少年修仙传客户端代码仓库
client_Hale
2018-10-31 fc6eabc7683e3b216828a703e5dd3978ddb9169d
4445 子 【1.2】取消新手体验战斗流程
2个文件已修改
75 ■■■■ 已修改文件
Fight/Stage/Dungeon/DungeonStage.cs 27 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Fight/Stage/StageManager.cs 48 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Fight/Stage/Dungeon/DungeonStage.cs
@@ -11,7 +11,8 @@
    public static MapType CurrentMapType;
    HeavenBattleModel _heavenModel;
    HeavenBattleModel heavenModel {
    HeavenBattleModel heavenModel
    {
        get { return _heavenModel ?? (_heavenModel = ModelCenter.Instance.GetModel<HeavenBattleModel>()); }
    }
@@ -33,10 +34,10 @@
        SoundPlayer.Instance.PlayBackGroundMusic(mapResConfig.Music);
        // 做一些前期战斗的预加载
        if (!PreFightMission.Instance.IsFinished())
        {
            PreFightMission.Instance.PreLoad();
        }
        // if (!PreFightMission.Instance.IsFinished())
        // {
        //     PreFightMission.Instance.PreLoad();
        // }
    }
    protected override void OnStageLoadFinish()
@@ -62,10 +63,10 @@
        GA_Hero.s_MapSwitching = false;
        GA_Hero.forceAutoFight = false;
        if (PreFightMission.Instance.IsFinished() == false)
        {
            PreFightMission.Instance.Start();
        }
        // if (PreFightMission.Instance.IsFinished() == false)
        // {
        //     PreFightMission.Instance.Start();
        // }
        WindowCenter.Instance.Open<MapNameHintWin>();
        WindowCenter.Instance.Open<ExperienceGetWin>();
@@ -140,10 +141,10 @@
        DropItemManager.Update();
        if (PreFightMission.Instance.IsFinished() == false)
        {
            PreFightMission.Instance.Update();
        }
        // if (PreFightMission.Instance.IsFinished() == false)
        // {
        //     PreFightMission.Instance.Update();
        // }
    }
    protected override void OnFixedUpdate()
Fight/Stage/StageManager.cs
@@ -269,32 +269,32 @@
            yield return null;
        }
        if (_stageId == 10010)
        {
            while (!PreFightMission.Instance.IsHandleMissionState)
            {
                yield return null;
            }
        // if (_stageId == 10010)
        // {
        //     while (!PreFightMission.Instance.IsHandleMissionState)
        //     {
        //         yield return null;
        //     }
            try
            {
                // 如果用户尚未完成前期战斗部分
                if (!PreFightMission.Instance.IsFinished())
                {
                    if (!AssetSource.sceneFromEditor)
                    {
                        AssetBundleUtility.Instance.Sync_LoadAll("maps/map000_xsdt");
                    }
                    SceneManager.LoadScene("Map000_Xsdt", LoadSceneMode.Additive);
                }
            }
            catch (System.Exception ex)
            {
                ExceptionCatcher.ReportException("场景加载 Step5", ex);
            }
        }
        //     try
        //     {
        //         // 如果用户尚未完成前期战斗部分
        //         if (!PreFightMission.Instance.IsFinished())
        //         {
        //             if (!AssetSource.sceneFromEditor)
        //             {
        //                 AssetBundleUtility.Instance.Sync_LoadAll("maps/map000_xsdt");
        //             }
        //             SceneManager.LoadScene("Map000_Xsdt", LoadSceneMode.Additive);
        //         }
        //     }
        //     catch (System.Exception ex)
        //     {
        //         ExceptionCatcher.ReportException("场景加载 Step5", ex);
        //     }
        // }
        yield return null;
        // yield return null;
        loadingProgress = loadingProgress + 0.1f;
        // 场景加载完就可以确定玩家位置了, 不需要等待具体场景的逻辑初始化