Example #1
0
 public void Show(LoadingScreenState state)
 {
     this.m_State  = state;
     this.m_Active = true;
     this.UpdateSize(true);
     this.SetupTexture();
 }
    public void UpdateLoadingScreen()
    {
        if (currentLoadingScreenState == LoadingScreenState.Disappearing)
        {
            if (currentDuration > 0)
            {
                currentDuration -= Time.deltaTime;

                foreach (Image loadingImage in loadingImages)
                {
                    Color newColor = loadingImage.color;
                    newColor.a         = opacityCurve.Evaluate(currentDuration / disappearingDuration);
                    loadingImage.color = newColor;
                }
            }
            else if (currentDuration < 0)
            {
                currentDuration = 0;
                foreach (Image loadingImage in loadingImages)
                {
                    loadingImage.color        = new Color(loadingImage.color.r, loadingImage.color.g, loadingImage.color.b, 0);
                    currentLoadingScreenState = LoadingScreenState.Hidden;
                }

                if (OnScreenFinishedTransition != null)
                {
                    OnScreenFinishedTransition();
                }
            }
        }
        else if (currentLoadingScreenState == LoadingScreenState.Appearing)
        {
            if (currentDuration > 0)
            {
                currentDuration -= Time.deltaTime;
                foreach (Image loadingImage in loadingImages)
                {
                    Color newColor = loadingImage.color;
                    newColor.a         = opacityCurve.Evaluate(1 - (currentDuration / appearingDuration));
                    loadingImage.color = newColor;
                }
            }
            else if (currentDuration < 0)
            {
                currentDuration = 0;
                foreach (Image loadingImage in loadingImages)
                {
                    loadingImage.color        = new Color(loadingImage.color.r, loadingImage.color.g, loadingImage.color.b, 1);
                    currentLoadingScreenState = LoadingScreenState.Shown;
                }

                if (OnScreenFinishedTransition != null)
                {
                    OnScreenFinishedTransition();
                }
            }
        }
    }
    public void StartBeginLoad(OnLoadingScreenEvent actionWhenLoaded)
    {
        currentLoadingScreenState = LoadingScreenState.Disappearing;

        foreach (Image loadingImage in loadingImages)
        {
            loadingImage.color = new Color(loadingImage.color.r, loadingImage.color.g, loadingImage.color.b, 1);
        }

        currentDuration = disappearingDuration;

        OnScreenFinishedTransition = actionWhenLoaded;
    }
Example #4
0
    private void OnNextSceneLoaded(Scene _scene, LoadSceneMode _mode)
    {
        if (_scene.buildIndex == (int)Scenes.Game)
        {
            loadingScreenState = LoadingScreenState.Done;

            onGameStarted?.Invoke(true);
        }
        else
        {
            onGameStarted?.Invoke(false);
        }
    }
Example #5
0
    private IEnumerator coroutineFunction(string sceneName)
    {
        yield return(heightAnimator.In());

        state = LoadingScreenState.Loading;
        CustomTimer minLoadingTimer = new CustomTimer(minLoadingTime);

        yield return(SceneManager.LoadSceneAsync(sceneName));

        yield return(minLoadingTimer);

        state = LoadingScreenState.Ending;
        yield return(heightAnimator.Out());

        state = LoadingScreenState.Sleeping;
    }
Example #6
0
    // Start is called before the first frame update
    void Start()
    {
        movementInstr.SetActive(true);
        grabInstr.SetActive(true);
        attackInstr.SetActive(false);
        loadingText.SetActive(false);

        playerObjInScene = Instantiate(playerPrefab);
        playerObjInScene.transform.position = Vector3.zero;

        upperSpawnPt = new Vector3(0f, 1.5f, 0f);
        lowerSpawnPt = new Vector3(0f, -1.5f, 0f);

        timer = 200;

        thisState = LoadingScreenState.Practice;
    }
    public void StartEndLoad(OnLoadingScreenEvent actionWhenLoaded)
    {
        if (GameManager.gameManager != null)
        {
            GameManager.gameManager.PauseIntrfcManager.HidePauseButton();
        }

        currentLoadingScreenState = LoadingScreenState.Appearing;

        foreach (Image loadingImage in loadingImages)
        {
            loadingImage.color = new Color(loadingImage.color.r, loadingImage.color.g, loadingImage.color.b, 0);
        }

        currentDuration = appearingDuration;

        OnScreenFinishedTransition = actionWhenLoaded;
    }
Example #8
0
    public CustomAsyncOperation LoadScene(string name)
    {
        if (state != LoadingScreenState.Sleeping)
        {
            return(null);
        }
                #if UNITY_EDITOR
        if (GameManager.devMode)
        {
            SceneManager.LoadSceneAsync(name);
        }
        else
        {
                #endif
        state = LoadingScreenState.Beginning;
        StartCoroutine(coroutineFunction(name));
                #if UNITY_EDITOR
    }
                #endif

        return(new CustomAsyncOperation(() => state == LoadingScreenState.Sleeping, () => progress, op => {}));
    }
Example #9
0
    // Update is called once per frame
    void Update()
    {
        switch (thisState)
        {
        case LoadingScreenState.Practice:
            if (Input.GetAxis("Horizontal") != 0 || Input.GetAxis("Vertical") != 0)
            {
                hasMoved = true;
            }
            if (Input.GetMouseButton(0))
            {
                hasGrabbed = true;
            }
            if (hasMoved && hasGrabbed)
            {
                thisState = LoadingScreenState.Pause;
            }
            break;

        case LoadingScreenState.Pause:
            timer--;
            if (timer < 1)
            {
                thisState = LoadingScreenState.Test;

                movementInstr.SetActive(false);
                grabInstr.SetActive(false);
                attackInstr.SetActive(true);
                loadingText.SetActive(false);

                GameObject objref = Instantiate(enemyPrefab);
                objref.transform.position =
                    (playerObjInScene.transform.position - upperSpawnPt).sqrMagnitude >
                    (playerObjInScene.transform.position - lowerSpawnPt).sqrMagnitude ?
                    upperSpawnPt :
                    lowerSpawnPt;
                objref.layer = 0;
            }
            break;

        case LoadingScreenState.Test:
            if (GameObject.FindGameObjectWithTag("Enemy") == null)
            {
                movementInstr.SetActive(false);
                grabInstr.SetActive(false);
                attackInstr.SetActive(false);
                loadingText.SetActive(true);

                thisState = LoadingScreenState.Loading;
            }
            break;

        case LoadingScreenState.Loading:
        default:
            SceneManager.LoadScene("Game");
            break;
        }
        if (Input.GetAxis("Horizontal") != 0 || Input.GetAxis("Vertical") != 0)
        {
            hasMoved = true;
        }
        if (Input.GetMouseButton(0))
        {
            hasGrabbed = true;
        }
    }
Example #10
0
    private IEnumerator LoadSceneCR(Scenes sceneToLoad)
    {
        LoadingBarInfoText.text         = "Lade " + sceneToLoad + " Scene...";
        loadingScreenState              = LoadingScreenState.Loading;
        LoadingBarForeground.fillAmount = 0f;
        LoadingScreenCanvas.SetActive(true);

        for (int i = 0; i < SceneManager.sceneCount; i++)
        {
            if (SceneManager.GetSceneAt(i).buildIndex == (int)Scenes.Loading)
            {
                SceneManager.SetActiveScene(SceneManager.GetSceneAt(i));
            }
            else if (SceneManager.GetSceneAt(i).buildIndex != (int)sceneToLoad)
            {
                SceneManager.UnloadSceneAsync(SceneManager.GetSceneAt(i).buildIndex);
            }
        }

        sceneLoadingOperation = SceneManager.LoadSceneAsync((int)sceneToLoad, LoadSceneMode.Additive);

        while (!sceneLoadingOperation.isDone || loadingScreenState != LoadingScreenState.Done)
        {
            LoadingBarForeground.fillAmount = sceneLoadingOperation.progress;

            switch (loadingScreenState)
            {
            case LoadingScreenState.Loading:
                LoadingBarInfoText.text = "Lade " + sceneToLoad + " Scene...";
                break;

            case LoadingScreenState.Done:
                LoadingBarInfoText.text = "Fertig mit laden.";
                break;

            case LoadingScreenState.ConnectingTwitchAPI:
                LoadingBarInfoText.text = "Verbinde zur Twitch API...";
                break;

            case LoadingScreenState.ConnectedTwitchAPI:
                LoadingBarInfoText.text = "Verbinde zur Twitch API hergestellt.";
                break;

            case LoadingScreenState.FailedToConnectTwitchAPI:
                LoadingBarInfoText.text = "Verbinde zur Twitch API konnte nicht hergestellt werden.";
                break;
            }

            yield return(new WaitForEndOfFrame());
        }

        yield return(new WaitForSeconds(0.5f));

        for (int i = 0; i < SceneManager.sceneCount; i++)
        {
            if (SceneManager.GetSceneAt(i).buildIndex == (int)sceneToLoad)
            {
                SceneManager.SetActiveScene(SceneManager.GetSceneAt(i));
            }
        }

        LoadingScreenCanvas.SetActive(false);
        LoadingBarInfoText.text         = "";
        LoadingBarForeground.fillAmount = 0f;
    }
Example #11
0
 public void SetLoadingScreenState(LoadingScreenState _loadingScreenState)
 {
     loadingScreenState = _loadingScreenState;
 }