HAARFTE/Assets/DemoGame/GameScript/Hotfix/Procedure/Logic/LoadingGameSceneProcedure.cs

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using Cysharp.Threading.Tasks;
using Unity.Loader;
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using UnityEngine;
namespace ZC
{
[Procedure(ProcedureType.LoadingGameSceneProcedure)]
class LoadingGameSceneProcedure : ProcedureBase
{
private TestZhongLi _testZhongLi;
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public override void OnEnter()
{
base.OnEnter();
UniTask.Create(async () =>
{
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// await ResourcesLocalComponent.Instance.LoadSceneAsync(AssetConst.Assets_DemoGame_GameRes_Scene_Game_unity);
// var loadAssetAsync = await ResourcesLocalComponent.Instance.LoadAssetAndInsAsync(AssetConst.Assets_DemoGame_GameRes_Entity_Cube_prefab);
// Debug.Log("加载的是:" + loadAssetAsync);
_testZhongLi = GameObjectFactory.CreateGameObject<TestZhongLi>(AssetConst
.Assets_DemoGame_GameRes_Entity_Cube_prefab);
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// ZCGame.ProcedureManager.ChangeProcedure(ProcedureType.GameSceneLogicProcedure);
UIGameObjectFactory.CreateUI<MainUI>(UIType.MainUI,
AssetConst.Assets_DemoGame_GameRes_UIPanel_UIMain_prefab, UILayer.High);
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}).Forget();
}
public override void OnUpdate(float dateTime)
{
base.OnUpdate(dateTime);
if (Input.GetKeyDown(KeyCode.A))
{
GameObjectFactory.DeleteGameObject(_testZhongLi.Id);
}
if (Input.GetKeyDown(KeyCode.W))
{
_testZhongLi = GameObjectFactory.CreateGameObject<TestZhongLi>(AssetConst
.Assets_DemoGame_GameRes_Entity_Cube_prefab);
}
}
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public override void OnLeave()
{
base.OnLeave();
}
}
}