Files
SVSimServer/SVSim.BattleEngine/Engine/CommonBackGround.cs

138 lines
2.9 KiB
C#

using System;
using Cute;
using UnityEngine;
public class CommonBackGround : UIBase
{
public enum eBGType
{
NONE,
MORNING,
DAYTIME,
NIGHTTIME
}
private static CommonBackGround _instance;
[SerializeField]
private UITexture MypageBG;
[SerializeField]
private GameObject MagicCircle;
[SerializeField]
public ParticleSystem[] BgEffects;
[SerializeField]
private GameObject _effectRoot;
private eBGType _BGType;
private bool _bgFinishLoad;
private string _bgPath;
private EffectSetUp _currentEffectSetup;
public static CommonBackGround Instance => _instance;
public bool IsFinishLod => _bgFinishLoad;
private void Awake()
{
_instance = this;
}
protected override void onOpen()
{
base.onOpen();
ChangeMyPageBG();
}
protected override void OnDestroy()
{
base.OnDestroy();
_instance = null;
ReleaseMyPageBG();
_BGType = eBGType.NONE;
MagicCircle.GetComponent<UITexture>().mainTexture = null;
}
private void ReleaseMyPageBG()
{
MypageBG.mainTexture = null;
Toolbox.ResourcesManager.RemoveAsset(_bgPath);
_bgPath = "";
}
public void ChangeMyPageBG()
{
int hour = DateTime.Now.Hour;
eBGType eBGType;
string newBgStr;
if (hour >= 4 && hour < 10)
{
eBGType = eBGType.MORNING;
newBgStr = "bg_mypage_morning";
}
else if (hour >= 10 && hour < 18)
{
eBGType = eBGType.DAYTIME;
newBgStr = "bg_mypage_day";
}
else
{
eBGType = eBGType.NIGHTTIME;
newBgStr = "bg_mypage_night";
}
if (_BGType == eBGType)
{
return;
}
_bgFinishLoad = false;
_BGType = eBGType;
ResourcesManager resMgr = Toolbox.ResourcesManager;
string newBgPath = resMgr.GetAssetTypePath(newBgStr, ResourcesManager.AssetLoadPathType.Background);
resMgr.StartCoroutine_LoadAssetGroupAsync(newBgPath, delegate
{
_bgFinishLoad = true;
MypageBG.mainTexture = resMgr.LoadObject(resMgr.GetAssetTypePath(newBgStr, ResourcesManager.AssetLoadPathType.Background, isfetch: true)) as Texture;
if (_bgPath != null)
{
resMgr.RemoveAsset(_bgPath);
}
_bgPath = newBgPath;
ChangeBgEffect();
});
}
private void ChangeBgEffect()
{
BgEffects[0].gameObject.SetActive(value: false);
BgEffects[1].gameObject.SetActive(value: false);
BgEffects[2].gameObject.SetActive(value: false);
ParticleSystem bgEffectNow = GetBgEffectNow(_BGType);
bgEffectNow.gameObject.SetActive(value: true);
_currentEffectSetup = bgEffectNow.GetComponent<EffectSetUp>();
}
public ParticleSystem GetBgEffectNow(eBGType myPageBgType)
{
return myPageBgType switch
{
eBGType.MORNING => BgEffects[2],
eBGType.DAYTIME => BgEffects[0],
_ => BgEffects[1],
};
}
public bool IsFinishEffectLoading()
{
if (_currentEffectSetup != null)
{
return _currentEffectSetup.isFinished;
}
return false;
}
}