using UnityEngine; using System.Collections; public class Loading : MonoBehaviour { public bool m_IsReset; public GameObject[] m_CurBgs; private UI_ViewDur m_Progress; void Start() { if (m_IsReset) { PlayerPrefs.SetInt("CurLoadingBg", 0); } m_Progress = GetComponent<UI_ViewDur>(); int curBgIndex = PlayerPrefs.GetInt("CurLoadingBg"); int index1 = curBgIndex, index2 = curBgIndex, index3 = curBgIndex; bool b1 = false, b2 = false, b3 = false; Debug.Log("当前Idengx" + curBgIndex); if (curBgIndex != 0) { switch (curBgIndex) { case 1: b1 = false; b2 = true; b3 = false; index1 -= 1; index2 += 0; index3 += 1; PlayerPrefs.SetInt("CurLoadingBg", index2+1);//2 break; case 2: b1 = false; b2 = false; b3 = true; index1 -= 2; index2 += -1; index3 += 0; PlayerPrefs.SetInt("CurLoadingBg", index3+1);//3 break; case 3: b1 = true; b2 = false; b3 = false; index1 -= 3; index2 += -2; index3 += -1; PlayerPrefs.SetInt("CurLoadingBg", index1+1);//1 break; } m_CurBgs[index1].SetActive(b1); m_CurBgs[index2].SetActive(b2); m_CurBgs[index3].SetActive(b3); } else { for (int i = 1; i < m_CurBgs.Length + 1; i++) { if (m_CurBgs[i - 1].activeSelf) { Debug.Log("当前CurLoadingBg=" + i); PlayerPrefs.SetInt("CurLoadingBg", i); } } } //StartCoroutine(LoadLevel()); } public AsyncOperation async; IEnumerator LoadLevel() { //async = Application.LoadLevelAsync(Global.s_Instance.CurLoadSceneName); async = Application.LoadLevelAsync("moou"); yield return async; } public int progress = 0; public float m_Var = 0; void Update() { if (Random.RandomRange(0, 10) == 1) { m_Var += Random.RandomRange(0f, 0.06f); } m_Progress.ViewBlood(m_Var); //m_Progress.ViewBlood(async.progress + 0.1f); if (m_Var >= 1f) { Debug.Log("GIC: " + Global.s_Instance.CurLoadSceneName); Application.LoadLevel(Global.s_Instance.CurLoadSceneName); } //m_Progress.value = async.progress + 0.1f; // progress = (int)(async.progress * 100); //Debug.Log(progress); //Debug.Log(async.progress); } }