2024-10-24 16:16:57 +08:00
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using Cysharp.Threading.Tasks;
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using UnityEngine;
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namespace ZC
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{
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[Procedure(ProcedureType.LoadingGameSceneProcedure)]
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class LoadingGameSceneProcedure : ProcedureBase
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{
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public override void OnEnter()
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{
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base.OnEnter();
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UniTask.Create(async () =>
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{
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2024-11-07 20:55:29 +08:00
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// await ResourcesLocalComponent.Instance.LoadSceneAsync(AssetConst.Assets_DemoGame_GameRes_Scene_Game_unity);
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2024-10-24 16:16:57 +08:00
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var loadAssetAsync = await ResourcesLocalComponent.Instance.LoadAssetAndInsAsync(AssetConst.Assets_DemoGame_GameRes_Entity_Cube_prefab);
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Debug.Log("加载的是:" + loadAssetAsync);
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2024-11-07 20:55:29 +08:00
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// ZCGame.ProcedureManager.ChangeProcedure(ProcedureType.GameSceneLogicProcedure);
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ZCGame.UIManager.CreateUI(UIType.MainUI, AssetConst.Assets_DemoGame_GameRes_UIPanel_UIMain_prefab, UILayer.High);
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2024-10-24 16:16:57 +08:00
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}).Forget();
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}
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public override void OnLeave()
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{
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base.OnLeave();
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}
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}
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}
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