//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // * Derived Method: On Trigger //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ protected override void OnTrigger() { base.OnTrigger(); if (m_rOwningPage != null) { m_rOwningPage.Disappear(false); } // Show Previous Scene/Note if (PreviousScene != null) { if (PreviousScene.IsSceneActive) { PreviousScene.ShowSceneVignette(); } else { PreviousScene.ShowSubscene(); } } if (PreviousNotePage != null) { PreviousNotePage.Reveal(false); } // Hide Vignette if no one is going to own it :/ if (PreviousScene == null) { VignetteManager.TransitionVignette(0.0f, 0.25f); } }
private RenderTarget2D GetSceneSnapshot() { GraphicsDevice.SetRenderTarget(_snapshotTarget); PreviousScene.Draw(); GraphicsDevice.SetRenderTarget(null); return(_snapshotTarget); }
// Play mode change callback handles the scene load/reload. private static void OnPlayModeChanged(PlayModeStateChange state) { if (!LoadMasterOnPlay) { return; } if (!EditorApplication.isPlaying && EditorApplication.isPlayingOrWillChangePlaymode) { // User pressed play -- autoload master scene. for (int i = 0; i < EditorSceneManager.sceneCount; i++) { if (i == 0) { PreviousScene = EditorSceneManager.GetSceneAt(i).path; } else { PreviousScene += ":" + EditorSceneManager.GetSceneAt(i).path; } } if (EditorSceneManager.SaveCurrentModifiedScenesIfUserWantsTo()) { try { EditorSceneManager.OpenScene(MasterScene); } catch { Debug.LogError(string.Format("error: scene not found: {0}", MasterScene)); EditorApplication.isPlaying = false; } } else { // User cancelled the save operation -- cancel play as well. EditorApplication.isPlaying = false; } } // isPlaying check required because cannot OpenScene while playing if (!EditorApplication.isPlaying && !EditorApplication.isPlayingOrWillChangePlaymode) { // User pressed stop -- reload previous scene. try { char[] split = { ':' }; foreach (var scene in PreviousScene.Split(split, StringSplitOptions.RemoveEmptyEntries)) { EditorSceneManager.OpenScene(scene, OpenSceneMode.Additive); } } catch { Debug.LogError(string.Format("error: scene not found: {0}", PreviousScene)); } } }
public static void OnPlayModeChanged(PlayModeStateChange state) { if (!loadMainMenuOnEditorPlay) { return; } if (state == PlayModeStateChange.ExitingEditMode) { // User pressed play -- autoload initials scene. if (EditorSceneManager.SaveCurrentModifiedScenesIfUserWantsTo()) { List <string> paths = new List <string>(); for (int i = 0; i < EditorSceneManager.sceneCount; i++) { paths.Add(EditorSceneManager.GetSceneAt(i).path); } PreviousScene = string.Join(splitKeyS, paths); string mainMenuScenePath = GameManagerSettings.instance.mainMenuScenePath; try { EditorSceneManager.OpenScene(mainMenuScenePath); } catch { Debug.LogError("Error: scene not found: " + mainMenuScenePath); loadMainMenuOnEditorPlay = false; EditorApplication.isPlaying = false; } } else { // User cancelled the save operation -- cancel play as well. loadMainMenuOnEditorPlay = false; EditorApplication.isPlaying = false; } } // User pressed stop -- reload previous scene. else if (state == PlayModeStateChange.EnteredEditMode) { loadMainMenuOnEditorPlay = false; string[] scenes = PreviousScene.Split(splitKey); for (int i = 0; i < scenes.Length; i++) { try { EditorSceneManager.OpenScene(scenes[i], i == 0 ? OpenSceneMode.Single : OpenSceneMode.Additive); } catch { Debug.LogError("Error: scene not found: " + scenes[i]); } } } }
public void SelectThis() { if (Scene != null) { PreviousScene.SetActive(false); Scene.SetActive(true); } GameManager.OptionSelected(Event); GameManager.SetPanelActive(true); if (Scene.GetComponent <SceneSelection>() == null) { OptionPanel.SetActive(false); } }
public virtual void Update(GameTime gameTime) { PreviousScene.Update(gameTime); _fadeTime = OrionMath.LinearInterpolate(0.0f, 1.0f, _elapsed); if (_elapsed <= 1.0f) { _elapsed += gameTime.ElapsedGameTime.Milliseconds / FadeDuration; } else { if (Elapsed != null) { Elapsed(this, new EventArgs()); } } }
// Use this for initialization void Start() { // Set this as the GameHandler's LevelSelectHandler. var gameHandler = GameObject.FindGameObjectWithTag("GameHandler"); if (gameHandler != null) { gameHandler.GetComponent<GameHandler>().BuilderHandler = this; prevScene = gameHandler.GetComponent<GameHandler>().GotoPrevScene; playersJoined = gameHandler.GetComponent<GameHandler>().GetPlayersJoined(); ActivatePlayerAreas(playersJoined); } else { ActivatePlayerAreas(new [] {true, true, true, true}); } }