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@@ -12,7 +12,7 @@ namespace ET.Client
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room.Name = sceneName;
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// 等待表现层订阅的事件完成
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- await EventSystem.Instance.PublishAsync(clientScene, new EventType.LockStepSceneChangeStart() {Room = room});
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+ await EventSystem.Instance.PublishAsync(clientScene, new EventType.LSSceneChangeStart() {Room = room});
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clientScene.GetComponent<SessionComponent>().Session.Send(new C2Room_ChangeSceneFinish());
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@@ -22,10 +22,10 @@ namespace ET.Client
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room.LSWorld = new LSWorld(SceneType.LockStepClient);
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room.Init(waitRoom2CStart.Message.UnitInfo, waitRoom2CStart.Message.StartTime);
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- room.AddComponent<RoomClientUpdater>();
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+ room.AddComponent<LSClientUpdater>();
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// 这个事件中可以订阅取消loading
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- EventSystem.Instance.Publish(clientScene, new EventType.LockStepSceneInitFinish());
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+ EventSystem.Instance.Publish(clientScene, new EventType.LSSceneInitFinish());
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}
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// 场景切换协程
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@@ -39,15 +39,15 @@ namespace ET.Client
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room.Replay = replay;
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// 等待表现层订阅的事件完成
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- await EventSystem.Instance.PublishAsync(clientScene, new EventType.LockStepSceneChangeStart() {Room = room});
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+ await EventSystem.Instance.PublishAsync(clientScene, new EventType.LSSceneChangeStart() {Room = room});
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room.LSWorld = new LSWorld(SceneType.LockStepClient);
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room.Init(replay.UnitInfos, TimeHelper.ServerFrameTime());
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- room.AddComponent<ReplayUpdater>();
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+ room.AddComponent<LSReplayUpdater>();
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// 这个事件中可以订阅取消loading
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- EventSystem.Instance.Publish(clientScene, new EventType.LockStepSceneInitFinish());
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+ EventSystem.Instance.Publish(clientScene, new EventType.LSSceneInitFinish());
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}
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}
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}
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