autoImport("LState") GameEnteredSceneState = class("GameEnteredSceneState", LState) function GameEnteredSceneState:Enter() if(GameEnteredSceneState.super.Enter(self)) then printOrange("GameEnteredSceneState Enter") local sceneData = SceneProxy.Instance:GetFirstNeedLoad() local data = sceneData.serverData self:HandleExitPoints(data) end end function GameEnteredSceneState:Exit() printOrange("GameEnteredSceneState Exit") self:ReInit() end function GameEnteredSceneState:HandleExitPoints(sceneInfo) for i=1,#sceneInfo.invisiblexit do local exitPoint = ExitPointManager.Instance:GetExitPoint(sceneInfo.invisiblexit[i]) if(exitPoint) then print("隱藏傳送點",sceneInfo.invisiblexit[i]) exitPoint.gameObject:SetActive(false) else printRed("伺服器發送了一個場景不存在的exitpoint "..sceneInfo.invisiblexit[i].." (也可能是場景正在載入中)") end GameFacade.Instance:sendNotification(MiniMapEvent.ExitPointStateChange, {id = exitPoint.ID, state = false}); end end