PhotographView.cs 22 KB

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  1. using FairyGUI;
  2. using System;
  3. using System.Collections;
  4. using System.Collections.Generic;
  5. using UI.DressUp;
  6. using UnityEngine;
  7. using UnityEngine.EventSystems;
  8. namespace GFGGame
  9. {
  10. public class PhotographView : BaseView
  11. {
  12. private UI_PhotographUI _ui;
  13. private GameObject _scenePrefab;
  14. private GameObject _sceneObject;
  15. private DressUpObjDataCache equipDataCache;
  16. private const string MOVE = "MOVE";
  17. private const string SCALE = "SCALE";
  18. private const string ROTATION = "ROTATION";
  19. private const float MaxScale = 2;
  20. private const float MinScale = 0.1f;
  21. private GameObject bodyParent;
  22. private GameObject bgParent;
  23. private GameObject npcParent;
  24. private GameObject borderParent;
  25. private GameObject sceneParent;
  26. private List<int> _listData = null;//当前选择的资源数据
  27. private List<int> _equipRoleData = new List<int>();//当前穿戴的角色数据
  28. private Dictionary<int, List<int>> _equipSceneData = new Dictionary<int, List<int>>();//当前穿戴的场景数据
  29. private Dictionary<GameObject, Vector2> _equipPos = new Dictionary<GameObject, Vector2>();
  30. private Dictionary<GameObject, Vector2> _mousePos = new Dictionary<GameObject, Vector2>();
  31. private Dictionary<GameObject, float> _equipDistance = new Dictionary<GameObject, float>();
  32. // private GameObject hitGameObj;//当前选中的物体
  33. private GameObject hitParentGameObj;//当前选中的父物体(需要进行移动缩放旋转的物体)
  34. private GameObject memoryHitParentGameObj;//当前选中的父物体(需要进行移动缩放旋转的物体)
  35. private Vector3 distance = Vector3.zero;//点击位置和点击物体原点的距离,用于
  36. private Vector2 lastPos = Vector2.zero;//上一次移动后从物体中心到鼠标位置的方向
  37. private float _startDistance;//从物体中心到缩放按钮的距离
  38. private SwipeGesture swipeGesture;
  39. private PinchGesture pinchGesture;
  40. private RotationGesture rotationGesture;
  41. private bool isTouchUI = false;
  42. private int maxLayer = int.MinValue;//最上层的层级数
  43. protected override void OnInit()
  44. {
  45. base.OnInit();
  46. packageName = UI_PhotographUI.PACKAGE_NAME;
  47. _ui = UI_PhotographUI.Create();
  48. viewCom = _ui.target;
  49. isfullScreen = true;
  50. _ui.m_btnBg.onClick.Add(OnClickBtnBg);
  51. _ui.m_btnChoose.onClick.Add(OnClickBtnChoose);
  52. _ui.m_btnBack.onClick.Add(OnClickBtnBack);
  53. _ui.m_btnPhotograph.onClick.Add(OnClickBtnPhotograph);
  54. _ui.m_ComSelectRes.m_list.itemRenderer = RenderListItem;
  55. _ui.m_ComSelectRes.m_list.onClickItem.Add(OnListItemClick);
  56. _ui.m_ComSelectRes.m_comBtnTab.m_c1.onChanged.Add(OnContorllerChanged);
  57. _scenePrefab = GFGAsset.Load<GameObject>(ResPathUtil.GetPrefabPath("ScenePhotograph"));
  58. _ui.target.onTouchBegin.Add(OnClickUIBegin);
  59. _ui.target.onTouchMove.Add(OnClickUIMove);
  60. _ui.target.onTouchEnd.Add(OnClickUIEnd);
  61. _ui.m_comSelectBox.m_btnSize.onTouchBegin.Add(OnClickBtnSizeBegin);
  62. _ui.m_comSelectBox.m_btnSize.onTouchMove.Add(OnClickBtnSizeMove);
  63. _ui.m_comSelectBox.m_btnSize.onTouchEnd.Add(OnClickBtnSizeEnd);
  64. _ui.m_comSelectBox.m_btnFlip.onTouchBegin.Add(OnClickBtnFlip);
  65. _ui.m_comSelectBox.m_btnFlip.onTouchEnd.Add(OnClickBtnFlipEnd);
  66. _ui.m_comSelectBox.m_btnDelete.onTouchBegin.Add(OnClickBtnDelete);
  67. _ui.m_comSelectBox.m_btnDelete.onTouchEnd.Add(OnClickBtnDeleteEnd);
  68. }
  69. protected override void OnShown()
  70. {
  71. base.OnShown();
  72. Input.multiTouchEnabled = true;
  73. equipDataCache = EquipDataCache.cacher;
  74. if (_sceneObject == null)
  75. {
  76. _sceneObject = GameObject.Instantiate(_scenePrefab);
  77. EquipDataCache.cacher.setSceneObj(_sceneObject);
  78. bgParent = _sceneObject.transform.Find("Bg").gameObject;
  79. bodyParent = _sceneObject.transform.Find("Scene/Role").gameObject;
  80. sceneParent = _sceneObject.transform.Find("Scene").gameObject;
  81. npcParent = _sceneObject.transform.Find("Scene/Npc").gameObject;
  82. borderParent = _sceneObject.transform.Find("Border").gameObject;
  83. }
  84. pinchGesture = new PinchGesture(_ui.target);
  85. pinchGesture.onAction.Add(OnPinch);
  86. rotationGesture = new RotationGesture(_ui.target);
  87. rotationGesture.onAction.Add(OnRotate);
  88. _ui.m_ComSelectRes.m_comBtnTab.m_c1.selectedIndex = 0;
  89. OnClickBtnChoose();
  90. RefreshList(EnumPhotographType.BG);
  91. UpdateEquipData();
  92. UpdateBgOrNpcOrBorder(EnumPhotographType.BG, equipDataCache.bgId);
  93. UpdateBody();
  94. UpdateScene();
  95. // Timers.inst.Add(0.001f, 0, OnTimerListener);
  96. }
  97. /************************************************************UI界面*********************************************************/
  98. private void OnContorllerChanged(EventContext context)
  99. {
  100. int index = _ui.m_ComSelectRes.m_comBtnTab.m_c1.selectedIndex;
  101. RefreshList((EnumPhotographType)index);
  102. }
  103. private void RefreshList(EnumPhotographType index)
  104. {
  105. _ui.m_ComSelectRes.m_list.numItems = 0;
  106. switch (index)
  107. {
  108. case EnumPhotographType.BG:
  109. _listData = PhotographDataManager.Instance.listBgData;
  110. break;
  111. case EnumPhotographType.NPC:
  112. _listData = PhotographDataManager.Instance.listNpcData;
  113. break;
  114. case EnumPhotographType.SCENE:
  115. _listData = PhotographDataManager.Instance.listSceneData;
  116. break;
  117. case EnumPhotographType.BORDER:
  118. _listData = PhotographDataManager.Instance.listBorderData;
  119. break;
  120. case EnumPhotographType.EFFECT:
  121. _listData = PhotographDataManager.Instance.listEffectData;
  122. break;
  123. }
  124. _ui.m_ComSelectRes.m_list.numItems = _listData.Count;
  125. }
  126. private void RenderListItem(int index, GObject obj)
  127. {
  128. ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(_listData[index]);
  129. string resPath = ResPathUtil.GetIconPath(itemCfg);
  130. UI_ListItem item = UI_ListItem.Proxy(obj);
  131. item.target.data = _listData[index];
  132. item.m_loaIcon.url = resPath;
  133. item.m_txtName.text = itemCfg.name;
  134. }
  135. private void OnListItemClick(EventContext context)
  136. {
  137. int itemID = (int)((context.data as GObject).data);
  138. EnumPhotographType type = (EnumPhotographType)_ui.m_ComSelectRes.m_comBtnTab.m_c1.selectedIndex;
  139. switch (type)
  140. {
  141. case EnumPhotographType.BG:
  142. case EnumPhotographType.BORDER:
  143. case EnumPhotographType.NPC:
  144. UpdateBgOrNpcOrBorder(type, itemID);
  145. break;
  146. case EnumPhotographType.SCENE:
  147. if (!_equipSceneData.ContainsKey(itemID))
  148. {
  149. _equipSceneData.Add(itemID, new List<int>());
  150. }
  151. _equipSceneData[itemID].Add(itemID);
  152. SceneController.AddScene(_sceneObject, itemID, _equipSceneData[itemID].Count - 1, maxLayer + 1);
  153. maxLayer++;
  154. break;
  155. case EnumPhotographType.EFFECT:
  156. break;
  157. }
  158. }
  159. /************************** **********************************场景*********************************************************/
  160. private void OnClickUIBegin(EventContext context)
  161. {
  162. context.CaptureTouch();
  163. if (_ui.m_ComSelectRes.target.visible == true) return;
  164. if (context.inputEvent.touchId != 0) return;
  165. if (isTouchUI) return;
  166. RaycastHit2D[] hit2Ds = Physics2D.RaycastAll(Camera.main.ScreenToWorldPoint(Input.mousePosition), Vector2.zero);
  167. if (hit2Ds.Length > 0)
  168. {
  169. maxLayer++;
  170. hitParentGameObj = SceneController.GetFirstHitObj(hit2Ds);
  171. _ui.m_comSelectBox.target.visible = false;
  172. if (hitParentGameObj.name != "BgRes")
  173. {
  174. hitParentGameObj.GetComponent<SpriteRenderer>().sortingOrder = maxLayer;
  175. hitParentGameObj = hitParentGameObj.transform.parent.gameObject;
  176. _ui.m_comSelectBox.target.visible = true;
  177. }
  178. _ui.m_comSelectBox.m_btnDelete.visible = true;
  179. if (hitParentGameObj == bodyParent)
  180. {
  181. _ui.m_comSelectBox.m_btnDelete.visible = false;
  182. }
  183. distance = Input.mousePosition - Camera.main.WorldToScreenPoint(hitParentGameObj.transform.position);
  184. if (_ui.m_comSelectBox.target.data == null || _ui.m_comSelectBox.target.data as GameObject != hitParentGameObj)
  185. {
  186. lastPos = Vector2.zero;
  187. _ui.m_comSelectBox.target.rotation = -hitParentGameObj.transform.eulerAngles.z;
  188. _ui.m_comSelectBox.target.size = SceneController.GetGameObjectSize(hitParentGameObj);
  189. }
  190. _ui.m_comSelectBox.target.data = hitParentGameObj;
  191. ControllerSelectBoxPos(hitParentGameObj);
  192. }
  193. }
  194. private void OnClickUIMove(EventContext context)
  195. {
  196. if (hitParentGameObj == null) return;//未选中任何物体
  197. if (Stage.inst.touchCount > 1) return;//只监听1根手指
  198. if (isTouchUI) return;
  199. Debug.Log("拖动");
  200. ControllerObjectPos(hitParentGameObj);
  201. ControllerSelectBoxPos(hitParentGameObj);
  202. }
  203. private void OnClickUIEnd(EventContext context)
  204. {
  205. if (context.inputEvent.touchId == 0) hitParentGameObj = null;
  206. }
  207. //选中物体的位置
  208. private void ControllerObjectPos(GameObject hitParentGameObj)
  209. {
  210. hitParentGameObj.transform.position = Camera.main.ScreenToWorldPoint(Input.mousePosition - distance);
  211. if (hitParentGameObj.name == "BgRes")
  212. {
  213. Vector2 size = hitParentGameObj.GetComponent<SpriteRenderer>().size;
  214. Vector2 uiSize = _ui.target.size;
  215. float deviationWidth = (size.x - uiSize.x / 100) / 2;
  216. float deviationHeigh = (size.y - uiSize.y / 100) / 2;
  217. Vector2 pos = hitParentGameObj.transform.position;
  218. if (pos.x <= -deviationWidth)
  219. {
  220. hitParentGameObj.transform.position = new Vector2(-deviationWidth, hitParentGameObj.transform.position.y);
  221. }
  222. if (pos.x >= deviationWidth)
  223. {
  224. hitParentGameObj.transform.position = new Vector2(deviationWidth, hitParentGameObj.transform.position.y);
  225. }
  226. if (pos.y <= -deviationHeigh)
  227. {
  228. hitParentGameObj.transform.position = new Vector2(hitParentGameObj.transform.position.x, -deviationHeigh);
  229. }
  230. if (pos.y >= deviationHeigh)
  231. {
  232. hitParentGameObj.transform.position = new Vector2(hitParentGameObj.transform.position.x, deviationHeigh);
  233. }
  234. }
  235. }
  236. //选中框的位置
  237. private void ControllerSelectBoxPos(GameObject hitParentGameObj)
  238. {
  239. SceneController.SetGameObjectCenter(hitParentGameObj);
  240. //位置:角色、道具、npc全用对应父物体的位置
  241. Vector2 objScreenPos = Camera.main.WorldToScreenPoint(hitParentGameObj.transform.position);
  242. Vector2 localPos = this.viewCom.GlobalToLocal(new Vector2(objScreenPos.x, (Screen.height - objScreenPos.y)));
  243. _ui.m_comSelectBox.target.position = localPos;//(localPos.x, localPos.y);
  244. }
  245. private void OnClickBtnSizeBegin(EventContext context)
  246. {
  247. isTouchUI = true;
  248. GameObject gameObject = _ui.m_comSelectBox.target.data as GameObject;
  249. InputEvent inputEvent = (InputEvent)context.data;
  250. Vector2 screenPos = this.viewCom.GlobalToLocal(_ui.m_comSelectBox.m_btnSize.LocalToGlobal(Vector2.zero));
  251. Vector2 pt = new Vector2(screenPos.x, screenPos.y);
  252. Vector2 pt1 = this.viewCom.GlobalToLocal(new Vector2(inputEvent.x, inputEvent.y));
  253. Vector2 pt2 = new Vector2(_ui.m_comSelectBox.target.x, _ui.m_comSelectBox.target.y);
  254. Debug.Log("pt1" + pt1 + " pt2:" + pt2 + " pt:" + pt);
  255. if (!_equipDistance.ContainsKey(gameObject))
  256. {
  257. float distance = Vector2.Distance(pt1, pt2);
  258. _equipDistance.Add(gameObject, distance);
  259. }
  260. _startDistance = _equipDistance[gameObject];
  261. Debug.Log("_startDistance:" + _startDistance);
  262. }
  263. private void OnClickBtnSizeMove(EventContext context)
  264. {
  265. GameObject gameObject = _ui.m_comSelectBox.target.data as GameObject;
  266. if (gameObject == null) return;
  267. InputEvent inputEvent = (InputEvent)context.data;
  268. Vector2 pt1 = this.viewCom.GlobalToLocal(new Vector2(inputEvent.x, inputEvent.y));
  269. Vector2 pt2 = new Vector2(_ui.m_comSelectBox.target.x, _ui.m_comSelectBox.target.y);
  270. Vector2 curPos = pt1 - pt2;
  271. Debug.Log("pt1" + pt1 + " pt2:" + pt2 + " curPos:" + curPos + " lastPos:" + lastPos);
  272. float angle = Vector3.Angle(lastPos, curPos); //求出两向量之间的夹角
  273. Vector3 normal = Vector3.Cross(lastPos, curPos);//叉乘求出法线向量
  274. angle *= Mathf.Sign(Vector3.Dot(normal, Vector3.forward)); //Mathf.Sign()求符号,Vector3.Dot()求方向,求法线向量与物体上方向向量点乘,结果为1或-1,修正旋转方向
  275. lastPos = curPos;
  276. ControllerRotate(angle, gameObject);
  277. Debug.Log("angle:" + angle);
  278. float dist = Vector2.Distance(pt1, pt2);
  279. Debug.Log("dist:" + dist);
  280. float ss = dist / _startDistance;
  281. // float local = _equipDistance[gameObject] * gameObject.transform.localScale.x * ss / _equipDistance[gameObject];
  282. float newValue = Mathf.Clamp(ss, 0.1f, 2);
  283. ControllerScale(newValue, gameObject);
  284. }
  285. private void OnClickBtnSizeEnd(EventContext context)
  286. {
  287. isTouchUI = false;
  288. lastPos = Vector2.zero;
  289. }
  290. //双指缩放
  291. private void OnPinch(EventContext context)
  292. {
  293. if (hitParentGameObj == null) return;
  294. GTween.Kill(hitParentGameObj);
  295. PinchGesture gesture = (PinchGesture)context.sender;
  296. float newValue = Mathf.Clamp(hitParentGameObj.transform.localScale.x + gesture.delta, 0.3f, 2);
  297. ControllerScale(newValue, hitParentGameObj);
  298. }
  299. private void ControllerScale(float value, GameObject gameObject)
  300. {
  301. if (value > MaxScale || value < MinScale) return;
  302. gameObject.transform.localScale = new Vector3(value, value, value);
  303. Debug.Log("双指缩放:" + value);
  304. Vector2 size = SceneController.GetGameObjectSize(gameObject);
  305. _ui.m_comSelectBox.target.SetSize(size.x, size.y);
  306. }
  307. private void OnRotate(EventContext context)
  308. {
  309. if (hitParentGameObj == null) return;
  310. GTween.Kill(hitParentGameObj.transform);
  311. RotationGesture gesture = (RotationGesture)context.sender;
  312. ControllerRotate(gesture.delta, hitParentGameObj);
  313. }
  314. private void ControllerRotate(float value, GameObject gameObject)
  315. {
  316. Debug.Log("双指旋转:" + value);
  317. gameObject.transform.Rotate(Vector3.forward, -value, Space.World);
  318. _ui.m_comSelectBox.target.rotation += value;
  319. }
  320. //背景
  321. private void UpdateBgOrNpcOrBorder(EnumPhotographType type, int itemId)
  322. {
  323. SceneController.UpdatePhotographBgOrNpcOrBorder(_sceneObject, type, itemId, maxLayer, out maxLayer);
  324. }
  325. //主角
  326. private void UpdateBody()
  327. {
  328. // int[] equipDatas = equipDataCache.equipDatas;
  329. SceneController.UpdateRole(_equipRoleData.ToArray(), _sceneObject, false, null, false, bodyParent);
  330. if (equipDataCache.IsSuitPic && equipDataCache.suitId > 0)
  331. {
  332. SuitCfg suitCfg = SuitCfgArray.Instance.GetCfg(equipDataCache.suitId);
  333. DressUpUtil.UpdateBody(suitCfg.picRes, _sceneObject, false, null, false, bodyParent);
  334. }
  335. GameObject gameObject = _sceneObject.transform.Find("Scene/Role/Body").gameObject;
  336. SceneController.PhotographAddCollider(gameObject);
  337. }
  338. //场景道具
  339. private void UpdateScene()
  340. {
  341. ICollection keys = _equipSceneData.Keys;
  342. foreach (int key in keys)
  343. {
  344. for (int i = 0; i < _equipSceneData[key].Count; i++)
  345. {
  346. SceneController.AddScene(_sceneObject, key, i);
  347. ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(key);
  348. if (itemCfg.resLayer1 > maxLayer) maxLayer = itemCfg.resLayer1;
  349. if (itemCfg.resLayer2 > maxLayer) maxLayer = itemCfg.resLayer2;
  350. }
  351. }
  352. }
  353. //滤镜效果
  354. private void UpdateEffect()
  355. {
  356. }
  357. private void UpdateEquipData()
  358. {
  359. for (int i = 0; i < equipDataCache.equipDatas.Length; i++)
  360. {
  361. ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(equipDataCache.equipDatas[i]);
  362. if (itemCfg.subType == ConstDressUpItemType.QIAN_JING || itemCfg.subType == ConstDressUpItemType.BEI_SHI || itemCfg.subType == ConstDressUpItemType.HUAN_JING)
  363. {
  364. if (!_equipSceneData.ContainsKey(itemCfg.id))
  365. {
  366. _equipSceneData.Add(itemCfg.id, new List<int>());
  367. }
  368. _equipSceneData[itemCfg.id].Add(itemCfg.id);
  369. }
  370. else
  371. {
  372. _equipRoleData.Add(equipDataCache.equipDatas[i]);
  373. }
  374. }
  375. }
  376. private void OnClickBtnBg()
  377. {
  378. _ui.m_ComSelectRes.target.visible = false;
  379. }
  380. private void OnClickBtnChoose()
  381. {
  382. _ui.m_ComSelectRes.target.visible = true;
  383. _ui.m_comSelectBox.target.visible = false;
  384. hitParentGameObj = null;
  385. }
  386. private void OnClickBtnFlip()
  387. {
  388. isTouchUI = true;
  389. Transform transform = (_ui.m_comSelectBox.target.data as GameObject).transform;
  390. for (int i = 0; i < transform.childCount; i++)
  391. {
  392. transform.GetChild(i).Rotate(Vector3.up, 180, Space.World);
  393. }
  394. }
  395. private void OnClickBtnFlipEnd()
  396. {
  397. isTouchUI = false;
  398. }
  399. private void OnClickBtnDelete()
  400. {
  401. isTouchUI = true;
  402. GameObject gameObject = _ui.m_comSelectBox.target.data as GameObject;
  403. if (gameObject.transform.gameObject == bodyParent)
  404. {
  405. return;
  406. }
  407. else if (gameObject.transform.gameObject == npcParent)
  408. {
  409. SpriteRenderer spriteRenderer = gameObject.transform.GetChild(0).GetComponent<SpriteRenderer>();
  410. if (spriteRenderer != null)
  411. {
  412. GameObject.Destroy(spriteRenderer);
  413. }
  414. }
  415. else
  416. {
  417. GameObject.DestroyImmediate(gameObject);
  418. }
  419. _ui.m_comSelectBox.target.visible = false;
  420. }
  421. private void OnClickBtnDeleteEnd()
  422. {
  423. isTouchUI = false;
  424. }
  425. private void OnClickBtnPhotograph()
  426. {
  427. _ui.target.visible = false;
  428. Timers.inst.StartCoroutine(ScreenShotTex());// ();
  429. }
  430. private IEnumerator ScreenShotTex()
  431. {
  432. _ui.target.visible = false;
  433. yield return new WaitForEndOfFrame();
  434. Rect rect = new Rect(0, 0, UnityEngine.Screen.width, UnityEngine.Screen.height);
  435. Texture2D tex = new Texture2D((int)rect.width, (int)rect.height, TextureFormat.ARGB32, false);//新建一个Texture2D对象
  436. tex.ReadPixels(rect, 0, 0);//读取像素,屏幕左下角为0点
  437. tex.Apply();//保存像素信息
  438. ViewManager.Show<PhotographSaveView>(tex);
  439. _ui.target.visible = true;
  440. }
  441. private void OnClickBtnBack()
  442. {
  443. this.Hide();
  444. // ViewManager.Show(ViewName.DRESS_UP_VIEW);
  445. EventAgent.DispatchEvent(ConstMessage.CLOSE_PHOTOGRAPHVIEW);
  446. }
  447. protected override void OnHide()
  448. {
  449. base.OnHide();
  450. if (_sceneObject != null)
  451. {
  452. GameObject.Destroy(_sceneObject);
  453. _sceneObject = null;
  454. }
  455. equipDataCache = null;
  456. _equipRoleData.Clear();
  457. _equipSceneData.Clear();
  458. hitParentGameObj = null;
  459. pinchGesture.onAction.Remove(OnPinch);
  460. rotationGesture.onAction.Remove(OnRotate);
  461. pinchGesture = null;
  462. rotationGesture = null;
  463. }
  464. public override void Dispose()
  465. {
  466. if (_scenePrefab != null)
  467. {
  468. GameObject.Destroy(_scenePrefab);
  469. _scenePrefab = null;
  470. }
  471. base.Dispose();
  472. }
  473. }
  474. }