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wanqing
FastMail
Commits
d1118b2d
Commit
d1118b2d
authored
Feb 02, 2021
by
wanqing
Browse files
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修改场景加载方式
parent
492b77b8
Changes
19
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19 changed files
with
1648 additions
and
61 deletions
+1648
-61
DemoScenes.unity
FastMail/Assets/0A1_Scenes/DemoScenes.unity
+1
-8
BattleCtrl.cs
FastMail/Assets/0A2_Scripts/Battle/BattleCtrl.cs
+3
-1
BattleUI.cs
FastMail/Assets/0A2_Scripts/Battle/UI/BattleUI.cs
+3
-0
LevelManager.cs
FastMail/Assets/0A2_Scripts/Level/LevelManager.cs
+77
-51
AudioServices.cs
FastMail/Assets/0A2_Scripts/Services/AudioServices.cs
+3
-1
Level0.unity
FastMail/Assets/Res/Scenes/Level0.unity
+192
-0
Level0.unity.meta
FastMail/Assets/Res/Scenes/Level0.unity.meta
+7
-0
Level1.unity
FastMail/Assets/Res/Scenes/Level1.unity
+192
-0
Level1.unity.meta
FastMail/Assets/Res/Scenes/Level1.unity.meta
+7
-0
Level2.unity
FastMail/Assets/Res/Scenes/Level2.unity
+192
-0
Level2.unity.meta
FastMail/Assets/Res/Scenes/Level2.unity.meta
+7
-0
Level3.unity
FastMail/Assets/Res/Scenes/Level3.unity
+192
-0
Level3.unity.meta
FastMail/Assets/Res/Scenes/Level3.unity.meta
+7
-0
Level4.unity
FastMail/Assets/Res/Scenes/Level4.unity
+192
-0
Level4.unity.meta
FastMail/Assets/Res/Scenes/Level4.unity.meta
+7
-0
Level5.unity
FastMail/Assets/Res/Scenes/Level5.unity
+360
-0
Level5.unity.meta
FastMail/Assets/Res/Scenes/Level5.unity.meta
+7
-0
Level6.unity
FastMail/Assets/Res/Scenes/Level6.unity
+192
-0
Level6.unity.meta
FastMail/Assets/Res/Scenes/Level6.unity.meta
+7
-0
No files found.
FastMail/Assets/0A1_Scenes/DemoScenes.unity
View file @
d1118b2d
...
@@ -164,14 +164,7 @@ MonoBehaviour:
...
@@ -164,14 +164,7 @@ MonoBehaviour:
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m_Name
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m_Name
:
m_EditorClassIdentifier
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m_EditorClassIdentifier
:
levelPrefs
:
levelPrefs
:
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FastMail/Assets/0A2_Scripts/Battle/BattleCtrl.cs
View file @
d1118b2d
...
@@ -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
=
6
0
;
Application
.
targetFrameRate
=
3
0
;
_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
();
}
}
...
...
FastMail/Assets/0A2_Scripts/Battle/UI/BattleUI.cs
View file @
d1118b2d
...
@@ -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
;
...
...
FastMail/Assets/0A2_Scripts/Level/LevelManager.cs
View file @
d1118b2d
...
@@ -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
()
...
...
FastMail/Assets/0A2_Scripts/Services/AudioServices.cs
View file @
d1118b2d
...
@@ -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
()
...
...
FastMail/Assets/Res/Scenes/Level0.unity
0 → 100644
View file @
d1118b2d
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