CombatSenceController.cs 2.1 KB

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  1. using System;
  2. using System.Collections.Generic;
  3. using Fort23.Core;
  4. using GameLogic.CombatScenesTool;
  5. using UnityEngine;
  6. namespace GameLogic.Combat.CombatTool
  7. {
  8. public class CombatSenceController: IDisposable
  9. {
  10. private AssetHandle scenesHandle;
  11. private AssetHandle scenesHandle2;
  12. private AssetHandle scenesHandle3;
  13. public GameObject scenes1;
  14. private float zoff;
  15. private int index = 0;
  16. private List<CombatScenesConfig> _allCombatScenesConfigs = new List<CombatScenesConfig>();
  17. public CombatScenesConfig _currConfig;
  18. private int nextConfigIndex;
  19. public async CTask InitScenes()
  20. {
  21. CTaskAwaitBuffer cTaskAwaitBuffer = new CTaskAwaitBuffer();
  22. cTaskAwaitBuffer.AddTask(AssetBundleLoadManager.Instance.LoadAssetAsyncTask<GameObject>("LevelBattle1.prefab",
  23. delegate(AssetHandle handle)
  24. {
  25. scenesHandle = handle;
  26. scenes1 = scenesHandle.AssetObject<GameObject>();
  27. scenes1.SetActive(true);
  28. CombatScenesConfig combatScenesConfig = scenes1.GetComponent<CombatScenesConfig>();
  29. _allCombatScenesConfigs.Add(combatScenesConfig);
  30. }));
  31. await cTaskAwaitBuffer.WaitAll();
  32. MoveToNextConfig();
  33. }
  34. public CombatScenesConfig MoveToNextConfig()
  35. {
  36. nextConfigIndex++;
  37. nextConfigIndex %= _allCombatScenesConfigs.Count;
  38. return _currConfig=_allCombatScenesConfigs[nextConfigIndex];
  39. }
  40. public void NextScenesShow()
  41. {
  42. index++;
  43. index %= _allCombatScenesConfigs.Count;
  44. zoff -= 97;
  45. _allCombatScenesConfigs[index].transform.position = new Vector3(0, 0, zoff);
  46. }
  47. public void Dispose()
  48. {
  49. if (scenesHandle != null)
  50. {
  51. scenesHandle.Release();
  52. }
  53. if (scenesHandle2 != null)
  54. {
  55. scenesHandle2.Release();
  56. }
  57. }
  58. }
  59. }