using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Cysharp.Threading;
using Cysharp.Threading.Tasks;
using System.Threading.Tasks;
///
/// Main类,作为热更新程序集的入口点
///
public class Main
{
public static List managers = new List();
///
/// 初始化函数,由Launch类调用
///
public static async UniTask Init()
{
Debug.Log("Main.Init() 被调用");
await InitSystems();
Debug.Log("关闭加载界面");
LaunchLoadingWin.Instance.CloseWindow();
SwitchToLoginScene();
}
///
/// 初始化游戏系统
///
private static async UniTask InitSystems()
{
// 这里可以初始化大型系统 贯穿整个游戏的系统
await ResManager.Instance.Init();
UIManager.Instance.Init();
StageManager.Instance.Init();
LoginManager.Instance.Init();
}
private static void SwitchToLoginScene()
{
// Debug.Log("打开登录界面");
// UIManager.Instance.OpenWindow();
Debug.Log("切换到登录场景");
ConfigManager.Instance.Init();
StageManager.Instance.ToLoginScene();
}
public static void OnEnterGameScene()
{
// 初始化游戏场景
Debug.Log("初始化游戏场景");
// 初始化游戏系统
managers.Add(BattleManager.Instance);
foreach (var manager in managers)
{
manager.Init();
}
foreach (var manager in managers)
{
manager.RequestNessaryData();
}
}
public static void OnSwitchToLoginScene()
{
foreach (var manager in managers)
{
manager.Release();
}
managers.Clear();
}
///
/// 打开登录界面
///
private static void OpenLoginUI()
{
}
}