LoadSceneComponent.cs 3.4 KB

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  1. using System.Threading.Tasks;
  2. using UnityEngine;
  3. using WS;
  4. public class LoadSceneComponent : OperateComponent<LoadSceneData>
  5. {
  6. private MapController mapPop;
  7. ///<summary>音频实例</summary>
  8. private VoiceEntity Voice;
  9. public override void Init() { }
  10. public override void StartOperate()
  11. {
  12. //switch (GameManager.Instance.Data.Pattern)
  13. //{
  14. // case PatternType.教学:
  15. // break;
  16. // case PatternType.练习:
  17. // break;
  18. // case PatternType.考核:
  19. // break;
  20. //}
  21. GameManager.Instance.Data.pos = Player.Inst.transform.position;
  22. GameManager.Instance.Data.rot = Player.Inst.transform.rotation;
  23. Voice = VoiceManager.Instance.Play(VoiceType.Voice, OperateData.AudioName);
  24. mapPop = FacadeComponent.Instance.CreateController<MapController>();
  25. mapPop.OpenView();
  26. mapPop.SetView(
  27. OperateData.endSceneName,
  28. () =>
  29. {
  30. if (Player.Inst.gameObject != null)
  31. {
  32. Player.Inst.transform.position = OperateData.pos;
  33. Player.Inst.transform.rotation = Quaternion.Euler(OperateData.rot);
  34. }
  35. IsComplete = true;
  36. }
  37. );
  38. }
  39. public override async Task StartState()
  40. {
  41. if (OperateData.startSceneName == SceneName.None)
  42. {
  43. return;
  44. }
  45. if (mapPop != null)
  46. {
  47. mapPop.CloseView();
  48. }
  49. Player.Inst.transform.position = GameManager.Instance.Data.pos;
  50. Player.Inst.transform.rotation = GameManager.Instance.Data.rot;
  51. if (OperateData.startSceneName.ToString() != SceneComponent.Instance.ThisScene)
  52. {
  53. if (OperateData.startSceneName == SceneName.进场交通洞)
  54. {
  55. await SceneComponent.Instance.LoadSceneAsync(SceneName.发电机层.ToString());
  56. }
  57. else
  58. {
  59. await SceneComponent.Instance.LoadSceneAsync(OperateData.startSceneName.ToString());
  60. }
  61. SceneDataSaveComponent.Instance.LoadScene(OperateData.startSceneName.ToString());
  62. }
  63. else
  64. {
  65. return;
  66. }
  67. }
  68. public override async Task EndState()
  69. {
  70. if (OperateData.endSceneName == SceneName.None)
  71. {
  72. return;
  73. }
  74. GameManager.Instance.Data.pos = Player.Inst.transform.position;
  75. GameManager.Instance.Data.rot = Player.Inst.transform.rotation;
  76. if (mapPop != null)
  77. {
  78. mapPop.CloseView();
  79. }
  80. if (Player.Inst.gameObject != null)
  81. {
  82. Player.Inst.transform.position = OperateData.pos;
  83. Player.Inst.transform.rotation = Quaternion.Euler(OperateData.rot);
  84. }
  85. await SceneComponent.Instance.LoadSceneAsync(OperateData.endSceneName.ToString());
  86. SceneDataSaveComponent.Instance.LoadScene(OperateData.endSceneName.ToString());
  87. }
  88. public override void Update() { }
  89. }
  90. public class LoadSceneData
  91. {
  92. /// <summary> 起始场景 </summary>
  93. public SceneName startSceneName;
  94. /// <summary> 目标场景 </summary>
  95. public SceneName endSceneName;
  96. /// <summary> 位置点 </summary>
  97. public string transferPoint;
  98. /// <summary> 位置 </summary>
  99. public Vector3 pos;
  100. /// <summary> 旋转 </summary>
  101. public Vector3 rot;
  102. ///<summary>音频名称</summary>
  103. public string AudioName;
  104. }