Example #1
0
    IEnumerator nextRoomCoroutine(CollisionBehaviour cb)
    {
        SMovableObject mainRole = MainGameData.MainRole;

        mainRole.enabled = false;
        mainRole.SetKinematic(true);
        unregisterEvent();
        mCurRoom.OnExitRoom();
        //try get next room
        DRoom nextRoom = mCurRoom.GetJointRoom(cb);

        if (nextRoom == null)
        {
            //TODO: Be Random After
            GameObject go = Instantiate(Rooms[0]) as GameObject;
            nextRoom = go.GetComponent <DRoom>();
            nextRoom.Init();
            CollisionBehaviour nextCb = nextRoom.AlignmentOtherRoom(cb, mCurRoom.CenterPos);
            mCurRoom.JointRoom(cb, nextRoom);
            nextRoom.JointRoom(nextCb, mCurRoom);
        }
        StartCoroutine(mainRoleCutScene(nextRoom.CenterPos));
        yield return(StartCoroutine(SCameraMgr.Instance.moveToPos(nextRoom.CenterPos)));

        while (mRoleCurSceneEnable == true)
        {
            yield return(null);
        }
        mCurRoom = nextRoom;
        registerEvent();
        mCurRoom.OnEnterRoom();
        mainRole.SetKinematic(false);
        mainRole.enabled = true;
    }
Example #2
0
    public override void Init()
    {
        base.Init();

        //init room
        GameObject go = Instantiate(StartRoom) as GameObject;

        mCurRoom           = go.GetComponent <DRoom>();
        mCurRoom.CenterPos = Vector3.zero;
        mCurRoom.Init();
        registerEvent();
        mRoomList.Add(go);
    }