随机Loading

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);
    }
}

 

posted @ 2014-10-27 15:12  ing...  阅读(184)  评论(0编辑  收藏  举报