Inheritance: MonoBehaviour
Example #1
0
        /// <summary>
        /// Constructs a new screen manager component.
        /// </summary>
        public ScreenManager(Game game)
            : base(game)
        {
            // we must set EnabledGestures before we can query for them, but
            // we don't assume the game wants to read them.
            TouchPanel.EnabledGestures = GestureType.None;

            // Create the lighting system.
            sunBurnCoreSystem = new SunBurnCoreSystem(game.Services, game.Content);
            sceneState = new SceneState();

            // Create the scene interface. Acts as a service provider containing all scene managers
            // and returning them by type (including custom managers). Also acts as a component
            // container where calls to manager methods on the SceneInterface (such as BeginFrameRendering,
            // Unload, ...) are automatically called on all contained managers.
            //
            // This design allows managers to be plugged-in like modular components and for managers
            // to easily be added, removed, or replaced with custom implementations.
            //
            sceneInterface = new SceneInterface();
            sceneInterface.CreateDefaultManagers(RenderingSystemType.Forward, CollisionSystemType.Physics, true);

            // Create the frame buffers used for rendering (sized to the backbuffer) and
            // assign them to the ResourceManager so we don't have to worry about cleanup.
            frameBuffers = new FrameBuffers(DetailPreference.High, DetailPreference.Medium);
            sceneInterface.ResourceManager.AssignOwnership(frameBuffers);

            // Post console messages letting the user know how to open the SunBurn Editor.
            sceneInterface.ShowConsole = true;
            SystemConsole.AddMessage("Welcome to the SunBurn Engine.", 4);
            SystemConsole.AddMessage("Use an Xbox controller or the W, A, S, D keys to navigate the scene.", 8);
            SystemConsole.AddMessage("Press F11 to open the SunBurn Editor.", 12);
        }
Example #2
0
        public virtual void Update(double totalTime, double frameTime)
        {
            m_elapsed += (float)frameTime;

            switch (m_sceneState)
            {
                case SceneState.TransitioningOn:
                    {
                        m_transitionAlpha = 1 - (m_elapsed / (float)TransitionOffLength.TotalSeconds);

                        if (m_elapsed >= (float)TransitionOnLength.TotalSeconds)
                        {
                            m_elapsed = 0;
                            m_sceneState = SceneState.Active;
                        }

                        break;
                    }
                case SceneState.TransitioningOff:
                    {
                        m_transitionAlpha = m_elapsed / (float)TransitionOnLength.TotalSeconds;

                        if (m_elapsed >= (float)TransitionOffLength.TotalSeconds)
                        {
                            m_elapsed = 0;
                            m_sceneState = SceneState.None;

                            if (TransitionCompleted != null)
                                TransitionCompleted();
                        }

                        break;
                    }
            }
        }
Example #3
0
    //sets scene to main menu by default
    public void Awake()
    {
        //keep alive
        DontDestroyOnLoad(gameObject);
        _mainController = this;

        _updateDelegates = new UpdateDelegate[(int)SceneState.Count];

        _updateDelegates[(int)SceneState.Reset] = SceneStateReset;
        _updateDelegates[(int)SceneState.Preload] = SceneStatePreload;
        _updateDelegates[(int)SceneState.Load] = SceneStateLoad;
        _updateDelegates[(int)SceneState.Unload] = SceneStateUnload;
        _updateDelegates[(int)SceneState.PostLoad] = ScreenStatePostLoad;
        _updateDelegates[(int)SceneState.Ready] = ScreenStateReady;
        _updateDelegates[(int)SceneState.Run] = ScreenStateRun;

        _nextSceneName = "MainMenu";

        //testing event messaging system
        Messenger.AddListener<string>("Scene change",Test);
        Messenger.MarkAsPermanent("Scene change"); // <-- persists through scene changes
        Messenger.Broadcast("Scene change", _nextSceneName);
        //oh yeah... that's how I like it.

        _currentSceneState = SceneState.Reset;
    }
    public void SetState(SceneState state)
    {
        State = state;

        if (state == SceneState.LookScene)
        {
            MenuListUI.gameObject.SetActive(false);
            MenuItemUI.gameObject.SetActive(false);

            virtualTouch.joystickRight.gameObject.SetActive(true);
            virtualTouch.joystickLeft.gameObject.SetActive(true);
        }
        else if (state == SceneState.LookMenuList)
        {
            MenuListUI.gameObject.SetActive (true);
            MenuItemUI.gameObject.SetActive(false);

            virtualTouch.joystickRight.gameObject.SetActive(false);
            virtualTouch.joystickLeft.gameObject.SetActive(false);
        }
        else if (state == SceneState.LookMenuItem)
        {
            MenuListUI.gameObject.SetActive (false);
            MenuItemUI.gameObject.SetActive(true);

            virtualTouch.joystickRight.gameObject.SetActive(false);
            virtualTouch.joystickLeft.gameObject.SetActive(false);
        }
    }
 //triggers events in the sequence
 public void SetSceneState(SceneState state)
 {
     //sets the current scene state and then applies its value to all stored Animator components
     currentSceneState = state;
     char1Animator.SetInteger("SceneState", (int)currentSceneState);
     doorAnimator.SetInteger("SceneState", (int)currentSceneState);
     char2Animator.SetInteger("SceneState", (int)currentSceneState);
 }
Example #6
0
 /// <summary>
 ///   Creates a new Camera instance
 /// </summary>
 /// <param name = "aspectRatio">The viewport aspect ratio</param>
 protected Camera2D(float aspectRatio)
 {
     AspectRatio = aspectRatio;
     Distance = 1.0f;
     
     SceneState = new SceneState();
     SceneEnvironment = new SceneEnvironment();
 }
 // Use this for initialization
 void Start()
 {
     state = SceneState.ACTIVE;
     opScreenCover = 0.0f;
     opText = 0.0f;
     currAnimTick = 0.0f;
     maxAnimTime = 2.4f;
 }
Example #8
0
 public MySceneBehavior()
     : base("MySceneBehavior")
 {
     this.diagnostics = false;
     WaveServices.ScreenContextManager.SetDiagnosticsActive(this.diagnostics);
     this.sceneState = SceneState.EMITER;
     this.gravityIndex = 0;
 }
 void OnTaskFinished(SingleGameLogic logic)
 {
     this.logic = logic;
     task       = null;
     startButton.Activate();
     loading.Stop();
     state = SceneState.Ready;
     OnAppearanceChanged();
 }
Example #10
0
 public void LoadSceneSystemViever(Location location)
 {
     Glob.sceneLocation        = location;
     SceneManager.sceneLoaded += OnDrawMapAfterLoadScene;
     SceneManager.LoadScene("SystemViewer");
     Glob.currentScene = EScene.systemViewer;
     sceneState        = new SceneStateSystemViewer(location);
     UI.Escaper.Add(LoadSceneStarSystem);
 }
Example #11
0
 /// <summary>
 /// シーンチェンジをするときに呼び出すもの
 /// </summary>
 /// <param name="name"></param>
 public void SceneChange(SceneState name)
 {
     // 2重に入らないようにするための仕掛け
     if (changeNowFlg)
     {
         return;
     }
     StartCoroutine(SceneActiveChange(name));
 }
Example #12
0
        private void ApplyBeforeDraw(DrawState drawState, SceneState sceneState)
        {
            ApplyRenderState(drawState.RenderState);
            ApplyVertexArray(drawState.VertexArray);
            ApplyShaderProgram(drawState, sceneState);

            _textureUnits.Clean();
            ApplyFramebuffer();
        }
Example #13
0
        // 「STAGE CLEAR」演出
        IEnumerator OnStageClear()
        {
            // 3秒待ってシーン遷移
            sceneState = SceneState.StageClear;
            ShowMessage("STAGE CLEAR");
            yield return(new WaitForSeconds(3.0f));

            SceneManager.LoadScene("StageClear");
        }
Example #14
0
 // このステージをクリアーさせます。
 public void StageClear()
 {
     // ステージプレイ中のみ
     if (sceneState == SceneState.Play)
     {
         sceneState = SceneState.StageClear;
         LoadNextScene();
     }
 }
Example #15
0
    // handle anything that needs to happen before loading
    private void UpdateScenePreload()
    {
        sceneLoadTask = SceneManager.LoadSceneAsync(nextSceneName);
        //sceneLoadTask = Application.LoadLevelAsync(nextSceneName);
        //sceneLoadTask.allowSceneActivation = false;
        //Debug.Log (sceneLoadTask.progress);

        sceneState = SceneState.Load;
    }
Example #16
0
        //-----------------------------------------------------------
        /// <summary>
        /// Called whenever a modal window  button  is tapped
        /// </summary>
        /// <param name="buttonID">ID of button (really of modal)</param>
        /// <param name="buttonAction">Action dictated by button</param>
        /// <remarks>
        /// Called directly by buttons--should be event-driven
        /// </remarks>
        public void ModalButtonClicked(ButtonID buttonID, ButtonAction buttonAction)
        {
            SceneState sceneState = sceneManager.GetCurrentState();

            if (sceneState == SceneState.Modal || sceneState == SceneState.GameOver)
            {
                sceneManager.ButtonClicked(buttonID, buttonAction);
            }
        }
Example #17
0
    public void ChangeScene(SceneState _sceneState)
    {
        switch (_sceneState)
        {
        case SceneState.MAIN:
        {
            if (sceneState == SceneState.WIN)
            {
                AudioManager.instance.Stop("Victory Theme");
            }
            else if (sceneState == SceneState.LOSS)
            {
                AudioManager.instance.Stop("Loss Theme");
            }
            transition = GameObject.Find("SceneTransition").GetComponent <Animator>();
            StartCoroutine(TransitionScene("MenuScene", 1.0f, "Opening Theme"));
            sceneState = _sceneState;
            break;
        }

        case SceneState.GAME:
        {
            AudioManager.instance.Stop("Opening Theme");
            transition = GameObject.Find("SceneTransition").GetComponent <Animator>();
            StartCoroutine(TransitionScene("GameScene", 1.0f, "In-Game Theme"));
            sceneState = _sceneState;
            break;
        }

        case SceneState.WIN:
        {
            AudioManager.instance.Stop("In-Game Theme");
            transition = GameObject.Find("SceneTransition").GetComponent <Animator>();
            StartCoroutine(TransitionScene("WinScene", 1.0f, "Victory Theme"));
            sceneState = _sceneState;
            break;
        }

        case SceneState.LOSS:
        {
            AudioManager.instance.Stop("In-Game Theme");
            transition = GameObject.Find("SceneTransition").GetComponent <Animator>();
            StartCoroutine(TransitionScene("LossScene", 1.0f, "Loss Theme"));
            sceneState = _sceneState;
            break;
        }
        }

        IEnumerator TransitionScene(string _sceneName, float _transitionTime, string _sceneMusicName)
        {
            transition.SetTrigger("Start");
            yield return(new WaitForSeconds(_transitionTime));

            SceneManager.LoadScene(sceneName: _sceneName);
            AudioManager.instance.Play(_sceneMusicName);
        }
    }
Example #18
0
        public void Render(Context context, SceneState sceneState)
        {
            Verify.ThrowIfNull(context);
            Verify.ThrowIfNull(sceneState);

            _lineWidth.Value = (float)(0.5 * Width * sceneState.HighResolutionSnapScale);

            context.Draw(_primitiveType, _drawState, sceneState);
        }
Example #19
0
 public void OnGameSceneActive()
 {
     if (CurrentSceneState == SceneState.Game)
     {
         return;
     }
     Logger.log.Debug(">>>> Plugin|OnGameSceneActive doing stuff");
     CurrentSceneState = SceneState.Game;
 }
Example #20
0
        } // End of FadeIn.

        /// <summary>
        /// @brief  実行
        /// </summary>
        private void Play()
        {
            // タイマーが止まったとき
            if (m_timer.IsFinish())
            {
                // シーンステータスを " タイムアップ " へ
                m_scene_state = SceneState.TIME_UP;
            }
        } // End of Play.
Example #21
0
 internal void HandleTransition(SceneState _State, float _TransitionStatus)
 {
     mColor    = mColor * _TransitionStatus;
     mPosition = Vector2.Lerp(mDesc.StartPosition, mDesc.EndPosition, _TransitionStatus);
     if (_TransitionStatus == 1)
     {
         mPosition = mDesc.EndPosition;
     }
 }
Example #22
0
 // handle anything that needs to happen immediately before running
 private void UpdateSceneReady()
 {
     // run a gc pass
     // if you have assets loaded in the scene that are
     // currently unused currently but may be used later
     // DON'T do this here
     System.GC.Collect();
     sceneState = SceneState.Run;
 }
Example #23
0
        public override void Render(Context context, SceneState sceneState)
        {
            _polyline.Render(context, sceneState);

            foreach (Polygon polygon in _polygons)
            {
                polygon.Render(context, sceneState);
            }
        }
Example #24
0
        // 「GAME OVER」演出
        IEnumerator OnGameOver()
        {
            // 3秒待ってシーン遷移
            sceneState = SceneState.GameOver;
            ShowMessage("GAME OVER");
            yield return(new WaitForSeconds(3.0f));

            SceneManager.LoadScene("Title");
        }
Example #25
0
 public void GameClear()
 {
     if (singleton == 1)
     {
         S = SceneState.GAME_WIN;
         SceneManager.LoadScene(game_win);
     }
     singleton = 0;
 }
Example #26
0
 private void OnSceneLoad(Scene scene, LoadSceneMode mode)
 {
     CurrentScene = _loadState;
     if (_loadState != null)
     {
         Debug.Log("Load: " + _loadState.SceneName);
         _loadState.OnLoad();
     }
 }
 void Start()
 {
     titleAnim = title.GetComponent <Animator>();
     tagAnim   = tag.GetComponent <Animator>();
     titleAnim.SetBool("isHidden", false);
     tagAnim.SetBool("isHidden", false);
     state = SceneState.INTRO;
     start.GetComponent <Animator>().SetBool("active", false);
 }
Example #28
0
 // このステージをクリアーさせます。
 public void StageClear()
 {
     // ステージプレイ中のみ
     if (sceneState == SceneState.Play)
     {
         sceneState = SceneState.StageClear;
         Instantiate(stageClearPrefab, uiRoot);
     }
 }
Example #29
0
 // このステージをゲームオーバーで終了させます。
 public void GameOver()
 {
     // ステージプレイ中のみ
     if (sceneState == SceneState.Play)
     {
         sceneState = SceneState.GameOver;
         Instantiate(gameOverPrefab, uiRoot);
     }
 }
Example #30
0
    void onOptionsLoaded()
    {
        currentState = SceneState.MENU;

        OptionsHandler optionsHandler =
            GameController.FindObjectOfType <OptionsHandler>();

        optionsHandler.startOptionsMenu(myPrefs, this);
    }
Example #31
0
 private void OnSceneUnload(Scene scene)
 {
     if (CurrentScene != null)
     {
         Debug.Log("Unload: " + CurrentScene.SceneName);
         CurrentScene.OnUnload();
     }
     CurrentScene = null;
 }
Example #32
0
 public Scene()
 {
     mChannels     = new ArrayList();
     mSteps        = new ArrayList();
     mName         = "";
     mCategory     = "";
     mChannelNames = new ArrayList();
     mState        = SceneState.Nothing;
 }
Example #33
0
    void onArenaLoaded()
    {
        currentState = SceneState.PLAYING;

        mouseController = new MouseController();

        boardController = new BoardController();
        boardController.beginChessGame(boardInfo);
    }
Example #34
0
 /**
  * Overrides the start functionality
  * provided by manager
  */
 public override void Start()
 {
     if (state == null) {
         DontDestroyOnLoad(gameObject);
         state = this;
     } else if (state != this) {
         Destroy(gameObject);
     }
 }
    public static SceneState LoadBinary(string dataPath)
    {
        BinaryFormatter binary = new BinaryFormatter();
        FileStream      stream = new FileStream(dataPath, FileMode.Open);
        SceneState      state  = (SceneState)binary.Deserialize(stream);

        stream.Close();
        return(state);
    }
Example #36
0
 public void OnSceneStateChanged(SceneState state)
 {
     if (state == SceneState.Minigame)
     {
         MiniGame minigame = FindObjectOfType <MiniGame>();
         minigame.OnScoreChanged     += OnScoreChanged;
         minigame.OnItemCountChanged += OnItemCountChanged;
     }
 }
 public SaveState()
 {
     LoadedDataPack = "";
     EntryName      = "";
     SceneState     = new SceneState();
     ResourcePacks  = new List <string>();
     x = 0;
     y = 0;
 }
Example #38
0
 // このステージをゲームオーバーで終了させます。
 public void GameOver()
 {
     // ステージプレイ中のみ
     if (sceneState == SceneState.Play)
     {
         sceneState = SceneState.GemaOver;
         LoadSceneWithFadeOut("GameOver");
     }
 }
Example #39
0
 public void Restart()
 {
     gameState    = GameState.Running;
     sceneState   = SceneState.Waiting;
     currentRound = 1;
     currentTrial = 1;
     score        = 0;
     onRefresh.Invoke(this, EventArgs.Empty);
 }
Example #40
0
	public int changeAndMoveScene(SceneState stateNum)
	{
		if (SM.sceneState != stateNum) 
		{
			SM.sceneState = stateNum;
			moveScene();
			return 1;
		} 
		else
			return 0;
	}
    // Use this for initialization
    void Start ()
    {
        mapInstances = FindObjectsOfType<Map>().ToList();
        if (!waveManager)
            waveManager = FindObjectOfType<WaveManager>();
        waveManager.OnWaveFinished += OnWaveFinished;
        waveManager.OnWaveStart += OnWaveStart; 
        ga = GetComponent<GeneticAlgorithm>();

        state = SceneState.Idle;
    }
 void Update()
 {
     if (Time.timeSinceLevelLoad - lastSwitchSeconds > intervalSeconds) {
     lastSwitchSeconds = Time.timeSinceLevelLoad;
     sceneState++;
     if (sceneState > SceneState.WaterFloors) {
     sceneState = SceneState.FireFloors;
     }
     SetScene(sceneState);
     }
 }
Example #43
0
	void Start () {
        mainCamera = Camera.main;

        playerController = GetComponent<PlayerController>();

        if(!sceneDebug)
        {
            actualSceneState = SceneState.FirstScene;
            disableAllButtons();
            firstScene.enableButtons();
        }
    }
Example #44
0
        public BaseScene(Game game, bool needsUIService)
        {
            _game = game;
            _clearColor = Color.Black;
            _content = new ContentManager(_game.Services);
            _content.RootDirectory = "Content";
            _sceneState = SceneState.TransitioningOn;

            _sceneService = game.Services.GetService<ISceneService>(true);
            _inputService = game.Services.GetService<IInputState>(true);
            _worldService = game.Services.GetService<IIsometricRenderer>(true);
            _uiService = game.Services.GetService<IUIManager>();
        }
Example #45
0
        /// <summary>
        ///   Creates a new Camera instance
        /// </summary>
        /// <param name = "aspectRatio">The viewport aspect ratio</param>
        /// <param name = "fieldOfView">The _instances of view expressed in radians</param>
        /// <param name = "nearPlaneDistance">The nearest point in projected space of the camera</param>
        /// <param name = "farPlaneDistance">The farest point in projected space of the camera</param>
        protected Camera3D(float aspectRatio, float fieldOfView, float nearPlaneDistance,
                         float farPlaneDistance)
        {
            _aspectRatio = aspectRatio;
            _fieldOfView = fieldOfView;
            _nearPlaneDistance = nearPlaneDistance;
            _farPlaneDistance = farPlaneDistance;

            _isProjectionDirty = true;

            SceneState = new SceneState();
            SceneEnvironment = new SceneEnvironment();
        }
    //Stateを変更する
    public void ChangeState(SceneState sceneState)
    {
        //前Stateの終了処理
        if(state != null)
            state.StateExit();

        currentState = sceneState;

        //新規Stateのセット
        state = Activator.CreateInstance(stateTable[sceneState]) as IState;

        //新規Stateの初期化処理
        state.StateStart();
    }
 // Update is called once per frame
 void Update()
 {
     switch (currentState) {
         case SceneState.Walking:
             if (target != null) {
                 if(orbitY) {
                     if(totalAngle < 110) {
                         transform.RotateAround(target.transform.position, Vector3.up, Time.deltaTime * camRotateSpeed);
                         totalAngle += 10 * Time.deltaTime;
                     } else {
                         currentState = SceneState.hearsSomething;
                     }
                 }
             }
             break;
         case SceneState.hearsSomething:
             waitTimerHearsSomething += Time.deltaTime;
             if(waitTimerHearsSomething >= waitTime) {
                 //TODO: zoom into facial expression if can
                 currentState = SceneState.reaperGiantFight;
             }
             break;
         case SceneState.reaperGiantFight:
             transform.LookAt(transformToLookAt.transform);
             //Debug.Log(transformToLookAt.transform);
             //transform.LookAt (new Vector3(0,-.3f,-1));
             //TODO: Zoom in on the fight
             waitTimeCameraFight += Time.deltaTime;
             if(waitTimeCameraFight <= waitTime) {
                 transform.Translate(Vector3.forward * Time.deltaTime * 14);
             } else {
                 currentState = SceneState.runToHelp;
             }
             break;
         case SceneState.runToHelp:
             //waitFor3Seconds();
             waitTimeWatchFight += Time.deltaTime;
             if(waitTimeWatchFight >= waitTimeForFight) {
                 if(transform.position.x < 150.0) {
                     transform.Translate(new Vector3(0, 0, -1));
                     //TODO: stablize the camera, it keeps bouncing back and forth
                 } else {
                     //Switch to zoom into scythe
                     mainCamera.GetComponent<MainCameraScript>().SwitchToCam4();
                 }
             }
             break;
     }
 }
Example #48
0
        /// <summary>
        ///   Creates a new Camera instance
        /// </summary>
        /// <param name = "aspectRatio">The viewport aspect ratio</param>
        /// <param name = "fieldOfView">The _instances of view expressed in radians</param>
        /// <param name = "nearPlaneDistance">The nearest point in projected space of the camera</param>
        /// <param name = "farPlaneDistance">The farest point in projected space of the camera</param>
        protected Camera3D(float aspectRatio, float fieldOfView, float nearPlaneDistance,
                         float farPlaneDistance)
        {
            _aspectRatio = aspectRatio;
            _fieldOfView = fieldOfView;
            _nearPlaneDistance = nearPlaneDistance;
            _farPlaneDistance = farPlaneDistance;

            _isProjectionDirty = true;

            SceneState = new SceneState();
            SceneEnvironment = new SceneEnvironment();
            Application.Graphics.DeviceReset += (sender, args) => {
                _isProjectionDirty = true; };
        }
 void SetScene(SceneState state)
 {
     if (state == SceneState.BillieJean) {
     ActivateBillieJean(true);
     ActivateFireFloors(false);
     ActivateWaterFloors(false);
     } else if (state == SceneState.FireFloors) {
     ActivateBillieJean(false);
     ActivateFireFloors(true);
     ActivateWaterFloors(false);
     } else if (state == SceneState.WaterFloors) {
     ActivateBillieJean(true);
     ActivateFireFloors(false);
     ActivateWaterFloors(true);
     }
 }
Example #50
0
		public GameScene(GameData data, SpriteBatch SpriteBatch) {
			this.SpriteBatch = SpriteBatch;
			this.UIManager = new UIManager();
			this.Data = data;
			World = Data.RegionData.CreateWorld(this, SpriteBatch.GraphicsDevice);
			World.Maps.Add(Data.MapDatas[0].CreateMap(World));

			EntityTemplate templatePlayer = World.EntityContainer.GetPlayers()[0];

			Player = templatePlayer.CreateEntity(World.EntityFactory, true) as PlayerEntity;
			World.Player = Player;
			World.Maps[0].AddEntity(Player);
			new LivingController(Player);
			World.CurrentMap = Player.Map;
			this.SceneState = SceneState.Alive;
		}
Example #51
0
	// Use this for initialization
	void Awake() 
	{
		//SIMON.GlobalSIMON.CleanSIMONEnvironment ();
		SIMON.GlobalSIMON.CleanSIMONGroup (GameTimeManager_Simulation.GroupC);
		SIMON.GlobalSIMON.CleanSIMONGroup (GameTimeManager_Simulation.GroupA);
		SIMON.GlobalSIMON.CleanSIMONGroup (GameTimeManager_Simulation.GroupB);
		SIMON.GlobalSIMON.CleanSIMONGroup (GameTimeManager.GroupA);
		SIMON.GlobalSIMON.CleanSIMONGroup (GameTimeManager.GroupB);
		SIMON.GlobalSIMON.CleanSIMONGroup (GameTimeManager_Compare.GroupB);
		SIMON.GlobalSIMON.CleanSIMONGroup (GameTimeManager_Compare.GroupA);

		SIMON.GlobalSIMON.CleanSIMONEnvironment ();
		PlayGame_State = 1;
		SM = this;
		sceneState = SceneState.scene_menu;
	//	btnStartGame.GetComponent<Animator> ().
	}
    //======================================================================================
    // protected mono methods
    //======================================================================================
    protected void Awake()
    {
        Object.DontDestroyOnLoad (gameObject);
        mainController = this;

        updateDelegates = new UpdateDelegate[(int)SceneState.Count];

        updateDelegates [(int)SceneState.Reset] = UpdateSceneReset;
        updateDelegates [(int)SceneState.Preload] = UpdateScenePreload;
        updateDelegates [(int)SceneState.Load] = UpdateSceneLoad;
        updateDelegates [(int)SceneState.Unload] = UpdateSceneUnload;
        updateDelegates [(int)SceneState.Postload] = UpdateScenePostload;
        updateDelegates [(int)SceneState.Ready] = UpdateSceneReady;
        updateDelegates [(int)SceneState.Run] = UpdateSceneRun;

        nextSceneName = "Menu Scene";
        sceneState = SceneState.Reset;
        GetComponent<Camera>().orthographicSize = Screen.height/2;
    }
Example #53
0
    protected void Awake()
    {
        //Make this a singleton
        Object.DontDestroyOnLoad (gameObject);
        mainController = this;

        //Store all update functions in an array of delegates.
        updateDelegates = new UpdateDelegate[(int)SceneState.Count];
        updateDelegates [(int)SceneState.Reset] = UpdateSceneReset;
        updateDelegates [(int)SceneState.Preload] = UpdateScenePreload;
        updateDelegates [(int)SceneState.Load] = UpdateSceneLoad;
        updateDelegates [(int)SceneState.Unload] = UpdateSceneUnload;
        updateDelegates [(int)SceneState.Postload] = UpdateScenePostload;
        updateDelegates [(int)SceneState.Ready] = UpdateSceneReady;
        updateDelegates [(int)SceneState.Run] = UpdateSceneRun;

        nextSceneName = defaultSceneName;
        sceneState = SceneState.Reset;
    }
 // Update is called once per frame
 void Update()
 {
     switch(currentState) {
         case SceneState.WalkingOffPorch:
             thinkingOnPorch += Time.deltaTime;
             if(thinkingOnPorch > 1) { //TODO:Change this for when he talks on porch
                 pauseForABit += Time.deltaTime;
                 MoveTo (wanderPoints [wanderIndex], wanderSpeed);
                 if(transform.position.z < 269.8f && pauseForABit > 2.0f) {
                     mainCamera.GetComponent<MainCameraScriptScene5>().OnTriggerSwitchCam2();
                     currentState = SceneState.Thinking;
                     wanderIndex++;
                 } else {
                     anim.Play ("Walking");
                 }
             } else {
                 //anim.Play ();
             }
             break;
         case SceneState.Thinking:
             thinkingPeriod += Time.deltaTime;
             if(thinkingPeriod < 10) {
                 anim.Play ("Thinking");
             } else {
                 anim.Play ("Excited");
                 currentState = SceneState.Water;
             }
             break;
         case SceneState.Water:
             MoveTo(wanderPoints[wanderIndex], wanderSpeed);
             if(transform.eulerAngles.y > 210) {
                 transform.Rotate(new Vector3(0,-1f,0));
             }
             anim.Play ("WalkingToWater");
             if(transform.position.x == 202.9) {
                 currentState = SceneState.waitAtWater;
             }
             break;
         case SceneState.waitAtWater:
             anim.Play ("Idle");
             break;
     }
 }
 public ScreenManager(Game game, GraphicsDeviceManager graphics)
 {
     this.content = new ContentManager(game.Services, "Content");
     this.GraphicsDevice = graphics.GraphicsDevice;
     this.graphicsDeviceService = (IGraphicsDeviceService)game.Services.GetService(typeof(IGraphicsDeviceService));
     if (this.graphicsDeviceService == null)
     {
         throw new InvalidOperationException("No graphics device service.");
     }
     this.lightingSystemManager = new LightingSystemManager(game.Services);
     this.sceneState = new SceneState();
     this.inter = new SceneInterface(graphics);
     this.inter.CreateDefaultManagers(false, false, true);
     this.editor = new LightingSystemEditor(game.Services, graphics, game)
     {
         UserHandledView = true
     };
     this.inter.AddManager(this.editor);
 }
Example #56
0
		public void Update(Microsoft.Xna.Framework.GameTime GameTime) {
			switch (MenuState) {
				case MenuState.Animation:
					break;
				case MenuState.PressToStart:
					if (Keyboard.GetState().IsKeyDown(Keys.Z) || Keyboard.GetState().IsKeyDown(Keys.Enter) && !transitioning) {
						transitioning = true;
						KeyDownSpan = Environment.TickCount;
					}
					if (transitioning && Environment.TickCount - KeyDownSpan >= transitionTime) {
						transitioning = false;
						MenuState = MenuState.Interaction;
					}

					break;
				case MenuState.Interaction:
					bool up = Keyboard.GetState().IsKeyDown(Keys.Up);
					bool down = Keyboard.GetState().IsKeyDown(Keys.Down);
					bool A = Keyboard.GetState().IsKeyDown(Options.A) || Keyboard.GetState().IsKeyDown(Options.Start);

					if (up && !Pressed) {
						if (Selection - 1 >= 0) {
							Selection--;
							Pressed = true;
						}
					} else if (down && !Pressed) {
						if (Selection + 1 < Boxes.Count) {
							Selection++;
							Pressed = true;
						}
					}

					if (!up && !down) Pressed = false;

					if (A) {
						this.SceneState = SceneState.Dead;
					}

					break;
			}
		}
 // Update is called once per frame
 void Update()
 {
     switch (state)
     {
         case SceneState.ENDING:
             opScreenCover = opScreenCover + Time.deltaTime;
             if (opScreenCover > maxAnimTime)
             {
                 opScreenCover = maxAnimTime;
                 state = SceneState.ENDED;
             }
             break;
         case SceneState.ENDED:
             opText = opText + Time.deltaTime;
             if(opText > maxAnimTime)
             {
                 opText = maxAnimTime;
                 state = SceneState.DISPLAYINGTEXT;
             }
             break;
         case SceneState.DISPLAYINGTEXT:
             currAnimTick = currAnimTick + Time.deltaTime;
             if (currAnimTick > maxAnimTime)
             {
                 currAnimTick = maxAnimTime;
                 state = SceneState.FADINGTEXT;
             }
             break;
         case SceneState.FADINGTEXT:
             opText -= Time.deltaTime;
             if(opText < 0)
             {
                 opText = 0;
                 UnityEngine.SceneManagement.SceneManager.LoadScene("Menu");
             }
             break;
         default:
             break;
     }
 }
Example #58
0
        public SimpleGameScreen()
        {
            sceneState = new SceneState();

            // Create the scene interface. Acts as a service provider containing all scene managers
            // and returning them by type (including custom managers). Also acts as a component
            // container where calls to manager methods on the SceneInterface (such as BeginFrameRendering,
            // Unload, ...) are automatically called on all contained managers.
            //
            // This design allows managers to be plugged-in like modular components and for managers
            // to easily be added, removed, or replaced with custom implementations.
            //
            sceneInterface = new SceneInterface();
            sceneInterface.CreateDefaultManagers(RenderingSystemType.Forward, CollisionSystemType.Physics, true);

            BaseGameProgram.Instance.OnInitializeSceneInterface(sceneInterface);

            // Create the frame buffers used for rendering (sized to the backbuffer) and
            // assign them to the ResourceManager so we don't have to worry about cleanup.
            frameBuffers = new FrameBuffers(DetailPreference.High, DetailPreference.High);
            sceneInterface.ResourceManager.AssignOwnership(frameBuffers);
        }
Example #59
0
    //--------------------------------------------------------------------------
    // protected mono methods
    //--------------------------------------------------------------------------
    protected void Awake()
    {
        //Let's keep this alive between scene changes
        Object.DontDestroyOnLoad(gameObject);

        //Setup the singleton instance
        mainController = this;

        //Setup the array of updateDelegates
        updateDelegates = new UpdateDelegate[(int)SceneState.Count];

        //Set each updateDelegate
        updateDelegates[(int)SceneState.Reset] = UpdateSceneReset;
        updateDelegates[(int)SceneState.Preload] = UpdateScenePreload;
        updateDelegates[(int)SceneState.Load] = UpdateSceneLoad;
        updateDelegates[(int)SceneState.Unload] = UpdateSceneUnload;
        updateDelegates[(int)SceneState.Postload] = UpdateScenePostload;
        updateDelegates[(int)SceneState.Ready] = UpdateSceneReady;
        updateDelegates[(int)SceneState.Run] = UpdateSceneRun;

        nextSceneName = "Start Menu";
        sceneState = SceneState.Reset;
    }
	//--------------------------------------------------------------------------
	// protected mono methods
	//--------------------------------------------------------------------------
	protected void Awake()
	{
		//Let's keep this alive between scene changes
		Object.DontDestroyOnLoad(gameObject);

		//Setup the singleton instance
		mainController = this;

		//Setup the array of updateDelegates
		updateDelegates = new UpdateDelegate[(int)SceneState.Count];

		//Set each updateDelegate
		updateDelegates[(int)SceneState.Reset] = UpdateSceneReset;
		updateDelegates[(int)SceneState.Preload] = UpdateScenePreload;
		updateDelegates[(int)SceneState.Load] = UpdateSceneLoad;
		updateDelegates[(int)SceneState.Unload] = UpdateSceneUnload;
		updateDelegates[(int)SceneState.Postload] = UpdateScenePostload;
		updateDelegates[(int)SceneState.Ready] = UpdateSceneReady;
		updateDelegates[(int)SceneState.Run] = UpdateSceneRun;

		nextSceneName = "Menu Scene";
		sceneState = SceneState.Reset;
		GetComponent<Camera>().orthographicSize = Screen.height/2;
	}