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- using UnityEngine;
- using System.Collections;
- using UnityEngine.SceneManagement;
- /// <summary>
- /// 关卡
- /// </summary>
- public enum E_Level
- {
- /// <summary>
- /// 片头关卡
- /// </summary>
- newsplash = 0,
- /// <summary>
- /// 加载关卡
- /// </summary>
- Loading = 1,
- /// <summary>
- /// 更新关卡
- /// </summary>
- Update = 2,
- /// <summary>
- /// 登陆关卡
- /// </summary>
- Login = 3,
- Main = 6,
- /// <summary>
- /// 战斗前场景
- /// </summary>
- Guide = 5,
- /// <summary>
- /// 战斗关卡
- /// </summary>
- Battle = 6,
- /// <summary>
- /// 无尽之塔
- /// </summary>
- Endless = 14,
- /// <summary>
- /// 守护模式
- /// </summary>
- Defense = 18
- }
- /// <summary>
- /// 关卡管理者
- /// </summary>
- public class LevelManager : MonoBehaviour
- {
- /// <summary>
- /// 单键
- /// </summary>
- private static LevelManager pInit = null;
- /// <summary>
- /// 当前关卡
- /// </summary>
- public E_Level mCurLevel { get; set; }
- /// <summary>
- /// 当前关卡资源名称
- /// </summary>
- public string mCurLevelResName = "";
- /// <summary>
- /// 要打开的窗口名称
- /// </summary>
- public string mWindowName { get; set; }
- /// <summary>
- /// 要打开的窗口附带的参数
- /// </summary>
- public object mParameter { get; set; }
- /// <summary>
- ///
- /// </summary>
- private bool mIsAutoUnloadLoing = true;
- /// <summary>
- /// 获取单键
- /// </summary>
- /// <returns>单键实例</returns>
- public static LevelManager Instance()
- {
- return pInit;
- }
- /// <summary>
- /// 初始化
- /// </summary>
- private void Awake()
- {
- // 初始化
- pInit = this;
- }
- /// <summary>
- /// 加载关卡
- /// </summary>
- /// <param name="_level"> 关卡枚举</param>
- /// <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>
- /// <param name="_parameter">进入关卡需要打开的界面所需的参数</param>
- /// <param name="_isloadtype">加载动画(默认蓝背景+ 小人)</param>
- public void LoadLevel(E_Level _level, string _windowName = "", object _parameter = null, int _isloadtype = 2)
- {
- mCurLevelResName = _windowName;
- mCurLevel = _level;
- mWindowName = _windowName;
- mParameter = _parameter;
- NpcManager.Instance.Init();
- if (_isloadtype != 0)
- {
- UI_LoadingWindow.Instance().Show(_isloadtype);
- Invoke("Lateload", 0.15f);
- }
- else
- {
- SceneManager.LoadScene((int)_level);
- }
- }
- /// <summary>
- /// 加载关卡
- /// </summary>
- /// <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>
- /// <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>
- /// <param name="_parameter">进入关卡需要打开的界面所需的参数</param>
- /// <param name="_isloadtype">加载动画(默认蓝背景+ 小人)</param>
- public void LoadLevel(string _levelName, string _windowName = "", object _parameter = null, int _isloadtype = 2, E_Level _levelType = E_Level.Battle)
- {
- mCurLevel = _levelType;
- mCurLevelResName = _levelName;
- mWindowName = _windowName;
- mParameter = _parameter;
- if (_isloadtype != 0)
- {
- UI_LoadingWindow.Instance().Show(2);
- Invoke("Lateload", 0.15f);
- }
- else
- {
- SceneManager.LoadScene(_levelName);
- }
- }
- /// <summary>
- /// 延迟加载
- /// </summary>
- private void Lateload()
- {
- SceneManager.LoadScene((int)E_Level.Loading);
- }
- }
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