St_Script_Manager_PlayScene(SwitchMachine_V1022)(Yanlz+Unity+VRTK+立钻哥哥+)

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

 

 

 

 

 

 

 

##《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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--_--VRunSoft:lovezuanzuan--_--

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