50 lines
1.8 KiB
Plaintext
50 lines
1.8 KiB
Plaintext
autoImport("LState")
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GameAfterLoadSceneState = class("GameAfterLoadSceneState", LState)
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function GameAfterLoadSceneState:Enter()
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if(GameAfterLoadSceneState.super.Enter(self)) then
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printOrange("GameAfterLoadSceneState Enter")
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local data = SceneProxy.Instance:GetFirstNeedLoad()
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if(data) then
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print(data.mapID.." "..data.mapName.."場景載入完畢")
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local sceneQueue = SceneProxy.Instance:FinishLoadScene(data)
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if(sceneQueue == nil or #sceneQueue ==0) then
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self:TotalFinishLoad(data)
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else
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GameFacade.Instance:sendNotification(LoadingSceneView.ServerReceiveLoaded)
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end
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end
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end
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end
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function GameAfterLoadSceneState:Exit()
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printOrange("GameAfterLoadSceneState Exit")
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self:ReInit()
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end
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function GameAfterLoadSceneState:TotalFinishLoad(sceneInfo)
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printRed(string.format("send change map: %d", sceneInfo.mapID))
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if(Scene.Instance) then
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Scene.Instance.ID = sceneInfo.mapID
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end
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printRed(string.format("TotalFinishLoad raid: %s", tostring(sceneInfo.dmapID)))
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if nil ~= sceneInfo.dmapID and 0 < sceneInfo.dmapID then
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local rotationOffsetY = Table_MapRaid[sceneInfo.dmapID].CameraAdj
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printRed(string.format("TotalFinishLoad rotationOffsetY: %s", tostring(rotationOffsetY)))
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if nil ~= rotationOffsetY and 0 ~= rotationOffsetY then
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local cameraController = CameraController.Instance
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if nil ~= cameraController then
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cameraController.cameraRotationEulerOffset = Vector3(0, rotationOffsetY, 0)
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cameraController:ApplyCurrentInfo()
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end
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end
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end
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ServicePlayerProxy.Instance:CallChangeMap("", 0, 0, 0, sceneInfo.mapID)
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GameFacade.Instance:sendNotification(UIEvent.ShowUI,{viewname = "MainView"})
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GameFacade.Instance:sendNotification(LoadSceneEvent.FinishLoad)
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FunctionDungen.Me():HandleSceneLoaded()
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FunctionMapEnd.Me():TempSetDurationToTimeLine()
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ServiceHandlerOnLoadedProxy.Instance:Call()
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FunctionGameState.Me():EnteredScene()
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end |