// Use this for initialization void Start() { SoundManager.GetInstance().StopBGM(); sceneName = SceneManagerController.GetInstance().SceneName; // Invoke("delayDo", 0.5f); StartCoroutine(loadScene()); }
private IEnumerator ChangeScene() { SceneManagerController.LoadScene(); yield return(new WaitForSeconds(3.0f)); SceneManagerController.ChangeScene(); }
// Use this for initialization void Start() { SoundManager.GetInstance().StopBGM(); sceneName = SceneManagerController.GetInstance().SceneName; Invoke("delayDo", Random.Range(0.6f, 1.2f)); // StartCoroutine(loadScene()); }
void Awake() { SoundButton.AudioController = GetComponent <AudioController>(); SceneManagerController = Object.FindObjectOfType <SceneManagerController>(); SceneManagerController.currentSceneIndex = 1; LanguageController = LanguageController.Shared; this.reloadTexts(); }
private void Start() { if (SceneManagerController.GetActiveSceneIndex() == SCENE_TO_APPLY_EVENTS) { CreateFadeInEvents(); CreateFadeOutEvents(); } }
void Start() { smc = FindObjectOfType <SceneManagerController> (); clickable = GetComponent <Clickable> (); meshRenderer = GetComponent <MeshRenderer> (); SetScale(); UpdateMaterial(); }
/// <summary> /// Goto loading and title /// </summary> private IEnumerator CallNextScene() { FadeEffect.Instance.FadeToLevel(); yield return(new WaitForSecondsRealtime(FadeEffect.Instance.GetFadeOutLength())); GameStatusController.Instance.NextSceneName = SceneManagerController.SceneNames.Title; GameStatusController.Instance.CameFromLevel = false; SceneManagerController.CallScene(SceneManagerController.SceneNames.Loading); }
/// <summary> /// Calls the next scene /// </summary> private IEnumerator CallNextScene() { yield return(new WaitForSecondsRealtime(TIME_TO_WAIT)); FadeEffect.Instance.FadeToLevel(); yield return(new WaitForSecondsRealtime(FadeEffect.Instance.GetFadeOutLength())); AsyncOperation operation = SceneManagerController.CallSceneAsync(GameStatusController.Instance.NextSceneName); }
void Awake() { if (Instance != null) { Destroy(Instance.gameObject); } Instance = this; DontDestroyOnLoad(gameObject); }
// Update is called once per frame void Update() { countTime += Time.deltaTime;//スタートしてからの秒数を格納 if (countTime > 3.0f) { SceneManagerController.ChangeScene(); } }
private void Update() { int currentSceneIndex = SceneManagerController.GetActiveSceneIndex(); if (currentSceneIndex != startingSceneIndex) { DestroyInstance(); } }
/// <summary> /// Quits the game /// </summary> private void QuitGame() { if (EventSystem.current.currentSelectedGameObject != quitButton.gameObject) { return; } SceneManagerController.QuitGame(); }
/// <summary> /// Call the next scene /// </summary> /// <param name="nextSceneName"> Next Scene </param> public IEnumerator CallNextScene(string nextSceneName) { AudioController.Instance.StopMusic(); canvasGroup.interactable = false; FadeEffect.Instance.FadeToLevel(); yield return(new WaitForSecondsRealtime(FadeEffect.Instance.GetFadeOutLength())); GameStatusController.Instance.NextSceneName = nextSceneName; GameStatusController.Instance.CameFromLevel = false; SceneManagerController.CallScene(SceneManagerController.SceneNames.Loading); }
void Update() { // タイトルシーンへ戻る if ((Input.GetKeyDown(KeyCode.Space) || XCI.GetButton(XboxButton.B, XboxController.First)) && !changescene_flag) { changescene_flag = true; As.PlayOneShot(se); SceneManagerController.LoadScene(); SceneManagerController.ChangeScene(); } }
void Awake() { if (instanceRef == null) { instanceRef = this; DontDestroyOnLoad(gameObject); } else { DestroyImmediate(gameObject); } }
void OnDestroy() { SceneManagerController smc = FindObjectOfType <SceneManagerController> (); if (smc != null) { if (!isQuitting && !smc.isSceneChanging) { smc.RestartFromCheckpoint(); } } }
/// <summary> /// Stop all and calls main menu scene /// </summary> private IEnumerator CallNextScene() { canvasGroup.interactable = false; actualGameState = Enumerators.GameStates.TRANSITION; AudioController.Instance.StopMusic(); FadeEffect.Instance.FadeToLevel(); yield return(new WaitForSecondsRealtime(FadeEffect.Instance.GetFadeOutLength())); GameStatusController.Instance.NextSceneName = SceneManagerController.SceneNames.MainMenu; GameStatusController.Instance.CameFromLevel = false; SceneManagerController.CallScene(SceneManagerController.SceneNames.Loading); }
public void SetUpLobbyScene() { // Arrange SceneManagerController sceneManager = new SceneManagerController(); var manager = GetManagerMock(); sceneManager.SetSceneManager(manager); // Act sceneManager.DisplayLobbyScene(); // Assert manager.Received().LoadScene("LobbyScene"); }
/// <summary> /// Reset current level /// </summary> private IEnumerator ResetLevelCoroutine() { GameSessionController.Instance.ActualGameState = Enumerators.GameStates.TRANSITION; FadeEffect.Instance.ResetAnimationFunctions(); FadeEffect.Instance.FadeToLevel(); yield return(new WaitForSecondsRealtime(FadeEffect.Instance.GetFadeOutLength())); GameStatusController.Instance.IsLevelCompleted = false; GameStatusController.Instance.CameFromLevel = false; PersistentData.Instance.DestroyInstance(); GameSessionController.Instance.DestroyInstance(); SceneManagerController.ReloadScene(); }
public void OnStartButtonClick() { // Arrange SceneManagerController sceneManager = new SceneManagerController(); var manager = GetManagerMock(); sceneManager.SetSceneManager(manager); // Act sceneManager.OnStartButton(); // Assert manager.Received().LoadScene("SinglePlayerSurvival"); }
public void OnHowToPlayButtonClick() { // Arrange SceneManagerController sceneManager = new SceneManagerController(); var manager = GetManagerMock(); sceneManager.SetSceneManager(manager); // Act sceneManager.OnHowToPlayButton(); // Assert manager.Received().LoadScene("Controls"); }
/// <summary> /// Go to loading then main menu /// </summary> private IEnumerator CallNextScene() { canPress = false; AudioController.Instance.PlaySFX(AudioController.Instance.UiSubmitSound, AudioController.Instance.MaxSFXVolume); flashTextEffect.TimeToFlick = 0.1f; yield return(new WaitForSecondsRealtime(TIME_TO_WAIT)); FadeEffect.Instance.FadeToLevel(); yield return(new WaitForSecondsRealtime(FadeEffect.Instance.GetFadeOutLength())); GameStatusController.Instance.NextSceneName = SceneManagerController.SceneNames.MainMenu; GameStatusController.Instance.CameFromLevel = false; SceneManagerController.CallScene(SceneManagerController.SceneNames.Loading); }
public void OnExitClick() { // Arrange SceneManagerController sceneManager = new SceneManagerController(); var manager = GetManagerMock(); sceneManager.SetSceneManager(manager); // Act sceneManager.OnExit(); // Assert manager.Received().Quit(); }
void Awake() { if (instance == null) { DontDestroyOnLoad(gameObject); instance = this; } else if (instance != this) { Destroy(gameObject); } sceneManager = GetComponentInChildren <SceneManagerController>(); saveLoadManager = GetComponentInChildren <SaveLoadManager>(); }
public void OnControlsBackButtonClick() { // Arrange SceneManagerController sceneManager = new SceneManagerController(); var manager = GetManagerMock(); manager.GetCurrentScene().Returns("SinglePlayerSurvival"); sceneManager.SetSceneManager(manager); // Act sceneManager.OnLobbyManagerBackButton(); // Assert manager.Received().LoadScene("LobbyScene"); }
public static bool OpenSceneManagerWindow(int instanceId, int line) { SceneManagerController manager = EditorUtility.InstanceIDToObject(instanceId) as SceneManagerController; if (manager == null) { return(false); } SceneManagerEditorWindow window = GetWindow <SceneManagerEditorWindow>(title: "Scene Manager", focus: true); if (window.sceneManager == manager) { return(false); } window.sceneManager = manager; window.FlagRefresh(); return(true); }
void Awake() { sceneManager = new SceneManagerController(); sceneManager.SetSceneManager(this); DontDestroyOnLoad(transform.gameObject); }
private void OnEnable() { sceneManager = new SceneManagerController(); sceneManager.SetSceneManager(this); }
private void Start() => startingSceneIndex = SceneManagerController.GetActiveSceneIndex();
// Update is called once per frame void Update() { switch (mode) { case SELECTMODE.TITLE: if (ControllerLock == true) { if (Title_Gizmo.GetComponent <Gizmo>().Flickpage(Flickpage) == false) { ControllerLock = false; mode = Nextmode; } } break; case SELECTMODE.PLAYERNUM: if (ControllerLock == true) { if (Playernam_Gizmo.GetComponent <Gizmo>().Flickpage(Flickpage) == false) { ControllerLock = false; playersface = new Sprite[playerNum]; mode = Nextmode; } } break; case SELECTMODE.STAGESELECT: if (ControllerLock == true) { if (Stageselect_Gizmo.GetComponent <Gizmo>().Flickpage(Flickpage) == false) { ControllerLock = false; mode = Nextmode; } } break; case SELECTMODE.CHARACTERSELECT: //初期化処理 if (Initializeface == false) { GameObject cursors = null; //カーソルの集まりを取得 foreach (Transform Child in Characterselect_Gizmo.transform) { if (Child.transform.name == "Cursors") { cursors = Child.gameObject; } } //プレイヤー人数分カーソルを表示する for (int i = 0; i < playerNum; i++) { cursors.transform.GetChild(i).gameObject.SetActive(true); } } for (int i = 0; i < playersface.Length; i++) { if (playersface[i] == null) { return; } } mode = SELECTMODE.CHANGESCENE; break; case SELECTMODE.CHANGESCENE: CreatePlayer_data(); playdata = new PlayData(Stage_name, playerdata); //シーン切替 SceneManagerController.ChangeScene(); mode = SELECTMODE.MAX; break; case SELECTMODE.MAX: break; } }
private bool GamePlay_flag = false;//プレイスタートボタンを表示(true)非表示(false) // Use this for initialization void Start() { //シーンのロード SceneManagerController.LoadScene(); }