| Fight/Stage/Dungeon/DungeonStage.cs | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 | |
| Fight/Stage/StageManager.cs | ●●●●● 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