Beispiel #1
0
    public IEnumerator Transition(string newSceneName, BirthPointType birthPoint)
    {
        var options = SceneManager.LoadSceneAsync(newSceneName);

        options.allowSceneActivation = false;
        while (!options.isDone)
        {
            if (options.progress >= 0.9f)
            {
                options.allowSceneActivation = true;
            }

            if (!m_IsTransitioning)
            {
                m_IsTransitioning = true;
                yield return(Instance.StartCoroutine(SceneFader.FadeSceneIn(SceneFader.FadeType.Loading)));
            }
            else
            {
                yield return(null);
            }
        }

        Player.Instance.Redirect(birthPoint);

        yield return(StartCoroutine(SceneFader.FadeSceneOut()));

        m_IsTransitioning = false;
    }
    public static void Encount(List <EncountEnemy> enemies, Sprite backGroundImage = null, AudioClip bgm = null, bool canEscape = true)
    {
        Instance.canEscape       = canEscape;
        Instance.backGroundImage = backGroundImage;
        Instance.enemyGroups     = enemies;

        SetEncounterSteps();
        Instance.StartCoroutine(SceneFader.FadeSceneOut());
        SceneController.Transition("Battle");
    }
Beispiel #3
0
    public void RandamEncounter()
    {
        Encounter encounter = Encounter.Instance;

        encounter.backGroundImage = backGroundImage;
        encounter.enemyGroups     = GetEncountEnemy();

        EncounterController.SetEncounterSteps();
        SceneFader.FadeSceneOut();
        SceneController.Instance.Transition("Battle");
    }
Beispiel #4
0
    public void FadeOut()
    {
        StartCoroutine(Fade());
        IEnumerator Fade()
        {
            yield return(StartCoroutine(SceneFader.FadeSceneOut()));

            LuaScript.instance.Resume();
            yield break;
        }
    }
    public static void Encount(int id)
    {
        Encounter encounter = Encounter.Instance;
        //encounter.backGroundImage = backGroundImage;
        EnemyData enemyData = GameController.Instance.enemyMasterData.characterData.First(x => x.id == id);

        encounter.enemyGroups = new List <EncountEnemy>()
        {
            new EncountEnemy()
            {
                enemy = enemyData, posiiton = 0
            }
        };
        EncounterController.SetEncounterSteps();
        SceneFader.FadeSceneOut();
        SceneController.Instance.Transition("Battle");
    }
Beispiel #6
0
    public IEnumerator Talk()
    {
        MessageWindow messageWindow = MessageSystem.GetWindow();
        ChoiceWindow  choiceWindow  = MessageSystem.GetChoise();

        InteractableStart();

        yield return(StartCoroutine(messageWindow.ShowClick("ひと晩" + roomCharge + "ゴールドですが\nおとまりになられますか")));

        yield return(StartCoroutine(choiceWindow.Choice()));

        int choiceResult = choiceWindow.Result();

        if (choiceResult == 1)
        {
            if (GameController.Instance.money <= 0)
            {
                yield return(StartCoroutine(messageWindow.ShowClick("お金が たりないようです")));

                messageWindow.Close();
                InteractableEnd();
                yield break;
            }

            yield return(StartCoroutine(messageWindow.ShowClick("それでは ごゆっくり おやすみください")));

            GameController.Instance.money -= roomCharge;
            Stay();
            yield return(StartCoroutine(SceneFader.FadeSceneOut()));

            yield return(StartCoroutine(SceneFader.FadeSceneIn()));

            yield return(StartCoroutine(messageWindow.ShowClick("おはようございます。ではいってらっしゃいませ")));
        }
        else
        {
            yield return(StartCoroutine(messageWindow.ShowClick("お気をつけて 旅をつづけられますように")));
        }

        messageWindow.Close();

        InteractableEnd();
        yield break;
    }