Beispiel #1
0
    public void LoadScene()
    {
        // 현 상태에 따라 씬을 불러내는 함수.
        switch (curState)
        {
        case State.start:
            //게임 시작 시 세이브 파일 초기화.
            SaveFile();
            curState   = State.tutorial;
            objectflag = false;
            LoadingSceneManager.LoadScene("Selling");
            break;

        case State.selling:
            curState = State.market;
            SceneManager.LoadScene("Market");
            break;

        case State.market:
            curState = State.selling;
            SceneManager.LoadScene("Selling");
            break;

        case State.Ending:
            curState = State.start;
            // 게임 오버 후 처음 화면으로 돌아갈 때 게임을 초기화함.
            InitGame();
            SceneManager.LoadScene("Start");
            break;
        }
    }
Beispiel #2
0
        protected override IEnumerator EventRoutine()
        {
            /// 플레이어에게 이동
            yield return(StartCoroutine(MoveToPlayerRoutine()));

            Talk(false);
            yield return(WaitUntillTalkEnd());

            string pokemon = "C++";

            _pokemonSelector._pokemonRegisterAction.AddListener((data) => { pokemon = data; });
            _pokemonSelector.StartSelecting();
            yield return(WaitUntilSelectEnd());

            PokemonBattleManager.Instance.StartBattle(pokemon, "동방컴");
            yield return(WaitUntilBattleEnd());

            List <DialoguePage> textPages = new List <DialoguePage>();

            textPages.Add(DialoguePage.CreatePage("코딩하느라 고생했어. 와! 정말 잘 만들었는걸"));
            textPages.Add(DialoguePage.CreatePage("잠시 의자에 앉아서 기다려줄래? 지원서를 찾아야해서"));
            textPages.Add(DialoguePage.CreatePage("뭐? 관심없다고? 에이 팅기지말고 기다려봐"));
            _textPages = textPages;
            Talk(false);
            yield return(WaitUntillTalkEnd());

            yield return(new WaitForSeconds(1f));

            LoadingSceneManager.LoadScene("동방");
            yield break;
        }
Beispiel #3
0
        protected virtual IEnumerator LoadNextLevel()
        {
            yield return(new WaitForSeconds(_delayAfterClick));

            GameManager.Instance.SelfDestruction();
            LoadingSceneManager.LoadScene(NextLevel);
        }
 public void OnTriggerEnter(Collider other)
 {
     if (other.gameObject.tag == "Player")
     {
         LoadingSceneManager.LoadScene(num);
     }
 }
Beispiel #5
0
    // Update is called once per frame
    void Update()
    {
        if (player.isPlaying && !havePlayed)
        {
            havePlayed = true;
        }


        if (player.time >= (videoLength - 1) && !haveAlreadyFade)
        {
            GetComponent <VideoFadeEffect>().FadeOut();
            haveAlreadyFade = true;
        }

        if (!player.isPlaying && !player.clip.name.Equals("outro") && havePlayed)
        {
            videoCamera.SetActive(false);
            global.SetActive(true);
            main.GetComponent <CameraController>().enabled = true;
            havePlayed = false;
        }
        else if (!player.isPlaying && player.clip.name.Equals("outro") && havePlayed)
        {
            if (SceneManager.GetActiveScene().name == "Tutorial")
            {
                GetComponent <VideoFadeEffect>().FadeOut();
                LoadingSceneManager.LoadScene("LevelSelection");
            }
            videoCamera.SetActive(false);
            GameObject.FindGameObjectWithTag("endPoint").GetComponent <EndLevelTrigger>().ActionOnTrigger();
            havePlayed = false;
        }
    }
Beispiel #6
0
    IEnumerator SizeUp()
    {
        ParticleSystem ps = GroundFX.GetComponent <ParticleSystem>();

        ParticleSystem.MainModule module = ps.main;
        float size = 0.0f;

        while (ps.main.startSize.constant < 4.5f)
        {
            size            += 0.15f;
            module.startSize = size;

            yield return(new WaitForSeconds(0.1f));
        }

        GroundFX.GetComponent <ParticleSystem>().Stop();
        ParticleFX.GetComponent <ParticleSystem>().Stop();

        player.GetComponent <Player>().InteractPanelOff();

        if (player.GetComponent <MagnetController>().IronObject != null)
        {
            player.GetComponent <MagnetController>().IronObject.Clear();
        }

        if (player.GetComponent <MagnetController>().IronDoor != null)
        {
            player.GetComponent <MagnetController>().IronDoor.Clear();
        }


        LoadingSceneManager.LoadScene("Zelda_Dgn");
    }
Beispiel #7
0
 private void EnterSub()
 {
     Debug.Log("Enter Sub");
     MMGameEvent.Trigger("Save");
     CorgiEngineEvent.Trigger(CorgiEngineEventTypes.LevelEnd);
     LoadingSceneManager.LoadScene("base");
 }
    public void ChangeInGameScene(int stageLevel)
    {
        string sceneName = "InGameScene";
        string level     = stageLevel.ToString();

        LoadingSceneManager.LoadScene(sceneName + level);
    }
    IEnumerator Dissolve()
    {
        goalCamera.transform.position = new Vector3(-51.45f, 34.89f, -9.82f);
        goalCamera.transform.rotation = Quaternion.Euler(0, -90.0f, 0);

        disapearParticle.Play();

        float value = 0.0f;

        while (value < 1.0f)
        {
            foreach (var mat in materials)
            {
                mat.SetFloat("_SliceAmount", value);
                value += 0.003f;
            }
            yield return(new WaitForSeconds(0.4f));
        }

        disapearParticle.Stop();
        goalCamera.enabled = false;
        yield return(new WaitForSeconds(4.0f));

        LoadingSceneManager.LoadScene("Credit");
    }
        /// <summary>
        /// Waits for a short time and then loads the specified level
        /// </summary>
        /// <returns>The level co.</returns>
        /// <param name="levelName">Level name.</param>
        protected virtual IEnumerator GotoLevelCo(string levelName)
        {
            if (Players != null && Players.Count > 0)
            {
                foreach (Character player in Players)
                {
                    player.Disable();
                }
            }

            if (Time.timeScale > 0.0f)
            {
                yield return(new WaitForSeconds(OutroFadeDuration));
            }
            // we trigger an unPause event for the GameManager (and potentially other classes)
            MMEventManager.TriggerEvent(new CorgiEngineEvent(CorgiEngineEventTypes.UnPause));

            if (string.IsNullOrEmpty(levelName))
            {
                LoadingSceneManager.LoadScene("StartScreen");
            }
            else
            {
                LoadingSceneManager.LoadScene(levelName);
            }
        }
Beispiel #11
0
 void Update()
 {
     if (Input.GetMouseButtonDown(0))
     {
         LoadingSceneManager.LoadScene(SceneName.MenuSceneName);
     }
 }
Beispiel #12
0
 private void Update()
 {
     if (Input.anyKey)
     {
         Destroy(FollowerInventory.Instance.gameObject);
         LoadingSceneManager.LoadScene("1-Childhood");
     }
 }
Beispiel #13
0
 public void BackLobby()
 {
     if (!UserInfoManager.instance.isLobby)
     {
         mapInfo = null;
         LoadingSceneManager.LoadScene("Lobby");
     }
 }
Beispiel #14
0
    public IEnumerator TutorialEnd()
    {
        GameObject.Find("Kira").GetComponent <MeshRenderer>().enabled = true;
        yield return(new WaitForSeconds(2f));

        Quest_clear_system.instance.clear_trigger[11]++;
        LoadingSceneManager.LoadScene("Game_SceneNew");
    }
Beispiel #15
0
        /// <summary>
        /// Coroutine that kills the player, stops the camera, resets the points.
        /// </summary>
        /// <returns>The player co.</returns>
        protected virtual IEnumerator SoloModeRestart()
        {
            if ((PlayerPrefabs.Count() <= 0) && (SceneCharacters.Count <= 0))
            {
                yield break;
            }

            // if we've setup our game manager to use lives (meaning our max lives is more than zero)
            if (GameManager.Instance.MaximumLives > 0)
            {
                // we lose a life
                GameManager.Instance.LoseLife();
                // if we're out of lives, we check if we have an exit scene, and move there
                if (GameManager.Instance.CurrentLives <= 0)
                {
                    TopDownEngineEvent.Trigger(TopDownEngineEventTypes.GameOver, null);
                    if ((GameManager.Instance.GameOverScene != null) && (GameManager.Instance.GameOverScene != ""))
                    {
                        LoadingSceneManager.LoadScene(GameManager.Instance.GameOverScene);
                    }
                }
            }

            MMCameraEvent.Trigger(MMCameraEventTypes.StopFollowing);

            MMFadeInEvent.Trigger(OutroFadeDuration, FadeCurve, FaderID, true, Players[0].transform.position);
            yield return(new WaitForSeconds(OutroFadeDuration));

            yield return(new WaitForSeconds(RespawnDelay));

            GUIManager.Instance.SetPauseScreen(false);
            GUIManager.Instance.SetDeathScreen(false);
            MMFadeOutEvent.Trigger(OutroFadeDuration, FadeCurve, FaderID, true, Players[0].transform.position);


            MMCameraEvent.Trigger(MMCameraEventTypes.StartFollowing);

            if (CurrentCheckpoint == null)
            {
                CurrentCheckpoint = InitialSpawnPoint;
            }

            if (Players[0] == null)
            {
                InstantiatePlayableCharacters();
            }

            if (CurrentCheckpoint != null)
            {
                CurrentCheckpoint.SpawnPlayer(Players[0]);
            }
            _started = DateTime.UtcNow;

            // we send a new points event for the GameManager to catch (and other classes that may listen to it too)
            TopDownEnginePointEvent.Trigger(PointsMethods.Set, 0);
            TopDownEngineEvent.Trigger(TopDownEngineEventTypes.RespawnComplete, Players[0]);
            yield break;
        }
Beispiel #16
0
 public void GameOver()
 {
     if (currentHp <= 30)
     {
         print("HP : " + currentHp);
         LoadingSceneManager.LoadScene("Fail");
         Debug.Log("사망하였습니다.");
     }
 }
Beispiel #17
0
    // 박스 콜라이더에 닿는 순간 이벤트 발생
    private void OnTriggerStay2D(Collider2D collision)
    {
        if (collision.gameObject.CompareTag("Player") && Input.GetKeyDown(KeyCode.S))
        {
            LoadingSceneManager.LoadScene(transferMapName);

            collision.gameObject.transform.position = new Vector2(25, 0);
        }
    }
        public void ChangeSceneWithLoading(string scene_name)
        {
            Common.SoundManager.Instance.StopBGM();

            LoadingSceneManager.LoadScene(scene_name);
            if (AlchemyPlanet.TownScene.UIManager.Instance)
            {
                AlchemyPlanet.TownScene.UIManager.Instance.Clear();
            }
        }
Beispiel #19
0
 public void sceneChange()
 {
     if (PlayerPrefs.HasKey("Name"))
     {
         LoadingSceneManager.LoadScene(2);
     }
     else
     {
         LoadingSceneManager.LoadScene(1);
     }
 }
Beispiel #20
0
 /// <summary>
 /// Loads the next level
 /// </summary>
 public virtual void GoToNextLevel()
 {
     if (LevelManager.Instance != null)
     {
         LevelManager.Instance.GotoLevel(LevelName);
     }
     else
     {
         LoadingSceneManager.LoadScene(LevelName);
     }
 }
Beispiel #21
0
 /// <summary>
 /// Loads the scene specified in the inspector
 /// </summary>
 public virtual void LoadSceneProcess()
 {
     if (LoadingSceneMode == LoadingSceneModes.UnityNative)
     {
         SceneManager.LoadScene(SceneName);
     }
     if (LoadingSceneMode == LoadingSceneModes.MMLoadingSceneManager)
     {
         LoadingSceneManager.LoadScene(SceneName);
     }
 }
 /// <summary>
 /// Loads the next level
 /// </summary>
 public virtual void GoToNextLevel()
 {
     if (LevelManager.Instance != null)
     {
         LevelManager.Instance.GotoLevel(LevelName, (DelayBeforeTransition == 0f));
     }
     else
     {
         LoadingSceneManager.LoadScene(LevelName);
     }
 }
Beispiel #23
0
    //Play Button
    public void StartLevel(int num)
    {
        if (num < 0 || num >= SceneManager.sceneCountInBuildSettings)
        {
            Debug.LogWarning("Can't load scene num " + num + "SceneManager only has " + SceneManager.sceneCountInBuildSettings + "scenes in Build Settings");
            return;
        }

        LoadingSceneManager.LoadScene(num);

        DontDestroyOnLoad(optionsMenu);
    }
Beispiel #24
0
 /// <summary>
 /// Loads the next scene after having stored the selected character in the Game Manager.
 /// </summary>
 public virtual void LoadNextScene()
 {
     StoreCharacterSelection();
     if (LevelManager.Instance != null)
     {
         LevelManager.Instance.GotoLevel(DestinationSceneName);
     }
     else
     {
         LoadingSceneManager.LoadScene(DestinationSceneName);
     }
 }
    IEnumerator NextStage()
    {
        _delay = 0;
        while (_delay < 15f)
        {
            _delay += Time.deltaTime;
            yield return(null);
        }

        LoadingSceneManager.LoadScene("공대관", "LoadingScreen");
        yield break;
    }
        /// <summary>
        /// Loads the next scene after having stored the selected character in the Game Manager.
        /// </summary>
        public virtual void LoadNextScene()
        {
            StoreCharacterSelection();
            LoadingSceneManager.LoadScene(DestinationSceneName);

            /*if (LevelManager.Instance != null)
             *          {
             *                  LevelManager.Instance.GotoLevel(DestinationSceneName);
             *          }
             *          else
             *          {
             *          }*/
        }
Beispiel #27
0
    public void load_game()
    {
        key_ok = true;
        load_ob.SetActive(false);

        if (die)
        {
            game_Over.restart();
        }

        Load_nodie.instance.num     = click_num;
        Load_nodie.instance.load_on = true;
        LoadingSceneManager.LoadScene("Game_SceneNew");
    }
 /// <summary>
 /// If we're in game over state, checks for input and restarts the game if needed
 /// </summary>
 protected virtual void CheckForGameOver()
 {
     if (_gameOver)
     {
         if ((Input.GetButton("Player1_Jump")) ||
             (Input.GetButton("Player2_Jump")) ||
             (Input.GetButton("Player3_Jump")) ||
             (Input.GetButton("Player4_Jump")))
         {
             MMTimeScaleEvent.Trigger(MMTimeScaleMethods.Reset, 1f, 0f, false, 0f, true);
             LoadingSceneManager.LoadScene(SceneManager.GetActiveScene().name);
         }
     }
 }
    /*void Update()
     * {
     *
     * }*/

    private void OnTriggerEnter(Collider other)
    {
        Npc npc = other.gameObject.GetComponent <Npc>();

        //if (npc == null)
        //    return;

        if (other.tag == "NPC")
        {
            dialBtn.gameObject.SetActive(true);
            npcNum = npc.npcNum;
        }

        //시티에서 필드로 이동 트리거
        if (SceneManager.GetActiveScene().name == "CityScene" && other.tag == "FieldGate")
        {
            //SceneManager.LoadScene("FieldScene");
            LoadingSceneManager.LoadScene("FieldScene");
            isFieldToCity = false;
            isCityToField = true;
        }
        //필드에서 시티로 이동 트리거
        if (SceneManager.GetActiveScene().name == "FieldScene" && other.tag == "CityGate")
        {
            //SceneManager.LoadScene("CityScene");
            LoadingSceneManager.LoadScene("CityScene");
            isCityToField = false;
            isFieldToCity = true;
        }

        //아이템, 골드 드랍 획득
        if (SceneManager.GetActiveScene().name == "FieldScene" && other.tag == "Gold")
        {
            int goldAdd = Random.Range(350, 500);
            goldRetrun += goldAdd;
            print("소지금 : " + gold);
            Destroy(other.gameObject);
        }

        if (SceneManager.GetActiveScene().name == "FieldScene" && other.tag == "Item")
        {
            //퀘스트 아이템 검사
            int slotNum = Random.Range(0, 3);
            print("아이템 드랍");
            inven.DropItem(qiSlot[slotNum].GetComponent <Slot>().item);
            //qItemList.OnDrop(qiSlot[slotNum].GetComponent<Slot>());
            Destroy(other.gameObject);
        }
    }
Beispiel #30
0
    IEnumerator FadeOut()
    {
        float fade = 0;

        while (fade <= 1)
        {
            fade            += 0.01f;
            FadeOutImg.color = new Color(1, 1, 1, fade);
            // Debug.Log("페이드 아웃중"+fade);
            yield return(null);
        }
        yield return(new WaitForSeconds(0.5f));

        LoadingSceneManager.LoadScene("Main_menu");
    }