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67
Assets/Scripts/System/StateSystem/State/StateHome.cs
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67
Assets/Scripts/System/StateSystem/State/StateHome.cs
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using System;
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using System.StateSystem;
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using Framework.Audio;
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using Framework.FSMLite;
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using Framework.Timer;
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using Framework.UI;
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using StateSystem.Loader;
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using UnityEngine;
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using UnityEngine.SceneManagement;
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using Views;
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using AudioType = Framework.Audio.AudioType;
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namespace StateSystem.State
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{
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public class StateHome : StateMachine<GameGlobalState>
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{
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private SceneLoader _loader;
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public int _lastCatLevel = -1; //记录上一次的猫的等级,用于判断是否升级
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protected override async void OnEnter (params object[] args)
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{
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AudioManager.Instance.PlayBGM (BgmAudio.LobbyBgm);
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GameUpdateMgr.Instance.AddUpdater (DoUpdate);
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var activeScene = SceneManager.GetActiveScene ();
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if (activeScene.name != SceneName.MainScene.ToString ())
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{
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Debug.Log ("进入Home,开始加载场景:" + SceneName.MainScene.ToString ());
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this._loader = new SceneLoader (SceneName.MainScene);
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this._loader.BeginLoad (OnLoading, OnActived);
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}
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else
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{
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OnActived ();
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}
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}
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private void OnLoading (float obj)
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{
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Debug.Log ("加载进度: " + obj);
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if (obj >= 1)
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{
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// Debug.Log("加载完成");
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this._loader.Active ();
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}
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}
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private void OnActived ()
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{
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UIManager.Instance.OpenView (UIPanel.HomePanel);
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UIManager.Instance.CloseLoading (null);
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}
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protected override void OnExit ()
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{
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GameUpdateMgr.Instance.RemoveUpdater (DoUpdate);
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this._loader.Kill ();
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}
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private void DoUpdate ()
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{
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}
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}
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}
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