JisolGame/JNFrame/Assets/Script/battle/GBattleModeManager.cs
PC-20230316NUNE\Administrator a0c687b1ed 提交
2024-01-30 19:22:27 +08:00

102 lines
2.6 KiB
C#

using System.Collections.Generic;
using Cysharp.Threading.Tasks;
using Plugins.JNGame.Sync.Frame;
using Plugins.JNGame.Util;
using UnityEngine;
using UnityEngine.SceneManagement;
namespace Script.battle
{
//各种模式场景
public enum GBattleMode
{
Not = -1,
Default = 0
}
//初始化参数类
public class GBattleModeInfo
{
public List<GameObject> modes;
public GameObject root;
}
//全局战斗模式管理器
public class GBattleModeManager : SingletonScene<GBattleModeManager>
{
private static readonly string[] Worlds = { "WorldSceneMode" };
//当前模式
private GBattleMode _current = GBattleMode.Not;
//初始化管理器
public void Init(GBattleModeInfo info)
{
// App.Event.AddListener(JNSyncFrameEvent.CREATE,LoadScene);
// App.Event.AddListener(JNSyncFrameEvent.CLEAR,UnloadScene);
}
//打开指定模式
public async UniTask Open(GBattleMode mode)
{
//销毁之前模式
_current = mode;
await OnReset();
//开始同步
App.Sync.OnStart();
}
//重置当前模式
public async UniTask OnReset()
{
await this.UnloadScene();
await UniTask.NextFrame();
App.Sync.OnReset();
await this.LoadScene();
_current = GBattleMode.Not;
}
//获取场景名称
public string GetWorldName(GBattleMode mode)
{
return Worlds[(int)mode];
}
//加载场景
private async UniTask LoadScene()
{
GBattleMode mode = this._current;
if (mode == GBattleMode.Not) return;
Debug.Log($"[GBattleModeManager] 打开场景{GetWorldName(mode)}");
await SceneManager.LoadSceneAsync(GetWorldName(mode));
}
//销毁所有场景
private async UniTask UnloadScene()
{
Debug.Log($"[GBattleModeManager] 关闭场景");
await UniTask.NextFrame();
//
// for (int i = SceneManager.sceneCount - 1; i >= 0; i--)
// {
// try
// {
// await SceneManager.UnloadSceneAsync(SceneManager.GetSceneAt(i));
// }
// catch
// {
// // ignored
// }
// }
}
}
}