Beispiel #1
0
 public virtual IEnumerator InitializeAsync(SceneUICtrl sceneUICtrl)
 {
     this._sceneUICtrl = sceneUICtrl;
     MainCtrl.GetInstance ().SetEnableObjectCamera (MainCtrl.GetInstance ()._currentSceneName != SceneName.Room);
     if (this._sceneUICtrl != null) {
         yield return StartCoroutine (this._sceneUICtrl.InitializeAsync ());
         Debug.Log (GetType () + " / " + this._sceneUICtrl.GetType ());
     } else {
         Debug.Log (GetType ());
     }
 }
Beispiel #2
0
    public override IEnumerator InitializeAsync(SceneUICtrl sceneUICtrl)
    {
        yield return base.InitializeAsync (sceneUICtrl);

        if (PhotonNetwork.connected) {
            _racePlayCtrl = PhotonNetwork.Instantiate (
                RES_RACE_PLAY_CTRL, Vector3.zero, Quaternion.identity, 0
            ).GetComponent<RacePlayCtrl> ();
        } else {
            _racePlayCtrl = Instantiate<GameObject> (
                Resources.Load<GameObject> (RES_RACE_PLAY_CTRL)
            ).GetComponent <RacePlayCtrl> ();
        }

        if (_racePlayCtrl != null) {
            _racePlayCtrl.transform.SetParent (transform, false);
            _racePlayCtrl.LoadStart ();
        }
    }
Beispiel #3
0
 public override IEnumerator InitializeAsync(SceneUICtrl sceneUICtrl)
 {
     yield return StartCoroutine (base.InitializeAsync (sceneUICtrl));
     scenarioUtility = Utilities.scenarioUtility;
 }
Beispiel #4
0
 public override IEnumerator InitializeAsync(SceneUICtrl sceneUICtrl)
 {
     StartCoroutine (MainCtrl.GetInstance ()._sharedObjectCtrl.LookAtMachineAsync (15));
     yield return StartCoroutine (base.InitializeAsync (sceneUICtrl));
 }
Beispiel #5
0
 public override IEnumerator InitializeAsync(SceneUICtrl sceneUICtrl)
 {
     yield return StartCoroutine (base.InitializeAsync (sceneUICtrl));
     uiCtrl = base._sceneUICtrl as StageSelectUICtrl;
     stageUtility = Utilities.stageUtility;
 }
Beispiel #6
0
 public override IEnumerator InitializeAsync(SceneUICtrl sceneUICtrl)
 {
     yield return StartCoroutine (base.InitializeAsync (sceneUICtrl));
 }