LevelManager.cs 3.8 KB

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  1. using UnityEngine;
  2. using System.Collections;
  3. using UnityEngine.SceneManagement;
  4. /// <summary>
  5. /// 关卡
  6. /// </summary>
  7. public enum E_Level
  8. {
  9. /// <summary>
  10. /// 片头关卡
  11. /// </summary>
  12. newsplash = 0,
  13. /// <summary>
  14. /// 加载关卡
  15. /// </summary>
  16. Loading = 1,
  17. /// <summary>
  18. /// 更新关卡
  19. /// </summary>
  20. Update = 2,
  21. /// <summary>
  22. /// 登陆关卡
  23. /// </summary>
  24. Login = 3,
  25. Main = 6,
  26. /// <summary>
  27. /// 战斗前场景
  28. /// </summary>
  29. Guide = 5,
  30. /// <summary>
  31. /// 战斗关卡
  32. /// </summary>
  33. Battle = 6,
  34. /// <summary>
  35. /// 无尽之塔
  36. /// </summary>
  37. Endless = 14,
  38. /// <summary>
  39. /// 守护模式
  40. /// </summary>
  41. Defense = 18
  42. }
  43. /// <summary>
  44. /// 关卡管理者
  45. /// </summary>
  46. public class LevelManager : MonoBehaviour
  47. {
  48. /// <summary>
  49. /// 单键
  50. /// </summary>
  51. private static LevelManager pInit = null;
  52. /// <summary>
  53. /// 当前关卡
  54. /// </summary>
  55. public E_Level mCurLevel { get; set; }
  56. /// <summary>
  57. /// 当前关卡资源名称
  58. /// </summary>
  59. public string mCurLevelResName = "";
  60. /// <summary>
  61. /// 要打开的窗口名称
  62. /// </summary>
  63. public string mWindowName { get; set; }
  64. /// <summary>
  65. /// 要打开的窗口附带的参数
  66. /// </summary>
  67. public object mParameter { get; set; }
  68. /// <summary>
  69. ///
  70. /// </summary>
  71. private bool mIsAutoUnloadLoing = true;
  72. /// <summary>
  73. /// 获取单键
  74. /// </summary>
  75. /// <returns>单键实例</returns>
  76. public static LevelManager Instance()
  77. {
  78. return pInit;
  79. }
  80. /// <summary>
  81. /// 初始化
  82. /// </summary>
  83. private void Awake()
  84. {
  85. // 初始化
  86. pInit = this;
  87. }
  88. /// <summary>
  89. /// 加载关卡
  90. /// </summary>
  91. /// <param name="_level"> 关卡枚举</param>
  92. /// <param name="_windowName">(仅在战斗关卡有效)进入关卡需要打开的界面名称</param>
  93. /// <param name="_parameter">进入关卡需要打开的界面所需的参数</param>
  94. /// <param name="_isloadtype">加载动画(默认蓝背景+ 小人)</param>
  95. public void LoadLevel(E_Level _level, string _windowName = "", object _parameter = null, int _isloadtype = 2)
  96. {
  97. mCurLevelResName = _windowName;
  98. mCurLevel = _level;
  99. mWindowName = _windowName;
  100. mParameter = _parameter;
  101. NpcManager.Instance.Init();
  102. if (_isloadtype != 0)
  103. {
  104. UI_LoadingWindow.Instance().Show(_isloadtype);
  105. Invoke("Lateload", 0.15f);
  106. }
  107. else
  108. {
  109. SceneManager.LoadScene((int)_level);
  110. }
  111. }
  112. /// <summary>
  113. /// 加载关卡
  114. /// </summary>
  115. /// <param name="_levelName"> 关卡资源名称(此模式需要先加关卡载资源在加载关卡)</param>
  116. /// <param name="_windowName">(仅在战斗关卡有效)进入关卡需要打开的界面名称</param>
  117. /// <param name="_parameter">进入关卡需要打开的界面所需的参数</param>
  118. /// <param name="_isloadtype">加载动画(默认蓝背景+ 小人)</param>
  119. public void LoadLevel(string _levelName, string _windowName = "", object _parameter = null, int _isloadtype = 2, E_Level _levelType = E_Level.Battle)
  120. {
  121. mCurLevel = _levelType;
  122. mCurLevelResName = _levelName;
  123. mWindowName = _windowName;
  124. mParameter = _parameter;
  125. if (_isloadtype != 0)
  126. {
  127. UI_LoadingWindow.Instance().Show(2);
  128. Invoke("Lateload", 0.15f);
  129. }
  130. else
  131. {
  132. SceneManager.LoadScene(_levelName);
  133. }
  134. }
  135. /// <summary>
  136. /// 延迟加载
  137. /// </summary>
  138. private void Lateload()
  139. {
  140. SceneManager.LoadScene((int)E_Level.Loading);
  141. }
  142. }