LSSceneChangeHelper.cs 2.1 KB

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  1. namespace ET.Client
  2. {
  3. public static class LSSceneChangeHelper
  4. {
  5. // 场景切换协程
  6. public static async ETTask SceneChangeTo(Scene clientScene, string sceneName, long sceneInstanceId)
  7. {
  8. clientScene.RemoveComponent<Room>();
  9. Room room = clientScene.AddComponentWithId<Room>(sceneInstanceId);
  10. room.Name = sceneName;
  11. // 等待表现层订阅的事件完成
  12. await EventSystem.Instance.PublishAsync(clientScene, new EventType.LockStepSceneChangeStart() {Room = room});
  13. clientScene.GetComponent<SessionComponent>().Session.Send(new C2Room_ChangeSceneFinish());
  14. // 等待Room2C_EnterMap消息
  15. WaitType.Wait_Room2C_Start waitRoom2CStart = await clientScene.GetComponent<ObjectWait>().Wait<WaitType.Wait_Room2C_Start>();
  16. room.LSWorld = new LSWorld(SceneType.LockStepClient);
  17. room.Init(waitRoom2CStart.Message.UnitInfo, waitRoom2CStart.Message.StartTime);
  18. room.AddComponent<RoomClientUpdater>();
  19. // 这个事件中可以订阅取消loading
  20. EventSystem.Instance.Publish(clientScene, new EventType.LockStepSceneInitFinish());
  21. }
  22. // 场景切换协程
  23. public static async ETTask SceneChangeToReplay(Scene clientScene, Replay replay)
  24. {
  25. clientScene.RemoveComponent<Room>();
  26. Room room = clientScene.AddComponent<Room>();
  27. room.Name = "Map1";
  28. room.IsReplay = true;
  29. room.Replay = replay;
  30. // 等待表现层订阅的事件完成
  31. await EventSystem.Instance.PublishAsync(clientScene, new EventType.LockStepSceneChangeStart() {Room = room});
  32. room.LSWorld = new LSWorld(SceneType.LockStepClient);
  33. room.Init(replay.UnitInfos, TimeHelper.ServerFrameTime());
  34. room.AddComponent<ReplayUpdater>();
  35. // 这个事件中可以订阅取消loading
  36. EventSystem.Instance.Publish(clientScene, new EventType.LockStepSceneInitFinish());
  37. }
  38. }
  39. }