PGRData/Script/matrix/xhome/xinfrastructure/XHomeInfrastructureManager.lua

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1.8 KiB
Lua

---
--- 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