迁移数据表到 Luban,移除 JsonNet、EnumUtility

This commit is contained in:
2026-09-13 14:08:14 +08:00
parent 4003b3aaba
commit de53890de6
607 changed files with 18515 additions and 3257 deletions
@@ -1,13 +1,11 @@
//------------------------------------------------------------
//------------------------------------------------------------
// Game Framework
// Copyright © 2013-2021 Jiang Yin. All rights reserved.
// Homepage: https://gameframework.cn/
// Feedback: mailto:ellan@gameframework.cn
//------------------------------------------------------------
using SepCore.DataTable;
using SepCore.Definition;
using GameFramework.DataTable;
using GameFramework.Event;
using SepCore.Sound;
using UnityGameFramework.Runtime;
@@ -18,7 +16,7 @@ namespace SepCore.Procedure
{
public class ProcedureChangeScene : ProcedureBase
{
private int _nextSceneId = 0;
private int _nextSceneType = 0;
private bool _isChangeSceneComplete = false;
private int _backgroundMusicId = 0;
@@ -53,18 +51,10 @@ namespace SepCore.Procedure
// 还原游戏速度
GameEntry.Base.ResetNormalGameSpeed();
_nextSceneId = procedureOwner.GetData<VarInt32>("NextSceneId");
IDataTable<DRScene> dtScene = GameEntry.DataTable.GetDataTable<DRScene>();
DRScene drScene = dtScene.GetDataRow(_nextSceneId);
if (drScene == null)
{
Log.Warning("Can not load scene '{0}' from data table.", _nextSceneId.ToString());
return;
}
GameEntry.Scene.LoadScene(AssetUtility.GetSceneAsset(drScene.AssetName), Constant.AssetPriority.SceneAsset, this);
_backgroundMusicId = drScene.BackgroundMusicId;
_nextSceneType = procedureOwner.GetData<VarInt32>("NextSceneType");
SceneConfig sceneConfig = GameEntry.Luban.Get<SceneConfig>(_nextSceneType);
GameEntry.Scene.LoadScene(AssetUtility.GetSceneAsset(sceneConfig.AssetName), Constant.AssetPriority.SceneAsset, this);
_backgroundMusicId = sceneConfig.BackgroundMusicId;
}
protected override void OnLeave(ProcedureOwner procedureOwner, bool isShutdown)
@@ -86,20 +76,20 @@ namespace SepCore.Procedure
return;
}
SceneId sceneId = (SceneId)_nextSceneId;
switch (sceneId)
SceneType sceneType = (SceneType)_nextSceneType;
switch (sceneType)
{
case SceneId.Menu:
case SceneType.Menu:
ChangeState<ProcedureMenu>(procedureOwner);
break;
case SceneId.StressTest:
case SceneType.StressTest:
ChangeState<ProcedureStressTest>(procedureOwner);
break;
case SceneId.Game:
case SceneType.Game:
ChangeState<ProcedureGame>(procedureOwner);
break;
default:
Log.Debug($"Scene {sceneId.ToString()} don't configure a procedure");
Log.Debug($"Scene {sceneType.ToString()} don't configure a procedure");
break;
}
}