelPrefs[i].curLevelIndex == level) // if (levelPrefs[i].curLevelIndex == level)
{ // {
LoadLevel(level); // LoadLevel(level);
} // }
} //}
LoadLevel(level);
} }
/// <summary> /// <summary>
...@@ -109,19 +125,29 @@ public class LevelManager : MonoBehaviour ...@@ -109,19 +125,29 @@ public class LevelManager : MonoBehaviour
/// </summary> /// </summary>
public void LoadNextLevel() public void LoadNextLevel()
{ {
//int nextLevelIndex = _CurLevelIndex + 1;
//for (int i = 0; i < levelPrefs.Count; ++i)
//{
// if (levelPrefs[i].curLevelIndex == nextLevelIndex)
// {
// LoadLevel(nextLevelIndex);//加载下一关
// return;
// }
//}
////TODO 当前为加载第一个关,之后改为显示通关
//_CurLevelIndex = -1;
//LoadNextLevel();
int nextLevelIndex = _CurLevelIndex + 1; int nextLevelIndex = _CurLevelIndex + 1;
for (int i = 0; i < levelPrefs.Count; ++i) if(nextLevelIndex <= 6)
{ {
if (levelPrefs[i].curLevelIndex == nextLevelIndex) LoadLevel(nextLevelIndex);
{ }
LoadLevel(nextLevelIndex);//加载下一关 else
return; {
} _CurLevelIndex = 0;
LoadLevel(_CurLevelIndex);
} }
//TODO 当前为加载第一个关,之后改为显示通关
_CurLevelIndex = -1;
LoadNextLevel();
} }
private void OnDestroy() private void OnDestroy()
......
...@@ -32,7 +32,9 @@ public class AudioServices : MonoBehaviour ...@@ -32,7 +32,9 @@ public class AudioServices : MonoBehaviour
public static AudioServices Create(Transform parent) public static AudioServices Create(Transform parent)
{ {
return new GameObject("AudioServices").AddComponent<AudioServices>(); AudioServices go = new GameObject("AudioServices").AddComponent<AudioServices>();
GameObject.DontDestroyOnLoad(go.gameObject);
return go;
} }
private AudioSource GetSource() private AudioSource GetSource()
......
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