/// <summary> /// 指定したシーン番号まで戻る(無い場合は無視) /// </summary> /// <param name="iScene">シーン番号</param> public void ReturnBackScene(EScene iScene) { int return_Index = -1; int scene_Index = (int)iScene; for (int index = mSceneStack.Count - 2; index >= 0; --index) { var control = (UserControl)mSceneStack[index]; if (control.TabIndex == scene_Index) { return_Index = index; break; } } //無い場合及び現在は無視 if (return_Index == -1) { return; } //一つ前まで削除 ++return_Index; mSceneStack.RemoveRange(return_Index, mSceneStack.Count - return_Index - 1); //指定位置の一つ前まで戻って一つ前に戻る処理を行う ReturnBackScene(); }
void HandleSceneChange() { if (m_eChangeScene == EScene.MAIN_MENU) { GetGameCamera().GetComponent <CCameraController>().ResetToStartPosition(); GetGameCamera().GetComponent <CCameraController>().StopFadingPanning(); GetCursor().SetVisible(true); GetCursor().SetIconLit(false); GetCursor().SetSideScrollingEnabled(false); m_cTerrian.Terrain_ShutDown(); Destroy(GetComponent <CSceneArena>()); gameObject.AddComponent <CSceneMainMenu>(); } else if (m_eChangeScene == EScene.ARENA) { Destroy(GetComponent <CSceneMainMenu>()); gameObject.AddComponent <CSceneArena>(); } else { Debug.LogError("Unknown scene"); } m_eScene = m_eChangeScene; m_eChangeScene = EScene.INVALID; }
public void MoveToFloor(EScene floor) { TargetFloor = floor; if (bIsMovingToFloor) { StopCoroutine(MoveToFloorRoutine()); if (TargetFloor == EScene.DressingRoom) { ShopNotification.instanceMirror.ToggleSpriteOpen(true); } if (TargetFloor == EScene.Desktop) { ShopNotification.instanceOffice.ToggleSpriteOpen(true); } CurrentMoveCoroutine = StartCoroutine(MoveToFloorRoutine()); } else { if (TargetFloor == EScene.DressingRoom) { ShopNotification.instanceMirror.ToggleSpriteOpen(true); } if (TargetFloor == EScene.Desktop) { ShopNotification.instanceOffice.ToggleSpriteOpen(true); } CurrentMoveCoroutine = StartCoroutine(MoveToFloorRoutine()); } }
public void setScene(EScene scene) { switch (scene) { case EScene.MAINSCENE: break; case EScene.GAMESCENE: currentScene = new GameScene(graphics, this); break; } }
public void LoadScene(EScene scene) { switch (scene) { case EScene.UI: break; case EScene.ChakraLongTones: break; } }
public void LoadScene(EScene sceneType) { string result = string.Empty; for (int i = 0; i < _scenes.Length; i++) { SceneItem item = _scenes[i]; if (item.sceneType == sceneType) { result = item.sceneName; break; } } SceneManager.LoadScene(result); }
public void addScene(EScene e) { switch (e) { case EScene.SOLO: scenes.Add(e, new OnePlayer()); current = EScene.SOLO; MenuManager.Instance.Flush(); break; case EScene.MULTI: scenes.Add(e, new TwoPlayer()); current = EScene.MULTI; MenuManager.Instance.Flush(); break; default: break; } }
public void NotifySceneChange(EScene newScene) { SourceMusic.loop = true; switch (newScene) { case EScene.Elevator: StartCoroutine(SwitchMusicRoutine(ElevatorTheme, ElevatorTheme)); break; case EScene.Desktop: StartCoroutine(SwitchMusicRoutine(GetCurrentDesktopTheme(), GetCurrentDesktopTheme())); break; case EScene.Office: StartCoroutine(SwitchMusicRoutine(FateTheme, FateTheme)); break; case EScene.DressingRoom: StartCoroutine(SwitchMusicRoutine(BedroomTheme, BedroomTheme)); break; case EScene.Shop: StartCoroutine(SwitchMusicRoutine(ShopTheme, ShopTheme)); break; case EScene.Comic: break; case EScene.Intro: StartCoroutine(SwitchMusicRoutine(MenuTheme, MenuTheme)); break; case EScene.MAX: break; case EScene.PostGame: SwitchMusic(IntroComicThemeDark, IntroComicTheme, true); break; } }
public void ChangeScene( EScene i_scene ) { SceneController.Instance.ChangeScene( i_scene ); }
public void ChangeSceneAllPlayer( EScene i_scene ) { if( OfflineMode ) { ChangeScene( i_scene ); return; } photonView.RPC( "ChangeScene_RPC", PhotonTargets.All, (int)i_scene ); }
public void requestAddScene(EScene e, AScene s) { //If KEY EXIST REMBALLE addRqst.Add(e, s); }
public bool HasScene(EScene eScene) { return scenes.ContainsKey(eScene); }
public void requestRemoveScene(EScene e) { removeRqst.Add(e); }
public void desactivateScene(EScene e) { scenes[e].desactivate(); }
public void activateScene(EScene e) { if (e == EScene.LEVEL) scenes[EScene.LEGEND].activate(); scenes[e].activate(); }
internal void initScene(EScene e) { scenes[e].unload(); scenes[e].load(); }