2024-04-02 18:17:57 +08:00
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using System;
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2024-04-03 14:38:44 +08:00
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using Cysharp.Threading.Tasks;
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2024-04-02 18:17:57 +08:00
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using UnityEngine;
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namespace Game
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{
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public class Game : MonoBehaviour
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{
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private UIManager _uiManager;
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private ResourceManager _resourceManager;
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2024-04-03 17:46:56 +08:00
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private ProcedureManager _procedureManager;
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2024-04-02 18:17:57 +08:00
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[SerializeField] private LoadType _loadType = LoadType.Editor;
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[SerializeField] private float time;
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private void Awake()
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{
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DontDestroyOnLoad(this.gameObject);
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_uiManager = new UIManager();
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_resourceManager = new ResourceManager();
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this._procedureManager = new ProcedureManager();
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2024-04-02 18:17:57 +08:00
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_resourceManager.Init();
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_uiManager.Init();
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2024-04-03 17:46:56 +08:00
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this._procedureManager.Init();
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2024-04-03 18:07:05 +08:00
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ProcedureBase[] procedureBases = new ProcedureBase[]
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{
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new LoadingGameSceneProcedure(), new GameSceneLogicProcedure()
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};
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this._procedureManager.AddProcedure(procedureBases);
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2024-04-02 18:17:57 +08:00
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}
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private void Start()
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{
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UniTask.Create(
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async () =>
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{
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await _resourceManager.InitLoadModeAsync(_loadType);
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// var loadingGameSceneUI = UIManager.Instance.CreateUI(UIType.LoadingGameSceneUI);
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// UIManager.Instance.ShowUI(UIType.LoadingGameSceneUI);
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2024-04-03 17:46:56 +08:00
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// await this._resourceManager.LoadSceneAsync(SceneType.Game.ToString());
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// EventManager.Instance.FireNow(this,new LoadingGameSceneFinishEventArgs(true));
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this._procedureManager.StartProcedure(ProcedureType.LoadingGameSceneProcedure);
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2024-04-03 14:38:44 +08:00
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return "11";
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});
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2024-04-02 18:17:57 +08:00
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}
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private void Update()
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{
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time += Time.deltaTime;
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_resourceManager.Update(time);
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_uiManager.Update(time);
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}
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private void OnDestroy()
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{
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_resourceManager.Dispose();
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_uiManager.Dispose();
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}
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}
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}
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