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using System;
using XMainClient.UI.UICommon;
using XUpdater;
using XUtliPoolLib;
namespace XMainClient
{
public abstract class XStage
{
public bool IsEntered
{
get
{
return this._entered;
}
}
public EXStage Stage
{
get
{
return this._eStage;
}
}
protected EXStage _eStage = EXStage.Null;
private bool _entered = false;
public XStage(EXStage eStage)
{
this._eStage = eStage;
}
public static bool IsConcreteStage(EXStage stage)
{
return stage == EXStage.Hall || stage == EXStage.World;
}
public virtual void Play()
{
}
public virtual void OnEnterStage(EXStage eOld)
{
this._entered = true;
XSingleton<XLoginDocument>.singleton.SetBlockUIVisable(false);
}
public virtual void OnLeaveStage(EXStage eNew)
{
this._entered = false;
XSingleton<XCutScene>.singleton.Stop(true);
XSingleton<XBulletMgr>.singleton.OnLeaveStage();
XSingleton<UIManager>.singleton.CloseAllUI();
XSingleton<XFxMgr>.singleton.OnLeaveStage();
XSingleton<XUpdater.XUpdater>.singleton.XLuaEngine.luaUIManager.Clear();
XSingleton<XTimerMgr>.singleton.KillTimerAll();
}
public virtual bool Initialize()
{
return true;
}
public virtual void PreUpdate(float fDeltaT)
{
XSingleton<XScene>.singleton.PreUpdate(fDeltaT);
}
public virtual void Update(float fDeltaT)
{
XSingleton<XScene>.singleton.Update(fDeltaT);
}
public void FixedUpdate()
{
XSingleton<XScene>.singleton.FixedUpdate();
}
public virtual void PostUpdate(float fDeltaT)
{
XSingleton<XScene>.singleton.PostUpdate(fDeltaT);
}
public static T CreateSpecificStage<T>() where T : new()
{
return Activator.CreateInstance<T>();
}
public virtual void OnEnterScene(uint sceneid, bool transfer)
{
XSingleton<XComponentMgr>.singleton.CreateComponent(XSingleton<XScene>.singleton.GameCamera, XCameraMotionComponent.uuID);
XSingleton<XInput>.singleton.OnEnterScene();
}
public virtual void OnLeaveScene(bool transfer)
{
XSingleton<XEngineCommandMgr>.singleton.Clear();
XSingleton<XEntityMgr>.singleton.OnLeaveScene();
XSingleton<XComponentMgr>.singleton.ClearAll();
XSingleton<XInput>.singleton.OnLeaveScene();
XSingleton<XCutScene>.singleton.ClearCommon();
XSingleton<UIManager>.singleton.OnLeaveScene(false);
XSingleton<XItemDrawerMgr>.singleton.OnleaveScene();
XSingleton<XSkillFactory>.singleton.OnLeaveScene();
}
}
}
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