GameEnter.cs 3.3 KB

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  1. using UnityEngine;
  2. using UnityEngine.UI;
  3. using System;
  4. namespace WildAttack
  5. {
  6. /// <summary>
  7. /// 游戏入口
  8. /// </summary>
  9. public class GameEnter : MonoBehaviour
  10. {
  11. UserGameAnalyse1 userGameAnalyse1;
  12. /// <summary>
  13. /// 协程数
  14. /// </summary>
  15. private int coroutineNum = 7;
  16. private bool bCanUpdate = false;
  17. //初始化游戏时候类型
  18. [SerializeField]
  19. private GameTypeEnum initGameType = GameTypeEnum.SinglePlayer;
  20. void Awake()
  21. {
  22. if (initGameType == GameTypeEnum.LocalTwoPlayer) {
  23. //开始游戏设置成双点模式
  24. InfraredDemo._ins?.SetSinglePoint(false, ScreenPointTypeEnum.FullScreen);
  25. }
  26. SingletonManager.Clear();
  27. userGameAnalyse1 = UserGameAnalyse1.CreateWhenGameStartAndReturn(14);
  28. // 数据类init
  29. ModuleInit();
  30. }
  31. void Start()
  32. {
  33. }
  34. void OnDestroy()
  35. {
  36. SingletonManager.Clear();
  37. }
  38. /// <summary>
  39. /// 对象池init
  40. /// </summary>
  41. private void ObjectPoolInit()
  42. {
  43. EnemyPool.GetInstance().Init();
  44. BalloonPool.GetInstance().Init();
  45. }
  46. /// <summary>
  47. /// 数据类init
  48. /// </summary>
  49. void ModuleInit()
  50. {
  51. StartCoroutine(GameModule.GetInstance().LoadCSV("global.csv", () => { CoroutineSubNum(); }));
  52. StartCoroutine(MonsterModule.GetInstance().LoadCSV("monster.csv", () => { CoroutineSubNum(); }));
  53. StartCoroutine(WeaponModule.GetInstance().LoadCSV("weapon.csv", () => { CoroutineSubNum(); }));
  54. StartCoroutine(StagePropertyModule.GetInstance().LoadCSV("stageProperty.csv", () => { CoroutineSubNum(); }));
  55. StartCoroutine(WayPointModule.GetInstance().LoadCSV("wayPoint.csv", () => { CoroutineSubNum(); }));
  56. StartCoroutine(ProcessModule.GetInstance().LoadCSV("process.csv", () => { CoroutineSubNum(); }));
  57. StartCoroutine(StringModule.GetInstance().LoadCSV("strings.csv", () => { CoroutineSubNum(); }));
  58. }
  59. /// <summary>
  60. /// 协程全部运行完 执行其他类的update
  61. /// </summary>
  62. void Update()
  63. {
  64. if (coroutineNum == 0 && bCanUpdate)
  65. {
  66. GameMananger.GetInstance().Update();
  67. ProcessManager.GetInstance().Update();
  68. }
  69. }
  70. /// <summary>
  71. /// 判断协程进度
  72. /// </summary>
  73. public void CoroutineSubNum()
  74. {
  75. coroutineNum--;
  76. if (coroutineNum == 0)
  77. {
  78. ObjectPoolInit();
  79. //提前初始化GameType,其他不处理
  80. GameMananger.GetInstance().InitGameType(initGameType);
  81. //初始化绑定位置函数
  82. FindAnyObjectByType<SmartBowController>().onInit();
  83. UIManager.GetInstance().Init(userGameAnalyse1,() =>
  84. {
  85. FlotagePool.GetInstance().Init();
  86. EnemyManager.GetInstance().Init();
  87. ProcessManager.GetInstance().Init();
  88. });
  89. GameMananger.GetInstance().Init(userGameAnalyse1);
  90. bCanUpdate = true;
  91. }
  92. }
  93. }
  94. }