NLDClient-yudde/ProjectNLD/Assets/Code/Scripts/Gameplay/Debug/SROptions.Level.cs

174 lines
5.5 KiB
C#
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using System;
using System.Collections.Generic;
using System.ComponentModel;
using Gameplay.Level;
public partial class SROptions
{
[Category("关卡"), DisplayName("关卡id")]
public int LevelId
{
get { return _levelId; }
set { _levelId = value; }
}
private int _levelId = 101;
[Category("关卡"), DisplayName("进入关卡(通过服务器)")]
public void EnterLevelByServer()
{
LevelManager.Instance.TryEnterLevel(LevelId);
}
[Category("关卡"), DisplayName("进入关卡(不通过服务器)")]
public void EnterLevel()
{
LevelManager.Instance.EnterLevelDirectly(LevelId);
}
[Category("关卡"), DisplayName("关卡阶段胜利")]
public void StageSuccess()
{
LevelManager.Instance.CurrentLevel?.EnterNextStage();
}
[Category("关卡"), DisplayName("关卡胜利(通过服务器)")]
public void LevelSuccess()
{
LevelManager.Instance.CurrentLevel?.TryExitLevel(true);
}
[Category("关卡"), DisplayName("关卡失败(通过服务器)")]
public void LevelFail()
{
LevelManager.Instance.CurrentLevel?.TryExitLevel(false);
}
[Category("关卡"), DisplayName("退出关卡(不通过服务器)")]
public void LevelExit()
{
LevelManager.Instance.ExitLevelDirectly();
}
[Category("关卡"), DisplayName("开启自动上阵")]
public bool AutoDeploy
{
get { return AutoDeploymentManager.Instance.IsAutoDeployEnabled; }
set { AutoDeploymentManager.Instance.SetAutoDeployEnabled(value); }
}
// private Material mat1;
// private Material mat2;
//
// //测试通过material被销毁
// public async void TestAssetManager1()
// {
// var path =
// "Assets/Art/AutoGen/PostProcessScenes/Assets_Scenes_CampScene/Combined/NLD_URP_NLD_Scene_Lambert/CombieMat.mat";
// mat1 = await AssetManager.Instance.LoadAssetAsync<Material>(path);
// mat2 = AssetManager.Instance.GetPreLoadResult<Material>(path);
// AssetManager.Instance.Unload(path);
// }
//
// //测试通过material被销毁
// public async void TestAssetManager2()
// {
// var path =
// "Assets/Art/AutoGen/PostProcessScenes/Assets_Scenes_CampScene/Combined/NLD_URP_NLD_Scene_Lambert/CombieMat.mat";
// var op1 = Addressables.LoadAssetAsync<Material>(path);
// await op1;
// mat1 = op1.Result;
//
// var op2 = Addressables.LoadAssetAsync<Material>(path);
// await op2;
// mat2 = op2.Result;
// Addressables.Release(mat1);
// Addressables.Release(mat1);
// }
//
// //测试通过material被销毁
// public async void TestAssetManager3()
// {
// var path =
// "Assets/Art/AutoGen/PostProcessScenes/Assets_Scenes_CampScene/Combined/NLD_URP_NLD_Scene_Lambert/CombieMat.mat";
// var op1 = Addressables.LoadAssetAsync<Material>(path);
// await op1;
// mat1 = op1.Result;
//
// var op2 = Addressables.LoadAssetAsync<Material>(path);
// await op2;
// mat2 = op2.Result;
// Addressables.Release(op1);
// Addressables.Release(op1);
// }
//
// //测试通过material未被销毁
// public async void TestAssetManager4()
// {
// var path =
// "Assets/Art/AutoGen/PostProcessScenes/Assets_Scenes_CampScene/Combined/NLD_URP_NLD_Scene_Lambert/CombieMat.mat";
// var op1 = Addressables.LoadAssetAsync<Material>(path);
// await op1;
// mat1 = op1.Result;
//
// var op2 = Addressables.LoadAssetAsync<Material>(path);
// await op2;
// mat2 = op2.Result;
// Addressables.Release(op1);
// }
//
// //测试通过material未被销毁
// public async void TestAssetManager5()
// {
// var path =
// "Assets/Art/AutoGen/PostProcessScenes/Assets_Scenes_CampScene/Combined/NLD_URP_NLD_Scene_Lambert/CombieMat.mat";
// var op1 = Addressables.LoadAssetAsync<Material>(path);
// await op1;
// mat1 = op1.Result;
//
// var op2 = Addressables.LoadAssetAsync<Material>(path);
// await op2;
// mat2 = op2.Result;
// Addressables.Release(mat1);
// }
//
// //测试通过UI_ChooseRectW未被销毁
// public async void OnlyCloseUI()
// {
// UIManager.Instance.CloseAllUI(UIWindowCloseType.HideAndDestroy);
// }
//
// //测试通过UI_ChooseRectW被销毁
// public async void TestUnloadUnusedResourceNoGC()
// {
// UIManager.Instance.CloseAllUI(UIWindowCloseType.HideAndDestroy);
// Resources.UnloadUnusedAssets();
// }
//
// //测试通过UI_ChooseRectW被销毁
// public async void TestUnloadUnusedResource1()
// {
// UIManager.Instance.CloseAllUI(UIWindowCloseType.HideAndDestroy);
// Resources.UnloadUnusedAssets();
// GC.Collect();
// }
//
// //测试通过UI_ChooseRectW被销毁
// public async void TestUnloadUnusedResource2()
// {
// UIManager.Instance.CloseAllUI(UIWindowCloseType.HideAndDestroy);
// GC.Collect();
// Resources.UnloadUnusedAssets();
// }
//
// //测试通过UI_ChooseRectW被销毁
// public async void TestUnloadScene()
// {
// UIManager.Instance.CloseAllUI(UIWindowCloseType.HideAndDestroy);
// await GameSceneManager.Instance.LoadSceneAsync(Constants.MAIN_SCENE_PATH);
// }
}