--- --- 基建管理器 ---(管理基建场景对象) --- XHomeInfrastructureManager = XHomeInfrastructureManager or {} -- local RoomType = { -- Dormitory = 4, --基地装备 -- } -- local RoomRoot = nil local RoomList = {} -- 初始化场景 -- local function InitScene(sceneRootGo) -- XLuaUiManager.Open("UiHomeMain", XDataCenter.HostelManager.SceneType.Function) -- RoomRoot = sceneRootGo.transform:Find("GroupTerrain") -- local room_map = XDataCenter.HostelManager.GetSceneRoomNodeMap("RoomDomitory") -- for _, cfg in pairs(room_map) do -- local go = sceneRootGo.transform:Find(cfg.Path).gameObject -- local room = XRoomObject.New(go, RoomRoot, cfg) -- if cfg.Id == RoomType.Dormitory then -- local baseEquipRedPoint = sceneRootGo.transform:Find(cfg.Path .. "/redPoint") -- if not XTool.UObjIsNil(baseEquipRedPoint) then -- baseEquipRedPoint.gameObject:SetActive(XDataCenter.BaseEquipManager.CheckBaseEquipHint()) -- end -- room:OnClick()--临时屏蔽其它模块 -- end -- table.insert(RoomList, room) -- end -- end -- -- 移除场景 -- local function RemoveScene() -- for _, room in ipairs(RoomList) do -- room:Dispose() -- end -- RoomList = {} -- if not XTool.UObjIsNil(RoomRoot) then -- CS.UnityEngine.GameObject.Destroy(RoomRoot.gameObject) -- end -- RoomRoot = nil -- end -- 进入基建 function XHomeInfrastructureManager.EnterInfrastructure() --XHomeSceneManager.EnterScene("RoomDomitory", CS.XGame.ClientConfig:GetString("RoomDomitoryAssetUrl"), InitScene, RemoveScene) end function XHomeInfrastructureManager.ChangeCameraToScene() for _, room in ipairs(RoomList) do room:HideDeviceHud() room:CheckShowHud() end end