St_Script_Manager_PlayScene |
版本 | 作者 | 参与者 | 完成日期 | 备注 |
Manager_PlayScene_V01_1.0 | 严立钻 |
| 2018.10.22 |
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##《St_Script_Manager_PlayScene》发布说明:
++++立钻哥哥:最近接触到了一套VR框架代码,从这个脚本“St_Script_Mananger_PlayScene”入手开始研究学习吧;
++++路径:SwitchMachine-BBB\Assets\Scripts\Managers\St_Script_Manager_PlayScene.cs
#01、St_Script_Manager_PlayScence.cs
#01、St_Script_Manager_PlayScence.cs |
#01、St_Script_Manager_PlayScence.cs
++++立钻哥哥:SwitchMachine\Assets\Scripts\Managers\St_Script_Manager_PlayScene.cs
//立钻哥哥:Play场景控制器 public class St_Script_Manager_PlayScene : MonoBehaviour{ St_Script_Manager_GameManager gameManager; public St_Script_Manager_Experiment Experiment; bool isStart; public bool isAuto = true;
public void StartScene(){} private IEnumerator Delay(){} private void StartGame(){} private void LoadMainData(){} public void StartExperiment(EnumExerciseModel model){} } |
++St_Script_Manager_PlayScence.cs
++++立钻哥哥:SwitchMachine\Assets\Scripts\Managers\St_Script_Manager_PlayScence.cs
using System.Collections; using System.Collections.Generic; using UnityEngine;
//立钻哥哥:Play场景控制器 public class St_Script_Manager_PlayScene : MonoBehaviour{ St_Script_Manager_GameManager gameManager;
[HideInInspector] public St_Script_Manager_Experiment Experiment; bool isStart; public bool isAuto = true;
public void Awake(){ gameManager = St_Script_Manager_GameManager.Instance; Experiment = St_Script_Manager_Experiment.Instance; }
public void Start(){ StartScene(); }
public void StartScene(){ StartCoroutine(Delay()); }
private IEnumerator Delay(){ var gameManager = St_Script_Manager_GameManager.Instance;
while(true){ if(gameManager.CheckInitOver()){ StartGame(); break; }
yield return gameManager; } }
private void StartGame(){ //LoadData isStart = true; LoadMainData();
//SetState if(isAuto){ StartExperient(); } }
private void LoadMainData(){ St_Script_Manager_MainData.Instance.Init(); }
//只用于测试 public void UIStartTest(int i){} public void StartExperient(EnumExerciseModel model){} //开启实验 private void StartExperient(){}
} //立钻哥哥:public class St_Script_Manager_PlayScene:MonoBehaviour{} |
++从[St_Script_Manager_PlayScence.cs]的拓展
++++01-01、[St_Script_Manager_GameManager.cs]
++++01-02、[St_Script_Manager_Experiment.cs]
++++01-03、[St_Scirpt_Manager_MainData.cs]
++++01-04、[St_Script_Manager_GameStateBase.cs]
##01-01、[St_Script_Manager_GameManager.cs]
##01-01、[St_Script_Manager_GameManager.cs] |
++01-01、[St_Script_Manager_GameManager.cs]
++++立钻哥哥:SwitchMachine\Assets\Scripts\GameBase\St_Script_Manager_GameManager.cs
//立钻哥哥:游戏管理器 public class St_Script_Manager_GameManager : MonoBehaviour{ public static St_Script_Manager_GameManager Instance; public bool isStartGameWithStartGame; private bool CompletePlayer; private bool CompleteMenu; private bool CompleteInit; private bool CompleteLoadScene;
private void Init(){} public bool CheckInitOver(){} private void InitData(){} public void RefreshData(){} //重置当前实验基本数据 } |
++[St_Script_Manager_GameManager.cs]
++++立钻哥哥:SwitchMachine\Assets\Scripts\GameBase\St_Script_Manager_GameManager.cs
using System.Collections; using System.Collections.Generic; using UnityEngine; using QFramework; using UnityEngine.SceneManagement;
//游戏管理器 public class St_Script_Manager_GameManager : MonoBehaviour{ public static St_Script_Manager_GameManager Instance; public bool isStartGameWithStartGame; private bool CompletePlayer; private bool CompleteMenu; private bool CompleteInit; private bool CompleteLoadScene;
public void Awake(){ if(null == Instance){ Instance = this; DontDestroyOnLoad(this.gameObject); }
if(Instance != this){ DestroyImmediate(this.gameObject); return; } }
public void Start(){ if(!CheckInitOver()){ Init(); InitData(); } }
private void Init(){ St_Script_Manager_GameStateBase.Instance.LoadConfig(); //读取本地基础数据 St_Script_Manager_GameStateBase.Instance.LoadInBackProgram(); //获取学生基本信息 ProtacolCenter.Instance.SetHandle(); //后台数据系统开启监听
//获取学生信息监听 EventCenter.AddListener<St_Script_Model_PlayerInfo>(Event_BaseAffair.DownLoadPlaerInfoBack, (data)=>{ St_Script_Manager_GameStateBase.Instance.PlayerInfo = data; CompletePlayer = true; Debug.LogError(“yanlzTest:[Complete get PlayerInfo!]”); });
//菜单数据监听 EventCenter.AddListener<List<St_Script_Model_MenuInfo>>(Event_BaseAffair.DownLoadMenuDataBack, (data)=>{ St_Script_Manager_GameStateBase.Instance.Menus = data;
if(null != Loading.Instance){ Loading.Instance.isAllTrue = true; }
St_Script_UI_Process.Instance.SetCurPro(0.1f); CompleteMenu = true;
Debug.LogError(“YanlzTest:[Complete get MenuInfo!]”); });
//建立本地结构数据 St_Script_Manager_SimpleProcessTree.Instance.Init(); St_Script_UI_Process.Instance.SetCurPro(0.1f);
//切换场景 EventCenter.Broadcast(0.1f);
//切换场景 EventCenter.Broadcast(Event_Frame.Alert_LoadScene);
CompleteInit = true; }
public bool CheckInitOver(){ return CompleteInit && CompleteMenu && CompletePlayer; }
private void InitData(){ EventCenter.Broadcast(Event_BaseAffair.DownLoadPlayerInfo); //请求学生数据 EventCenter.Broadcast(Event_BaseAffair.DownLoadMenuData); //请求菜单数据 }
//重置当前实验基本数据 public void RefreshData(){}
} //立钻哥哥:public class St_Script_Manager_GameManager:MonoBehaviour{} |
++从[St_Script_Manager_GameManager.cs]拓展
++++01-01-01-[ProtacolCenter.cs]
++++01-01-02-[EventCenter.cs]
++++01-01-03-[St_Script_Model_PlayerInfo.cs]
++++01-01-04-[EventCenterSignal.cs]
++++01-01-05-[St_Script_UI_Proess.cs]
++++01-01-06-[St_Script_Manager_SimpleProcessTree.cs]
++++01-01-07-[Loading.cs]
###01-01-01-[ProtacolCenter.cs]
###01-01-01-[ProtacolCenter.cs] |
++01-01-01-[ProtacolCenter.cs]
++++立钻哥哥:
//协议中心 public class ProtocolCenter : MonoBehaviour{ public static ProtocolCenter Instance;
public List<St_Script_Prot_ReceiveBase> Receives; public List<St_Script_Prot_SendBase> Sends;
private void RegisterReceive(){} private void RegisterSend(){} public void SendMessage(Event_NetProtocol type, ModleBase data){} private Model_Protocol_Package SerializeProtocolPackage(ProtocolTypeEnum type, ModelBase data){} private void SendData(Model_Protocol_Package model){} void TestProtocolBroadCast(){} public void SetHandle(){} //绑定器 private St_Model_RankData TestRankData(){} } |
###01-01-02-[EventCenter.cs]
###01-01-02-[EventCenter.cs] |
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