void OnSceneLoaded(UnityEngine.SceneManagement.Scene scene, UnityEngine.SceneManagement.LoadSceneMode mode) { if (!(scene.name == "Lvl3InitScene" || scene.name == "Limpieza" || scene.name == "Limpieza" || scene.name == "LvL4Colores" || scene.name == "Puzzle" || scene.name == "Reconstruction")) { Destroy(gameObject); } }
void OnSceneLoaded(UnityEngine.SceneManagement.Scene scene, UnityEngine.SceneManagement.LoadSceneMode mode) { if (scene.buildIndex == 0) { GameObject t = Instantiate(MainMenu); } }
private void OnSceneLoadedCallback(UnityEngine.SceneManagement.Scene scene, UnityEngine.SceneManagement.LoadSceneMode mode) { if (OnSceneLoaded != null) { OnSceneLoaded(scene.name, (DrbFramework.Scene.LoadSceneMode)mode); } }
private void OnSceneLoaded(UnityEngine.SceneManagement.Scene scene, UnityEngine.SceneManagement.LoadSceneMode loadingMode) { Debug.Log("Loading Screen!"); if (!Physics.Raycast(transform.position, -Vector3.up, 5f)) { transform.position = new Vector3(0f, 5f, 0f); } }
void OnSceneLoaded(UnityEngine.SceneManagement.Scene scene, UnityEngine.SceneManagement.LoadSceneMode mode) { if (!SaveGame.Exists("saved") && SceneManager.GetActiveScene().buildIndex - 1 == 0) { startpoint = GameObject.FindGameObjectWithTag("StartPoint"); transform.position = startpoint.transform.position; } }
void OnSceneLoaded(UnityEngine.SceneManagement.Scene scene, UnityEngine.SceneManagement.LoadSceneMode mode) { if (scene.name == "MainMenu") { Destroy(gameObject); Debug.Log("I am inside the if statement"); } }
void OnSceneLoaded(UnityEngine.SceneManagement.Scene scene, UnityEngine.SceneManagement.LoadSceneMode mode) { if (!SaveGame.Exists("currenthp")) { playerCurrentHealth = 50; playerMaxHealth = 50; } }
private void HandleSceneLoaded(SM.Scene scene, SM.LoadSceneMode loadMode) { if (scene == SM.SceneManager.GetSceneByName(SceneName)) { SM.SceneManager.sceneLoaded -= HandleSceneLoaded; // Notify scene loaded Global.Instance.GameManager.RaiseGameStateChangedEvent(State); } }
/// <summary> /// Prepara la escena de la partida una vez se han escogido todas las configuraciones de la partida /// y se han posicionado los barcos del jugador /// </summary> /// <param name="arg0"></param> /// <param name="arg1"></param> private void SetPartida(UnityEngine.SceneManagement.Scene arg0, UnityEngine.SceneManagement.LoadSceneMode arg1) { InstanciarMisBarcos(); InstanciarBarcosIA(); UnityEngine.SceneManagement.SceneManager.sceneLoaded -= SetPartida; turnoDelUsuario = Random.Range(0, 2) == 0 ? true : false; emepezoPartida = true; dineroGanado = 0; status = ""; }
void OnSceneLoaded(UnityEngine.SceneManagement.Scene scene, UnityEngine.SceneManagement.LoadSceneMode mode) { if (excludedScenes.Contains(scene.name)) { if (gameObject != null) { Destroy(this.gameObject, 1); } } }
void OnSceneLoaded(UnityEngine.SceneManagement.Scene scene, UnityEngine.SceneManagement.LoadSceneMode mode) { /*if (scene.name == "Menu") { * gameObject.SetActive (false); * * }else { * transform.gameObject.SetActive (true); * * }*/ }
/// <summary> /// 异步加载场景 /// </summary> /// <param name="sceneName"></param> public AsyncOperation LoadSceneAsync(string sceneName, LoadSceneMode mode = LoadSceneMode.Additive) { if (_resourceHelper == null) { return(null); } AsyncOperation asyncOperation = _resourceHelper.LoadSceneAsync(sceneName, mode); _sceneAsyncOperations.Add(sceneName, asyncOperation); return(asyncOperation); }
void OnSceneLoaded(UnityEngine.SceneManagement.Scene scene, UnityEngine.SceneManagement.LoadSceneMode mode) { if (!SaveGame.Exists("lvl")) { currentHP = HPLevels [1]; currentAttack = attackLevels [1]; currentDefense = defenseLevels [1]; currentLevel = 1; currentExp = 0; } }
void OnSceneLoaded(UnityEngine.SceneManagement.Scene scene, UnityEngine.SceneManagement.LoadSceneMode mode) { if (scene.name == "Menu") { Destroy(player); } else { Instantiate(playerprefab, transform.position, transform.rotation); } }
public static int LoadScene3_wrap(long L) { try { int arg0 = FCLibHelper.fc_get_int(L, 0); UnityEngine.SceneManagement.LoadSceneMode arg1 = (UnityEngine.SceneManagement.LoadSceneMode)(FCLibHelper.fc_get_int(L, 1)); UnityEngine.SceneManagement.SceneManager.LoadScene(arg0, arg1); } catch (Exception e) { Debug.LogException(e); } return(0); }
void OnSceneLoaded(UnityEngine.SceneManagement.Scene scene, UnityEngine.SceneManagement.LoadSceneMode mode) { if (instance == this) { if (scene.buildIndex == 0) { canPlaySounds = false; count = 0; p1Score = 0; p2Score = 0; } else if (scene.buildIndex == 1) { secondsLeft = secLeft_Copy; countingDown = false; canPlaySounds = true; gameOngoing = true; GameObject[] players = GameObject.FindGameObjectsWithTag("Player"); p1 = players[0].GetComponent <PlayerController>(); p2 = players[1].GetComponent <PlayerController>(); GameObject[] playerheads = GameObject.FindGameObjectsWithTag("playerHead"); // This has the orders backwards for some reason... p1Mouth = playerheads[1].GetComponent <playerMouth>(); p2Mouth = playerheads[0].GetComponent <playerMouth>(); p1Mouth.gm = instance; p2Mouth.gm = instance; balls = GameObject.FindGameObjectsWithTag("Ball"); ballCount = balls.Length; //This is how we know how many balls are in the scene when the game starts count = 0; p1Score = 0; p2Score = 0; GameObject[] timerTexts = GameObject.FindGameObjectsWithTag("test"); timeTextBlue = timerTexts[0].GetComponent <Text>(); timeTextRed = timerTexts[1].GetComponent <Text>(); timeTextBlue.text = secondsLeft.ToString(); timeTextRed.text = secondsLeft.ToString(); } else if (scene.buildIndex == 2) { canPlaySounds = false; StopAllCoroutines(); background = GameObject.FindGameObjectWithTag("Background"); isThisWinScreen(); } } }
public void LoadScene(string scenepath, UnityEngine.SceneManagement.LoadSceneMode mode) { Application.backgroundLoadingPriority = loadingPriority; #if UNITY_EDITOR AsyncOperation op = EditorSceneManager.LoadSceneAsync(scenepath, mode); #else AsyncOperation op = SceneManager.LoadSceneAsync(scenepath, mode); #endif if (op != null) { op.allowSceneActivation = false; mCurrentLoadOps.Add(op); currentState = LoadingState.Loading; } }
public override bool LoadBundleScene(string bundleName, string sceneName, UnityEngine.SceneManagement.LoadSceneMode mode) { if (!simulateAssetBundle) { return(base.LoadBundleScene(bundleName, sceneName, mode)); } if (mode == LoadSceneMode.Additive) { UnityEditor.EditorApplication.LoadLevelAdditiveInPlayMode(bundleName); } else { UnityEditor.EditorApplication.LoadLevelInPlayMode(bundleName); } return(true); }
public static int LoadSceneAsync3_wrap(long L) { try { int arg0 = FCLibHelper.fc_get_int(L, 0); UnityEngine.SceneManagement.LoadSceneMode arg1 = (UnityEngine.SceneManagement.LoadSceneMode)(FCLibHelper.fc_get_int(L, 1)); UnityEngine.AsyncOperation ret = UnityEngine.SceneManagement.SceneManager.LoadSceneAsync(arg0, arg1); long ret_ptr = FCLibHelper.fc_get_return_ptr(L); long v = FCGetObj.PushObj(ret); FCLibHelper.fc_set_value_wrap_objptr(ret_ptr, v); } catch (Exception e) { Debug.LogException(e); } return(0); }
void OnSceneLoaded(UnityEngine.SceneManagement.Scene scene, UnityEngine.SceneManagement.LoadSceneMode mode) { if (SceneManager.GetActiveScene().buildIndex == 0) { /*if (mobile == null) { * mobile = GameObject.FindGameObjectWithTag ("MobileController"); * } * mobile.SetActive (false);*/ //Destroy (gameObject); GameObject[] allObjects = GameObject.FindGameObjectsWithTag("SceneChanger"); foreach (GameObject obj in allObjects) { Destroy(obj); } } }
static private void ProcOnSceneLoaded(UnityEngine.SceneManagement.Scene arg0, UnityEngine.SceneManagement.LoadSceneMode arg1) { if (CManagerUILocalize.instance != null) { CManagerUILocalize.instance.DoSetLocalize_CurrentScene(); } p_pManagerScene.EventCheckIsLoadComplete(); instance.OnSceneLoaded(arg0, arg1); if (_OnFinishLoad_Scene != null && _strCallBackRequest_SceneName != null && _strCallBackRequest_SceneName.CompareTo(arg0.name) == 0) { _strCallBackRequest_SceneName = ""; System.Action OnFinishCurrentScene = _OnFinishLoad_Scene; _OnFinishLoad_Scene = null; OnFinishCurrentScene(); } }
static void OnLevelFinishedLoading(sm.Scene scene, sm.LoadSceneMode mode) { // Stuff to do when scene has finished loading if (current.scenes[scene.buildIndex].gameScene) { CoreManager.current.inGame = true; CoreManager.current.player = GameObject.FindGameObjectWithTag("Player").GetComponent <Player>(); } else { CoreManager.current.inGame = false; } CoreManager.UpdatePresence(); sm.SceneManager.sceneLoaded -= OnLevelFinishedLoading; }
void OnSceneLoaded(UnityEngine.SceneManagement.Scene scene, UnityEngine.SceneManagement.LoadSceneMode mode) { //if (scene.name == "StoryScene") //{ // bgm.volume -= Time.deltaTime; // Destroy(gameObject); // //Debug.Log("I am inside the if statement"); //} if (bgm != null) { if (scene.name == "StoryScene") { bgm.volume -= Time.deltaTime; Destroy(gameObject); //Debug.Log("I am inside the if statement"); } } }
void onSceneLoaded(UnityEngine.SceneManagement.Scene scene, UnityEngine.SceneManagement.LoadSceneMode mode) { if (instance == this) { string name = scene.name; if (name == "HubRoom") { HubCount = HubCount + 1; } else if (name == "Title Screen") { //do f*****g nothing } else { SHMUPCount = SHMUPCount + 1; } } }
// The onSceneLoaded function is where you are going to do most of the data pushing from scene to scene. void onSceneLoaded(UnityEngine.SceneManagement.Scene scene, UnityEngine.SceneManagement.LoadSceneMode mode) { if (instance == this) { currentSceneName = scene.name; if (scene.name == mainMenuSceneName) { if (playerJoinManager == null) { playerJoinManager = GameObject.FindGameObjectWithTag("player-join-manager").GetComponent <PlayerJoinManager>(); } } else if (scene.name != mainMenuSceneName) // WE ARE ASSUMING ANYTHING THAT ISN'T THE MAIN MENU IS A LEVEL. THIS IS CLEARLY NOT GOING TO BE THE CASE AT ALL TIMES, SO UPDATE THIS AS NEEDED. { if (players == null) { Debug.LogWarning("GameManager did not recieve players from main menu, defaulting to 4 players on, This is correct if starting editor from game scene"); SetUpPlayers(new bool[] { true, true, true, true }, new int[] { 0, 1, 2, 3 }); // Set up players if game is not started in main menu StartCoroutine(UpdateGame()); } } if (countdownText == null) { countdownText = GameObject.FindGameObjectWithTag("countdown"); } if (audioManager == null) { audioManager = Instantiate(audioManagerPrefab).GetComponent <AudioManager>(); audioManager.gameObject.name = "AudioManager"; //I don't like it being named "Clone" DontDestroyOnLoad(audioManager); if (scene.name == mainMenuSceneName) { GameManager.instance.audioManager.Play("Main Menu"); } } if (curveManager == null && scene.name != mainMenuSceneName && scene.name != winnerSceneName) { curveManager = GameObject.FindGameObjectWithTag("ghost-curve").GetComponent <CurveManager>(); //This will be destroyed on load because a different scene might have a different curve manager } } }
public IEnumerator LoadSceneAsync( string path, string name, Action <AsyncOperation> onStarted, Action <float> onLoading, Action <AsyncOperation> onFinished, UnityEngine.SceneManagement.LoadSceneMode mode = UnityEngine.SceneManagement.LoadSceneMode.Single) { Debug.Log("Async load scene " + name); AsyncOperation ao; #if UNITY_EDITOR if (editorUseAssetBundle) { #endif AssetBundle bundle = LoadAssetBundle(string.Format("{0}.ab", path.ToLower())); #if UNITY_EDITOR } #endif ao = SceneManager.LoadSceneAsync(name, mode); if (onStarted != null) { onStarted(ao); } while (!ao.isDone && ao.progress < 0.85) { if (onLoading != null) { onLoading(ao.progress); } yield return(null); } if (onFinished != null) { onFinished(ao); } Debug.Log("Load scene " + name + " end"); }
private void OnSceneLoaded(ExampleOfBadOrganization arg0, LoadExampleOfBadOrganizationMode arg1) { new Thot().AddComponent <WhyUnityYouPieceOfCrap>(); if (arg0.name != "MenuCore") { return; } SubMenu pokeables = SettingsUI.CreateSubMenu("Fun Times"); BoolViewController acidShader = pokeables.AddBool("Acid Shader [SEIZURE WARNING]"); acidShader.GetValue += delegate { return(acidShaderMode); }; acidShader.SetValue += delegate(bool value) { acidShaderMode = value; ShittySaveSystem.SetInt("acidShaderMode", value ? 1 : 0); }; BoolViewController spinnyBoi = pokeables.AddBool("Spinny Boi Mode"); spinnyBoi.GetValue += delegate { return(spinnyBoiMode); }; spinnyBoi.SetValue += delegate(bool value) { spinnyBoiMode = value; ShittySaveSystem.SetInt("spinnyBoiMode", value ? 1 : 0); }; BoolViewController savePokeyBois = pokeables.AddBool("Spare Pokey Bois"); savePokeyBois.GetValue += delegate { return(savePokeyBoisMode); }; savePokeyBois.SetValue += delegate(bool value) { savePokeyBoisMode = value; ShittySaveSystem.SetInt("savePokeyBoisMode", value ? 1 : 0); }; //BoolViewController endlessDespair = pokeables.AddBool("Void of Despair"); //endlessDespair.GetValue += delegate { return endlessDespairMode; }; //endlessDespair.SetValue += delegate (bool value) { endlessDespairMode = value; ShittySaveSystem.SetInt("endlessDespairMode", value ? 1 : 0); }; }
/// <summary> 在加载场景时使用,收到通知 </summary> private void OnSceneLoaded(UnityEngine.SceneManagement.Scene scene, UnityEngine.SceneManagement.LoadSceneMode mode) { Debug.Log("OnSceneLoaded: " + scene.name); Debug.Log(mode); }
void EditorSceneManager_sceneLoaded(UnityEngine.SceneManagement.Scene arg0, UnityEngine.SceneManagement.LoadSceneMode arg1) { if (arg0.name == "MainMenu" || player != null) { return; } //make player player = (GameObject)Instantiate(Resources.Load <GameObject>("Prefabs/Entities/Player"), (Vector3)(spawnCoordinates), Quaternion.identity); Entity entScr = player.transform.GetComponent <Entity>(); Player plyScr = player.transform.GetComponent <Player>(); //set up stats and default abilites depending on class switch (playerClass) { case PlayerClass.defender: plyScr.bullet = Resources.Load <GameObject>("Prefabs/Bullets/" + playerBullet); plyScr.myClass = playerClass; entScr.healthMax = 150f; entScr.health = entScr.healthMax; entScr.healthRegen = 1.25f; entScr.heatMax = 100f; entScr.heat = 0; entScr.heatDecay = 0.25f; entScr.speed = 25; entScr.addAbility(new FlakShot(player.transform, plyScr.bullet), 0); entScr.addAbility(new AbsorptionField(player.transform), 1); player.transform.GetComponent <SpriteRenderer>().sprite = Resources.Load <Sprite>("Sprites/Game/Entities/PlayerDefender"); break; case PlayerClass.skirmisher: plyScr.bullet = Resources.Load <GameObject>("Prefabs/Bullets/" + playerBullet); plyScr.myClass = playerClass; entScr.healthMax = 75f; entScr.health = entScr.healthMax; entScr.healthRegen = 0.5f; entScr.heatMax = 100f; entScr.heat = 0; entScr.heatDecay = 0.25f; entScr.speed = 45; entScr.addAbility(new BurstShot(player.transform, plyScr.bullet), 0); entScr.addAbility(new Dash(player.transform), 1); player.transform.GetComponent <SpriteRenderer>().sprite = Resources.Load <Sprite>("Sprites/Game/Entities/PlayerSkirmisher"); break; case PlayerClass.caster: plyScr.bullet = Resources.Load <GameObject>("Prefabs/Bullets/" + playerBullet); plyScr.myClass = playerClass; entScr.healthMax = 50f; entScr.health = entScr.healthMax; entScr.healthRegen = 0.5f; entScr.heatMax = 200f; entScr.heat = 0; entScr.heatDecay = 0.5f; entScr.speed = 35; entScr.addAbility(new RailgunShot(player.transform, plyScr.bullet), 0); entScr.addAbility(new CoreOverload(player.transform), 1); player.transform.GetComponent <SpriteRenderer>().sprite = Resources.Load <Sprite>("Sprites/Game/Entities/PlayerCaster"); break; } //add flexAbilities for (int i = 0; i < 3; i++) { if (flexAbilities [i] == null) { continue; } flexAbilities [i].invoker = player.transform; if (flexAbilities [i] is BulletFlexAbility) { ((BulletFlexAbility)flexAbilities [i]).bulletPrefab = plyScr.bullet; } entScr.addAbility(flexAbilities[i].Copy(), i + 2); } //add learned abilities TODO some bug with this causes duplication plyScr.learnedAbilities = (ArrayList)learnedAbilites.Clone(); for (int i = 0; i < plyScr.learnedAbilities.Count; i++) { ((Ability)learnedAbilites [i]).invoker = player.transform; } }
void CheckSceneLoaded(UnityEngine.SceneManagement.Scene scene, UnityEngine.SceneManagement.LoadSceneMode mode) { Debug.Log(scene.name + " : " + mode.ToString()); }