| Core/GameEngine/Login/LoginStage.cs | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 | |
| Fight/Stage/StageLoadProcessor.cs | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 |
Core/GameEngine/Login/LoginStage.cs
@@ -64,13 +64,6 @@ MapTransferUtility.Instance.Clear(); //PreFightMission.Instance.Destroy(); if (PlayerDatas.Instance.hero != null) { PlayerDatas.Instance.hero.Behaviour.StopHandupAI(true); GAMgr.Instance.Release(PlayerDatas.Instance.hero); PlayerDatas.Instance.hero = null; } } public override void UnInitialize() Fight/Stage/StageLoadProcessor.cs
@@ -102,6 +102,30 @@ SystemSetting.Instance.LetFPSUnLimit(); Application.backgroundLoadingPriority = ThreadPriority.High; StageLoad.Instance.BroadcastStageLoadStartEvent(command.fromMapId); try { switch (command.toMapId) { case 1: case 2: case 3: if (PlayerDatas.Instance.hero != null) { PlayerDatas.Instance.hero.Behaviour.StopHandupAI(true); GAMgr.Instance.Release(PlayerDatas.Instance.hero); PlayerDatas.Instance.hero = null; } break; default: break; } } catch (System.Exception ex) { Debug.LogError(ex); } try { //为什么在这个地方要调用两次关闭其他窗口的接口呢,这个水就深了。