public SceneController( ISceneTransition transition, ISceneReference startScene) { _transition = transition; _currentScene = startScene; _loadingState = LoadingState.Idle; }
public SceneController( ISceneTransition transition, GameState gameState, IEventBus gameEventBus) { _transition = transition; _gameState = gameState; _gameEventBus = gameEventBus; }
public void ChangeScene(string name, ISceneTransition transition) { Scene nextScene = _scenes[name]; Transition = transition; Transition.Begin(CurrentScene, nextScene); CurrentScene = nextScene; }
public void ChangeScene(string name, ISceneTransition transition) { Scene nextScene = _scenes[name]; Transition = transition; Transition.Begin(CurrentScene, nextScene); CurrentScene = nextScene; }
public void StartTransition(ISceneTransition transition, int dstScene) { this.transition = transition; m_dst = dstScene; Material.shader = this.transition.GetShader(); m_transitionCamera.enabled = true; OnTransitionStarted?.Invoke(); StartCoroutine(this.transition.OnScreenObscured(Instance)); }
public void Update(GameTime gameTime) { if (Transition != null) { Transition.Update(gameTime); if (Transition.IsFinished) { Transition = null; } } else { CurrentScene.Update(gameTime); } }
public void Construct( IFogOfWar fogOfWar, IReposition reposition, ITurn turn, ISceneTransition sceneTransition) { _fogOfWar = fogOfWar; _reposition = reposition; _turn = turn; _sceneTransition = sceneTransition; players = GameObject.FindObjectsOfType(typeof(Player)) as Player[]; if (StaticVariables.numberOfPlayers == 2) { Destroy(players[2].gameObject); Destroy(players[3].gameObject); numberOfPlayers = 2; players = new Player[] { players[0], players[1] }; players[0].name = StaticVariables.player1Name; players[1].name = StaticVariables.player2Name; } else if (StaticVariables.numberOfPlayers == 3) { Destroy(players[3].gameObject); numberOfPlayers = 3; players = new Player[] { players[0], players[1], players[2] }; players[0].name = StaticVariables.player1Name; players[1].name = StaticVariables.player2Name; players[2].name = StaticVariables.player3Name; } else if (StaticVariables.numberOfPlayers == 4) { numberOfPlayers = 4; players[0].name = StaticVariables.player1Name; players[1].name = StaticVariables.player2Name; players[2].name = StaticVariables.player3Name; players[3].name = StaticVariables.player4Name; } }
public static void TransitionToScene(string sceneID, params object[] transferData) { if (s_SceneTransitions.ContainsKey(sceneID)) { ISceneTransition transition = s_SceneTransitions[sceneID]; bool transitionResults = transition.TransitionTo(sceneID, transferData); if (transitionResults == false) { Debug.LogWarning(string.Format("{0} failed to transition to {1}. Falling back on default transition!", transition.GetType().Name, sceneID)); DefaultTransition(sceneID); } } else { DefaultTransition(sceneID); } }
// -Public API- public static void SetSceneTransition(string sceneID, ISceneTransition sceneTransition) { Debug.Assert(s_SceneTransitions.ContainsKey(sceneID) == false); s_SceneTransitions.Add(sceneID, sceneTransition); }
public void Setup() { var gameFactory = Resources.Load <GameFactory>("Settings/Game/GameFactory"); _transition = gameFactory.SceneTransition; }
public void Update(GameTime gameTime) { if (Transition != null) { Transition.Update(gameTime); if (Transition.IsFinished) Transition = null; } else { CurrentScene.Update(gameTime); } }