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