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- using System;
- using System.Collections.Generic;
- using Fort23.Core;
- using GameLogic.CombatScenesTool;
- using UnityEngine;
- namespace GameLogic.Combat.CombatTool
- {
- public class CombatSenceController: IDisposable
- {
- private AssetHandle scenesHandle;
- private AssetHandle scenesHandle2;
- private AssetHandle scenesHandle3;
- public GameObject scenes1;
-
- private float zoff;
- private int index = 0;
- private List<CombatScenesConfig> _allCombatScenesConfigs = new List<CombatScenesConfig>();
- public CombatScenesConfig _currConfig;
- private int nextConfigIndex;
- public async CTask InitScenes()
- {
- CTaskAwaitBuffer cTaskAwaitBuffer = new CTaskAwaitBuffer();
- cTaskAwaitBuffer.AddTask(AssetBundleLoadManager.Instance.LoadAssetAsyncTask<GameObject>("LevelBattle1.prefab",
- delegate(AssetHandle handle)
- {
- scenesHandle = handle;
- scenes1 = scenesHandle.AssetObject<GameObject>();
- scenes1.SetActive(true);
- CombatScenesConfig combatScenesConfig = scenes1.GetComponent<CombatScenesConfig>();
- _allCombatScenesConfigs.Add(combatScenesConfig);
- }));
-
-
-
- await cTaskAwaitBuffer.WaitAll();
- MoveToNextConfig();
- }
- public CombatScenesConfig MoveToNextConfig()
- {
- nextConfigIndex++;
- nextConfigIndex %= _allCombatScenesConfigs.Count;
- return _currConfig=_allCombatScenesConfigs[nextConfigIndex];
- }
- public void NextScenesShow()
- {
- index++;
- index %= _allCombatScenesConfigs.Count;
- zoff -= 97;
- _allCombatScenesConfigs[index].transform.position = new Vector3(0, 0, zoff);
- }
-
- public void Dispose()
- {
- if (scenesHandle != null)
- {
- scenesHandle.Release();
- }
- if (scenesHandle2 != null)
- {
- scenesHandle2.Release();
- }
-
- }
- }
- }
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