Ejemplo n.º 1
0
    /// <summary>
    /// シーン遷移用コルーチン .
    /// </summary>
    /// <param name='scene'>シーン名</param>
    /// <param name='interval'>暗転にかかる時間(秒)</param>
    private IEnumerator TransSceneID(float interval)
    {
        //だんだん暗く .
        GameObject.Find("EventSystem").SetActive(false);
        m_nowScene.FadeOutBefore();
        float time = 0;

        while (time <= interval)
        {
            this.fadeAlpha = Mathf.Lerp(0f, 1f, time / interval);
            time          += Time.deltaTime;
            yield return(0);
        }
        m_nowScene.FadeOutAfter();
        //シーン切替 .
        //Application.LoadLevel (scene);
        Destroy(m_nowScene.gameObject);
        m_nowScene                  = Instantiate(m_scenes[(int)m_nowIndex]);
        m_nowScene.name             = m_sceneNames[(int)m_nowIndex];
        m_nowScene.transform.parent = transform;
        Debug.Log("buildID = " + GetNextSceneName());
        SceneManager.LoadScene(GetNextSceneName());

        //だんだん明るく
        m_nowScene.FadeInBefore();
        time = 0;
        while (time <= interval)
        {
            this.fadeAlpha = Mathf.Lerp(1f, 0f, time / interval);
            time          += Time.deltaTime;
            yield return(0);
        }
        m_nowScene.FadeInAfter();
        GameObject.Find("EventSystem").SetActive(true);
    }
Ejemplo n.º 2
0
 public void Awake()
 {
     if (this != Instance)
     {
         Destroy(this.gameObject);
         return;
     }
     m_texture = null;
     DontDestroyOnLoad(this.gameObject);
     m_nowScene                  = Instantiate(m_scenes[(int)m_nowIndex]);
     m_nowScene.name             = m_sceneNames[(int)m_nowIndex];
     m_nowScene.transform.parent = transform;
 }
Ejemplo n.º 3
0
    /// <summary>
    /// シーン遷移用コルーチン .
    /// </summary>
    /// <param name='scene'>シーン名</param>
    /// <param name='interval'>暗転にかかる時間(秒)</param>
    private IEnumerator TransScene(SCENE_RAVEL scene, float interval)
    {
        //だんだん暗く .
        //GameObject.Find("EventSystem").GetComponent<EventSystem>().enabled = false;
        m_nowScene.FadeOutBefore();
        this.isFading = true;
        float time = 0;

        while (time <= interval)
        {
            this.fadeAlpha = Mathf.Lerp(0f, 1f, time / interval);
            time          += Time.deltaTime;
            yield return(0);
        }
        m_nowScene.FadeOutAfter();
        //シーン切替 .
        //Application.LoadLevel (scene);
        Debug.Log("buildID = " + scene);
        Destroy(m_nowScene.gameObject);
        m_nowScene                  = Instantiate(m_scenes[(int)scene]);
        m_nowScene.name             = m_sceneNames[(int)scene];
        m_nowScene.transform.parent = transform;
        SceneManager.LoadScene(m_sceneNames[(int)scene]);


//        Pauser.Pause();
        //だんだん明るく .
        m_nowScene.FadeInBefore();
        time = 0;

        while (time <= interval)
        {
            this.fadeAlpha = Mathf.Lerp(1f, 0f, time / interval);
            time          += Time.deltaTime;
            yield return(0);
        }
        m_nowScene.FadeInAfter();
        //GameObject.Find("EventSystem").GetComponent<EventSystem>().enabled = true;
        this.isFading = false;
    }