SceneFactory.cs 2.0 KB

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  1. using System.Collections;
  2. using GFGGame;
  3. using UnityEngine;
  4. namespace ET
  5. {
  6. public class SceneFactory
  7. {
  8. public static Scene CreateZoneScene(int zone, string name, Entity parent)
  9. {
  10. Scene zoneScene = EntitySceneFactory.CreateScene(Game.IdGenerater.GenerateInstanceId(), zone, SceneType.Zone, name, parent);
  11. zoneScene.AddComponent<ZoneSceneFlagComponent>();
  12. Debug.Log($"正在初始化 ZoneSceneFlagComponent");
  13. zoneScene.AddComponent<NetWSComponent, int>(SessionStreamDispatcherType.SessionStreamDispatcherClientOuter);
  14. Debug.Log($"正在初始化 NetWSComponent");
  15. zoneScene.AddComponent<CurrentScenesComponent>();
  16. Debug.Log($"正在初始化 CurrentScenesComponent");
  17. zoneScene.AddComponent<ObjectWait>();
  18. Debug.Log($"正在初始化 ObjectWait");
  19. zoneScene.AddComponent<PlayerComponent>();
  20. Debug.Log($"正在初始化 PlayerComponent");
  21. zoneScene.AddComponent<AccountInfoComponent>();
  22. Debug.Log($"正在初始化 AccountInfoComponent");
  23. zoneScene.AddComponent<ServerInfosComponent>();
  24. Debug.Log($"正在初始化 ServerInfosComponent");
  25. zoneScene.AddComponent<RoleInfosComponent>();
  26. Debug.Log($"正在初始化 RoleInfosComponent");
  27. zoneScene.AddComponent<SessionComponent>();
  28. Debug.Log($"正在初始化 SessionComponent");
  29. zoneScene.AddComponent<LogSplicingComponent>();
  30. Debug.Log($"正在初始化 LogSplicingComponent");
  31. return zoneScene;
  32. }
  33. public static Scene CreateCurrentScene(long id, int zone, string name, CurrentScenesComponent currentScenesComponent)
  34. {
  35. Scene currentScene = EntitySceneFactory.CreateScene(id, zone, SceneType.Current, name, currentScenesComponent);
  36. currentScene.AddComponent<UnitComponent>();
  37. currentScenesComponent.Scene = currentScene;
  38. return currentScene;
  39. }
  40. }
  41. }