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LevelManager.cs
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LevelManager.cs
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
public class LevelManager : MonoBehaviour {
// Use this for initialization
enum LevelType
{
Base,
Structure,
Fortune
}
// All Base level
List<string> BaseL = new List<string>();
// Current Base level
List<string> Current_BaseL = new List<string>();
// All Structure level
List<string> StructureL = new List<string>();
// Current Structure level
List<string> Current_StructureL = new List<string>();
List<string> FortuneL = new List<string>();
void Start () {
NotificationCenter.DefaultCenter().AddObserver(this, "Level");
NotificationCenter.DefaultCenter().AddObserver(this, "UnloadEnemy");
}
void Level(Notification noti)
{
Collider a = (Collider)noti.data;
if (a.tag.Equals("BaseLevel"))
{
BS(a, BaseL, Current_BaseL);
}
else if(a.tag.Equals("StructureLevel"))
{
BS(a, StructureL, Current_StructureL);
}
else if (a.tag.Equals("FortuneLevel"))
{
FL(a);
}
}
void BS(Collider a,List<string> Level,List<string> CurrentLevel)
{
string name = a.name;
int indexOfAll = 0;
//Debug.Log(name);
//将即将加载的场景放到大的场景管理里面
if (!Level.Contains(name))
{
Level.Add(name);
}
//找到即将要加载的场景位于所有场景的位置
for(int i = Level.Count - 1; i >= 0; i--)
{
if (Level[i] == name) { indexOfAll = i; break; }
}
int LeftIndex = indexOfAll - 1;
int RightIndex = indexOfAll + 1;
if (LeftIndex < 0) LeftIndex = 0;
if (RightIndex >= Level.Count) RightIndex = Level.Count - 1;
if (CurrentLevel.Contains(name))
{
}
else
{
SceneManager.LoadSceneAsync(name, LoadSceneMode.Additive);
CurrentLevel.Add(name);
List<string> UnloadIndex = new List<string>();
for(int i=0;i<CurrentLevel.Count;i++)
{
if (CurrentLevel[i] != Level[LeftIndex] && CurrentLevel[i] != Level[indexOfAll] && CurrentLevel[i] != Level[RightIndex])
{
UnloadIndex.Add(CurrentLevel[i]);
SceneManager.UnloadSceneAsync(CurrentLevel[i]);
}
}
for(int i = 0; i < UnloadIndex.Count; i++)
{
CurrentLevel.Remove(UnloadIndex[i]);
}
//防止重复访问
UnloadIndex = null;
}
}
void FL(Collider a)
{
if (FortuneL.Contains(a.name))
{
//we dont load that scene
}
else
{
FortuneL.Add(a.name);
SceneManager.LoadScene(a.name,LoadSceneMode.Additive);
}
}
void UnloadEnemy(Notification noti)
{
string name = (string)noti.data;
SceneManager.UnloadSceneAsync(name);
}
}