Example #1
0
        public void LoadNewScene(int sceneIndex, bool
                                 saveData = false, bool loadData = false, Sprite backGroundImage =
                                 null,
                                 string tipText = null, bool wanJie = false)
        {
            if (saveData)
            {
                GameManager.Instance.SaveOnFile();
            }

            _wanJie = wanJie;
            GameManager.Instance.needLoadData = loadData;
            _loadMode = SceneLoadMode.LoadByIndex;
            if (sceneIndex == (SceneManager.sceneCountInBuildSettings - 1))
            {
                Debug.LogWarning("要加载的场景为Loading界面");
            }
            _targetSceneIndex = sceneIndex;
            if (backGroundImage != null)
            {
                _backGroundImage = backGroundImage;
            }

            if (tipText != null)
            {
                _tipText = tipText;
            }
            SceneManager.LoadScene("LoadingScene");
        }
Example #2
0
        public void LoadScene(string sceneName, SceneLoadMode loadMode, object sceneData = null)
        {
            //string sceneName = typeof (T).ToString ();


            GameObject uiObject;
            string     perfbName = "Scenes/" + sceneName;

            if (m_loadedScene.Contains(sceneName))
            {
                return;
            }
            sceneName = sceneName.ToLower();
            m_loadedScene.Add(sceneName);
            //Debug.Log ("Loaded Perfab : " + perfbName);
            if (loadMode == SceneLoadMode.Single)
            {
                AssetsManager.Instance().LoadScene(
                    sceneName,
                    UnityEngine.SceneManagement.LoadSceneMode.Single);
            }
            else if (loadMode == SceneLoadMode.Additive)
            {
                AssetsManager.Instance().LoadScene(
                    sceneName,
                    UnityEngine.SceneManagement.LoadSceneMode.Additive);
            }

            //UnityEngine.SceneManagement.LoadSceneMode.Single

            return;
        }
 //Needs rework...
 internal static void EnvironmentSwitched(string scene, SceneLoadMode sceneLoadMode)
 {
     if (mode == Mode.None && scene == "MenuEnvironment" && sceneLoadMode == SceneLoadMode.Load)
     {
         mode = Mode.Menu;
     }
     else if (mode == Mode.Menu)
     {
         if (sceneLoadMode == SceneLoadMode.Load && scene != "MenuEnvironment")
         {
             mode = Mode.Play;
         }
         else if (sceneLoadMode == SceneLoadMode.Unload && scene == "MenuEnvironment")
         {
             mode = Mode.None;
         }
     }
     else
     {
         if (sceneLoadMode == SceneLoadMode.Unload)
         {
             mode = Mode.Menu;
         }
     }
 }
Example #4
0
 private SceneLoadRequest(SceneSource source, string sceneBehaviorName, string sceneFilePath, SceneLoadMode sceneLoadMode)
 {
     Source            = source;
     SceneBehaviorName = sceneBehaviorName;
     SceneFilePath     = sceneFilePath;
     SceneLoadMode     = sceneLoadMode;
     IsHandled         = false;
 }
Example #5
0
 public void LoadNewScene(string sceneName, bool
                          saveData       = false, bool loadData = false, Sprite backGroundImage = null,
                          string tipText = null, bool wanJie    = false)
 {
     if (saveData)
     {
         GameManager.Instance.SaveOnFile();
     }
     GameManager.Instance.needLoadData = loadData;
     _loadMode        = SceneLoadMode.LoadByName;
     _targetSceneName = sceneName;
     if (backGroundImage != null)
     {
         _backGroundImage = backGroundImage;
     }
     _wanJie = wanJie;
     if (tipText != null)
     {
         _tipText = tipText;
     }
     SceneManager.LoadScene("LoadingScene");
 }
Example #6
0
 public BaseScene(SceneType scenetype, SceneLoadType loadtype, SceneLoadMode loadmode)
 {
     SceneName     = scenetype.sceneName;
     this.loadtype = loadtype;
     this.loadmode = loadmode;
 }
Example #7
0
 public void LoadEmptyScene(string sceneBehaviorName, SceneLoadMode sceneLoadMode = SceneLoadMode.PreserveAssets)
 {
     _sceneLoadRequest = SceneLoadRequest.LoadEmptyScene(sceneBehaviorName, sceneLoadMode);
 }
Example #8
0
 public static SceneLoadRequest LoadSceneFromFile(string sceneFilePath, SceneLoadMode sceneLoadMode) =>
 new SceneLoadRequest(SceneSource.File, string.Empty, sceneFilePath, sceneLoadMode);
Example #9
0
 public static SceneLoadRequest LoadEmptyScene(string sceneBehaviorName, SceneLoadMode sceneLoadMode) =>
 new SceneLoadRequest(SceneSource.Empty, sceneBehaviorName, string.Empty, sceneLoadMode);
Example #10
0
 public void LoadScene(string path, SceneLoadMode sceneLoadMode = SceneLoadMode.PreserveAssets)
 {
     _sceneLoadRequest = SceneLoadRequest.LoadSceneFromFile(path, sceneLoadMode);
 }
Example #11
0
            internal static IEnumerator Studio_ImportScene_Postfix_Coroutine(string _path, SceneLoadMode _mode)
            {
                yield return(Toolbox.WaitForEndOfFrame);

                yield return(Toolbox.WaitForEndOfFrame);

                Core.DebugLog($"Studio_ImportScene_Postfix_Coroutine [mode: {_mode}]");
                OnSceneLoad?.Invoke(null, new SceneLoadEventArgs(_path, SceneLoadMode.Import, SceneLoadState.Coroutine));
            }
Example #12
0
 public SceneLoadEventArgs(string _path, SceneLoadMode _mode, SceneLoadState _state)
 {
     Path  = _path;
     Mode  = _mode;
     State = _state;
 }
Example #13
0
 public void LoadScene(SceneLookupEnum sceneName, SceneLoadMode loadMode, object sceneData = null)
 {
     m_currentScene = sceneName;
     LoadScene(SceneLookup.GetString(sceneName), loadMode, sceneData);
     CameraService.Instance.UpdateCurrentCamera();
 }