Beispiel #1
0
        private IEnumerator LoadLastSceneRoutine()
        {
            _fader.FadeOutImmediate();
            yield return(_savingSystem.LoadLastSceneRoutine(_DefaultSaveFile));

            yield return(_fader.FadeInRoutine(_loadStartSceneTime));
        }
 IEnumerator Start()
 {
     print("Loading Saving Wrapper!");
     print("Fade time.." + fadeTime);
     fader = FindObjectOfType <Fader>();
     fader.FadeOutImmediate();
     yield return(fader.FadeIn(fadeTime));
 }
Beispiel #3
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        private IEnumerator LoadLastScene()
        {
            yield return(GetComponent <SavingSystem>().LoadLastScene(defaultSaveFile));

            Fader fader = FindObjectOfType <Fader>();

            fader.FadeOutImmediate();
            yield return(fader.FadeIn(fadeInTime));
        }
Beispiel #4
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        IEnumerator Start()
        {
            Fader fader = FindObjectOfType <Fader>();

            fader.FadeOutImmediate();
            yield return(SavingSystem.LoadLastScene(defaultSaveFile));

            yield return(fader.FadeIn(fadeInTime));
        }
Beispiel #5
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        private IEnumerator Start()
        {
            Fader fader = FindObjectOfType <Fader>();

            fader.FadeOutImmediate();
            yield return(GetComponent <SavingSystem>().LoadLastScene(DEFAULT_SAVE_FILE));

            yield return(fader.FadeIn(2f));
        }
Beispiel #6
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        private IEnumerator LoadLastScene()//had to put this on awake method so it is initialized before the start method that loads the level of the player
        {
            yield return(GetComponent <SavingSystem>().LoadLastScene(defaultSaveFile));

            Fader fader = FindObjectOfType <Fader>();

            fader.FadeOutImmediate();
            yield return(fader.FadeIn(fadeInTime));
        }
Beispiel #7
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        private IEnumerator LoadLastScene()
        {
            //On start it will immediately try to load up last scene
            yield return(GetComponent <SavingSystem>().LoadLastScene(defaultSaveFile));

            Fader fader = FindObjectOfType <Fader>();

            fader.FadeOutImmediate();
            yield return(fader.FadeIn(fadeInTime));
        }
//        void Update()
//        {
//            // Save the game state
//            if (Input.GetKeyDown(KeyCode.S))
//            {
//                Save();
//            }
//
//            // Load the game state
//            if (Input.GetKeyDown(KeyCode.L))
//            {
//                Load();
//            }
//
//            // Delete the game state
//            if (Input.GetKeyDown(KeyCode.Delete))
//            {
//                Delete();
//            }
//        }

        private IEnumerator LoadLastScene()
        {
            // Fade into the scene when game starts
            yield return(GetComponent <SavingSystem>().LoadLastScene(DefaultSaveFile));

            Fader fader = FindObjectOfType <Fader>();

            fader.FadeOutImmediate();
            yield return(fader.FadeIn(fadeInTime));
        }
        IEnumerator Start()
        {
            Fader fader = FindObjectOfType <Fader>();

            // fade out immediately
            fader.FadeOutImmediate();
            yield return(GetComponent <SavingSystem>().LoadLastScene(defaultSaveFile));

            // fade back in
            yield return(fader.FadeIn(fadeInTime));
        }
        private IEnumerator Start()
        {
            Fader fader = FindObjectOfType <Fader>();

            // fade out
            fader.FadeOutImmediate();
            yield return(_savingSystem.LoadLastScene(DefaultSaveFile));

            // fade in
            yield return(fader.FadeIn(_timeToFadeIn));
        }
Beispiel #11
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        IEnumerator LoadLastScene()
        {
            yield return(savingSystem.LoadLastScene(defaultSaveFile));

            Fader fader = FindObjectOfType <Fader>();

            if (fader)
            {
                fader.FadeOutImmediate();
            }

            yield return(fader.FadeIn(fadeInTime));
        }
Beispiel #12
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        private IEnumerator LoadLastScene()
        {
            yield return(GetComponent <SavingSystem>().LoadLastScene(defaultSaveFile));

            /**
             * this is ok because it still is going to be happening before the
             * first frame and so before things are rendering.
             */
            // TODO: But it is actually safer because Fader is instantiate in PersistentObjectSpawner in Awake()
            Fader fader = FindObjectOfType <Fader>();

            fader.FadeOutImmediate();
            yield return(fader.FadeIn(fadeInTime));
        }
Beispiel #13
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        //Start can return an IEnumerator, which auto runs because start is it's own coroutine
        private IEnumerator Start() //rather..
        //IEnumerator LoadLastScene()
        {
            //    //yield return null;
            //    // broken here v v cannot go back to previous scene // fix - fader after LoadLastScene()
            //    // broken here now vv // perhaps make this not a coroutine
            //    //fix - using default code in SavingSystem.LoadLastScene()
            //yield return GetComponent<SavingSystem>().LoadLastScene(defaultSaveFile);
            //    // coroutine will pause, allowing Awake()s, including fader's Awake() to happen before fader comes in
            Fader fader = FindObjectOfType <Fader>();

            fader.FadeOutImmediate();
            yield return(GetComponent <SavingSystem>().LoadLastScene(defaultSaveFile)); // default which is 'save'

            yield return(fader.FadeIn(fadeInTime));
        }
 private void Update()
 {
     if (Input.GetKeyDown(KeyCode.F5))
     {
         Save();
     }
     else if (Input.GetKeyDown(KeyCode.F9))
     {
         Fader fader = FindObjectOfType <Fader>();
         fader.FadeOutImmediate();
         Load();
         fader.Fade(0, fadeInTime);
     }
     else if (Input.GetKeyDown(KeyCode.Delete))
     {
         Delete();
     }
 }