mirror of https://github.com/tuyoogame/YooAsset
parent
dc119b26c7
commit
6680a6450b
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@ -3,6 +3,6 @@ namespace YooAsset.Editor
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{
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public interface IBuildPipeline
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{
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public BuildResult Run(BuildParameters buildParameters, bool enableLog);
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BuildResult Run(BuildParameters buildParameters, bool enableLog);
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}
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}
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@ -100,12 +100,12 @@ public class BattleRoom
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if (_startWaitTimer.Update(Time.deltaTime))
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{
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// 生成实体
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var handle = YooAssets.LoadAssetAsync<GameObject>("player_ship");
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handle.Completed += (AssetHandle handle) =>
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var assetHandle = YooAssets.LoadAssetAsync<GameObject>("player_ship");
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assetHandle.Completed += (AssetHandle handle) =>
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{
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handle.InstantiateSync(_roomRoot.transform);
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};
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_handles.Add(handle);
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_handles.Add(assetHandle);
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_steps = ESteps.SpawnEnemy;
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}
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}
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@ -117,12 +117,12 @@ public class BattleRoom
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Quaternion spawnRotation = Quaternion.identity;
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// 生成实体
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var handle = YooAssets.LoadAssetAsync<GameObject>(enemyLocation);
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handle.Completed += (AssetHandle handle) =>
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var assetHandle = YooAssets.LoadAssetAsync<GameObject>(enemyLocation);
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assetHandle.Completed += (AssetHandle handle) =>
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{
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handle.InstantiateSync(spawnPosition, spawnRotation, _roomRoot.transform);
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};
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_handles.Add(handle);
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_handles.Add(assetHandle);
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_waveSpawnCount++;
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if (_waveSpawnCount >= EnemyCount)
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@ -166,12 +166,12 @@ public class BattleRoom
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var msg = message as BattleEventDefine.PlayerDead;
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// 创建爆炸效果
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var handle = YooAssets.LoadAssetAsync<GameObject>("explosion_player");
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handle.Completed += (AssetHandle handle) =>
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var assetHandle = YooAssets.LoadAssetAsync<GameObject>("explosion_player");
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assetHandle.Completed += (AssetHandle handle) =>
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{
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handle.InstantiateSync(msg.Position, msg.Rotation, _roomRoot.transform);
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};
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_handles.Add(handle);
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_handles.Add(assetHandle);
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_steps = ESteps.GameOver;
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BattleEventDefine.GameOver.SendEventMessage();
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@ -181,12 +181,12 @@ public class BattleRoom
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var msg = message as BattleEventDefine.EnemyDead;
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// 创建爆炸效果
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var handle = YooAssets.LoadAssetAsync<GameObject>("explosion_enemy");
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handle.Completed += (AssetHandle handle) =>
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var assetHandle = YooAssets.LoadAssetAsync<GameObject>("explosion_enemy");
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assetHandle.Completed += (AssetHandle handle) =>
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{
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handle.InstantiateSync(msg.Position, msg.Rotation, _roomRoot.transform);
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};
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_handles.Add(handle);
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_handles.Add(assetHandle);
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_totalScore += EnemyScore;
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BattleEventDefine.ScoreChange.SendEventMessage(_totalScore);
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@ -196,12 +196,12 @@ public class BattleRoom
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var msg = message as BattleEventDefine.AsteroidExplosion;
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// 创建爆炸效果
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var handle = YooAssets.LoadAssetAsync<GameObject>("explosion_asteroid");
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handle.Completed += (AssetHandle handle) =>
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var assetHandle = YooAssets.LoadAssetAsync<GameObject>("explosion_asteroid");
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assetHandle.Completed += (AssetHandle handle) =>
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{
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handle.InstantiateSync(msg.Position, msg.Rotation, _roomRoot.transform);
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};
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_handles.Add(handle);
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_handles.Add(assetHandle);
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_totalScore += AsteroidScore;
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BattleEventDefine.ScoreChange.SendEventMessage(_totalScore);
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@ -211,24 +211,24 @@ public class BattleRoom
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var msg = message as BattleEventDefine.PlayerFireBullet;
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// 创建子弹实体
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var handle = YooAssets.LoadAssetAsync<GameObject>("player_bullet");
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handle.Completed += (AssetHandle handle) =>
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var assetHandle = YooAssets.LoadAssetAsync<GameObject>("player_bullet");
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assetHandle.Completed += (AssetHandle handle) =>
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{
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handle.InstantiateSync(msg.Position, msg.Rotation, _roomRoot.transform);
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};
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_handles.Add(handle);
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_handles.Add(assetHandle);
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}
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else if (message is BattleEventDefine.EnemyFireBullet)
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{
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var msg = message as BattleEventDefine.EnemyFireBullet;
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// 创建子弹实体
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var handle = YooAssets.LoadAssetAsync<GameObject>("enemy_bullet");
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handle.Completed += (AssetHandle handle) =>
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var assetHandle = YooAssets.LoadAssetAsync<GameObject>("enemy_bullet");
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assetHandle.Completed += (AssetHandle handle) =>
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{
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handle.InstantiateSync(msg.Position, msg.Rotation, _roomRoot.transform);
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};
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_handles.Add(handle);
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_handles.Add(assetHandle);
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}
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}
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}
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