using Cysharp.Threading.Tasks; using Unity.Loader; using UnityEngine; namespace ZC { [Procedure(ProcedureType.LoadingGameSceneProcedure)] class LoadingGameSceneProcedure : ProcedureBase { private TestZhongLi _testZhongLi; public override void OnEnter() { base.OnEnter(); UniTask.Create(async () => { // 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(AssetConst // .Assets_DemoGame_GameRes_Entity_Cube_prefab); // // ZCGame.ProcedureManager.ChangeProcedure(ProcedureType.GameSceneLogicProcedure); // // UIGameObjectFactory.CreateUI(UIType.MainUI, // AssetConst.Assets_DemoGame_GameRes_UIPanel_UIMain_prefab, UILayer.High); }).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(AssetConst // .Assets_DemoGame_GameRes_Entity_Cube_prefab); } } public override void OnLeave() { base.OnLeave(); } } }