ProcedureChangeScene.cs 5.8 KB

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  1. //------------------------------------------------------------
  2. // Game Framework
  3. // Copyright © 2013-2021 Jiang Yin. All rights reserved.
  4. // Homepage: https://gameframework.cn/
  5. // Feedback: mailto:ellan@gameframework.cn
  6. //------------------------------------------------------------
  7. using GameFramework.DataTable;
  8. using GameFramework.Event;
  9. using UnityGameFramework.Runtime;
  10. using ProcedureOwner = GameFramework.Fsm.IFsm<GameFramework.Procedure.IProcedureManager>;
  11. namespace MetaClient
  12. {
  13. public class ProcedureChangeScene : ProcedureBase
  14. {
  15. private const int MenuSceneId = 1;
  16. private const int CustomSceneId = 3;
  17. private bool m_ChangeToMenu = false;
  18. private bool m_ChangeToCustomScene = false;
  19. private bool m_IsChangeSceneComplete = false;
  20. private int m_BackgroundMusicId = 0;
  21. public override bool UseNativeDialog
  22. {
  23. get
  24. {
  25. return false;
  26. }
  27. }
  28. protected override void OnEnter(ProcedureOwner procedureOwner)
  29. {
  30. base.OnEnter(procedureOwner);
  31. m_IsChangeSceneComplete = false;
  32. GameEntry.Event.Subscribe(LoadSceneSuccessEventArgs.EventId, OnLoadSceneSuccess);
  33. GameEntry.Event.Subscribe(LoadSceneFailureEventArgs.EventId, OnLoadSceneFailure);
  34. GameEntry.Event.Subscribe(LoadSceneUpdateEventArgs.EventId, OnLoadSceneUpdate);
  35. GameEntry.Event.Subscribe(LoadSceneDependencyAssetEventArgs.EventId, OnLoadSceneDependencyAsset);
  36. // 停止所有声音
  37. GameEntry.Sound.StopAllLoadingSounds();
  38. GameEntry.Sound.StopAllLoadedSounds();
  39. // 隐藏所有实体
  40. GameEntry.Entity.HideAllLoadingEntities();
  41. GameEntry.Entity.HideAllLoadedEntities();
  42. // 卸载所有场景
  43. string[] loadedSceneAssetNames = GameEntry.Scene.GetLoadedSceneAssetNames();
  44. for (int i = 0; i < loadedSceneAssetNames.Length; i++)
  45. {
  46. GameEntry.Scene.UnloadScene(loadedSceneAssetNames[i]);
  47. }
  48. // 还原游戏速度
  49. GameEntry.Base.ResetNormalGameSpeed();
  50. int sceneId = procedureOwner.GetData<VarInt32>("NextSceneId");
  51. m_ChangeToMenu = sceneId == MenuSceneId;
  52. m_ChangeToCustomScene = sceneId == CustomSceneId;
  53. IDataTable<DRScene> dtScene = GameEntry.DataTable.GetDataTable<DRScene>();
  54. DRScene drScene = dtScene.GetDataRow(sceneId);
  55. if (drScene == null)
  56. {
  57. Log.Warning("Can not load scene '{0}' from data table.", sceneId.ToString());
  58. return;
  59. }
  60. GameEntry.Scene.LoadScene(AssetUtility.GetSceneAsset(drScene.AssetName), Constant.AssetPriority.SceneAsset, this);
  61. m_BackgroundMusicId = drScene.BackgroundMusicId;
  62. }
  63. protected override void OnLeave(ProcedureOwner procedureOwner, bool isShutdown)
  64. {
  65. GameEntry.Event.Unsubscribe(LoadSceneSuccessEventArgs.EventId, OnLoadSceneSuccess);
  66. GameEntry.Event.Unsubscribe(LoadSceneFailureEventArgs.EventId, OnLoadSceneFailure);
  67. GameEntry.Event.Unsubscribe(LoadSceneUpdateEventArgs.EventId, OnLoadSceneUpdate);
  68. GameEntry.Event.Unsubscribe(LoadSceneDependencyAssetEventArgs.EventId, OnLoadSceneDependencyAsset);
  69. base.OnLeave(procedureOwner, isShutdown);
  70. }
  71. protected override void OnUpdate(ProcedureOwner procedureOwner, float elapseSeconds, float realElapseSeconds)
  72. {
  73. base.OnUpdate(procedureOwner, elapseSeconds, realElapseSeconds);
  74. if (!m_IsChangeSceneComplete)
  75. {
  76. return;
  77. }
  78. if (m_ChangeToMenu)
  79. {
  80. ChangeState<ProcedureMenu>(procedureOwner);
  81. }
  82. else
  83. {
  84. if(m_ChangeToCustomScene)
  85. {
  86. ChangeState<ProcedureCustomRole>(procedureOwner);
  87. }else
  88. {
  89. ChangeState<ProcedureMain>(procedureOwner);
  90. }
  91. }
  92. }
  93. private void OnLoadSceneSuccess(object sender, GameEventArgs e)
  94. {
  95. LoadSceneSuccessEventArgs ne = (LoadSceneSuccessEventArgs)e;
  96. if (ne.UserData != this)
  97. {
  98. return;
  99. }
  100. Log.Info("Load scene '{0}' OK.", ne.SceneAssetName);
  101. if (m_BackgroundMusicId > 0)
  102. {
  103. GameEntry.Sound.PlayMusic(m_BackgroundMusicId);
  104. }
  105. m_IsChangeSceneComplete = true;
  106. }
  107. private void OnLoadSceneFailure(object sender, GameEventArgs e)
  108. {
  109. LoadSceneFailureEventArgs ne = (LoadSceneFailureEventArgs)e;
  110. if (ne.UserData != this)
  111. {
  112. return;
  113. }
  114. Log.Error("Load scene '{0}' failure, error message '{1}'.", ne.SceneAssetName, ne.ErrorMessage);
  115. }
  116. private void OnLoadSceneUpdate(object sender, GameEventArgs e)
  117. {
  118. LoadSceneUpdateEventArgs ne = (LoadSceneUpdateEventArgs)e;
  119. if (ne.UserData != this)
  120. {
  121. return;
  122. }
  123. Log.Info("Load scene '{0}' update, progress '{1}'.", ne.SceneAssetName, ne.Progress.ToString("P2"));
  124. }
  125. private void OnLoadSceneDependencyAsset(object sender, GameEventArgs e)
  126. {
  127. LoadSceneDependencyAssetEventArgs ne = (LoadSceneDependencyAssetEventArgs)e;
  128. if (ne.UserData != this)
  129. {
  130. return;
  131. }
  132. Log.Info("Load scene '{0}' dependency asset '{1}', count '{2}/{3}'.", ne.SceneAssetName, ne.DependencyAssetName, ne.LoadedCount.ToString(), ne.TotalCount.ToString());
  133. }
  134. }
  135. }