2024-10-24 16:16:57 +08:00
|
|
|
|
using Cysharp.Threading.Tasks;
|
2024-11-08 11:05:33 +08:00
|
|
|
|
using Unity.Loader;
|
2024-10-24 16:16:57 +08:00
|
|
|
|
using UnityEngine;
|
|
|
|
|
|
|
|
|
|
namespace ZC
|
|
|
|
|
{
|
|
|
|
|
[Procedure(ProcedureType.LoadingGameSceneProcedure)]
|
|
|
|
|
class LoadingGameSceneProcedure : ProcedureBase
|
|
|
|
|
{
|
2024-11-08 17:25:44 +08:00
|
|
|
|
private TestZhongLi _testZhongLi;
|
|
|
|
|
|
2024-10-24 16:16:57 +08:00
|
|
|
|
public override void OnEnter()
|
|
|
|
|
{
|
|
|
|
|
base.OnEnter();
|
|
|
|
|
|
|
|
|
|
UniTask.Create(async () =>
|
|
|
|
|
{
|
2024-11-07 20:55:29 +08:00
|
|
|
|
// await ResourcesLocalComponent.Instance.LoadSceneAsync(AssetConst.Assets_DemoGame_GameRes_Scene_Game_unity);
|
2024-11-08 17:25:44 +08:00
|
|
|
|
// 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);
|
2024-11-07 20:55:29 +08:00
|
|
|
|
// ZCGame.ProcedureManager.ChangeProcedure(ProcedureType.GameSceneLogicProcedure);
|
|
|
|
|
|
2024-11-08 17:25:44 +08:00
|
|
|
|
UIGameObjectFactory.CreateUI<MainUI>(UIType.MainUI,
|
|
|
|
|
AssetConst.Assets_DemoGame_GameRes_UIPanel_UIMain_prefab, UILayer.High);
|
2024-10-24 16:16:57 +08:00
|
|
|
|
}).Forget();
|
|
|
|
|
}
|
|
|
|
|
|
2024-11-08 17:25:44 +08:00
|
|
|
|
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);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
2024-10-24 16:16:57 +08:00
|
|
|
|
public override void OnLeave()
|
|
|
|
|
{
|
|
|
|
|
base.OnLeave();
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|