using System.Collections.Generic; public static class EditorPlayManager { /// <summary> /// 是否正在播放 /// </summary> public static bool IsPlay { get; set; } private static DungeonConfig _config; public static void Play(UiBase prevUi) { if (IsPlay) { return; } IsPlay = true; _config = new DungeonConfig(); _config.GroupName = EditorTileMapManager.SelectDungeonGroup.GroupName; _config.DesignatedType = EditorTileMapManager.SelectRoom.RoomInfo.RoomType; _config.DesignatedRoom = new List<DungeonRoomSplit>(); _config.DesignatedRoom.Add(EditorTileMapManager.SelectRoom); UiManager.Open_Loading(); GameApplication.Instance.DungeonManager.EditorPlayDungeon(prevUi, _config, () => { UiManager.Destroy_Loading(); }); } public static void Exit() { if (!IsPlay) { return; } IsPlay = false; UiManager.Open_Loading(); GameApplication.Instance.DungeonManager.EditorExitDungeon(false, () => { UiManager.Destroy_Loading(); }); } public static void Restart() { if (!IsPlay) { return; } UiManager.Open_Loading(); GameApplication.Instance.DungeonManager.ExitDungeon(false, () => { GameApplication.Instance.DungeonManager.EditorPlayDungeon(_config, () => { UiManager.Destroy_Loading(); }); }); } }