public void SetGUI(SceneStateManager.SceneState state) { foreach(GameObject gui in showHideGuis) gui.SetActive(false); showHideGuis[(int)state].SetActive(true); }
public override int execute(params string[] args) { bool saveData = false; string jumpRoom = ""; jumpRoom = args [1]; if (args.Length > 2) { saveData = args [2] == "-s"; } try { if (saveData) { SceneStateManager.GetInstance().TransitionTo(jumpRoom); Console.println("Transitioned to " + jumpRoom, Console.Tag.info); } else { SceneStateManager.GetInstance().JumpTo(jumpRoom); Console.println("Jumped to " + jumpRoom, Console.Tag.info); } } #pragma warning disable 0168 catch (System.ArgumentException ae) #pragma warning restore 0168 { Console.println("The scene " + jumpRoom + " is invalid.", Console.Tag.error); return(Console.EXEC_FAILURE); } Console.println("Successfully jumped to " + jumpRoom + "!"); return(Console.EXEC_SUCCESS); }
public static SceneStateManager GetInstance() { if (instance == null) { instance = new SceneStateManager(); GameManager.instance.currentScene = SceneManager.GetActiveScene().name; } return(instance); }
void Start() { money = PlayerPrefs.GetInt("Money"); dataManager = GetComponent <DataManager>(); cameraManager = GetComponent <CameraManager>(); itemManager = GetComponent <ItemManager>(); sceneState = GetComponent <SceneStateManager>(); soundManager = GetComponent <SoundManager>(); }
private void Awake() { if (instance == null) { instance = this; DontDestroyOnLoad(gameObject); } else { Destroy(gameObject); } }
private void Awake() { if (instance == null) { instance = this; InitializeCallbacks(); } else { Destroy(gameObject); } }
protected override void Awake() { if (Instance == null) { Instance = this; base.Awake(); } else { Destroy(gameObject); } }
private void OnTriggerEnter(Collider col) { if (!string.IsNullOrEmpty(loadName)) { SceneStateManager.Load(loadName); } if (!string.IsNullOrEmpty(unloadName)) { StartCoroutine(UnloadScene()); } }
// Tells the SSM that a RO has been destroyed through gameplay private void SaveDestruction() { if (prefabPath != "") { return; } SeedCollection seed = Reap(); seed.destroyed = true; SceneStateManager.GetInstance().Store(RID, seed); }
public void OnBeginDrag(PointerEventData eventData) { if (trans.InClosing()) { return; } SceneStateManager.Clear(); trans.ClearState(); Vector2 mousePosition; GetLocalPosition(eventData.position, out mousePosition); offSetX = Position.x - mousePosition.x; //Debug.Log(mousePosition); }
/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); var tileSheetTexture = Content.Load <Texture2D>("tilesheet"); var tileSheet = new TileSheet(tileSheetTexture); levelRenderer = new LevelRenderer(graphics, tileSheet); using (var importer = new LevelImporter("Content/levels.txt")) { levelCollection = importer.LoadLevels(); } sceneStateManager = new SceneStateManager(levelCollection, levelRenderer); }
public void Update() { if (Input.anyKeyDown && active) { if (nextMenu != null) { MenuManager.menusys.ShowMenu(nextMenu); } else { SceneStateManager.GetInstance().JumpTo("test1"); } active = false; } }
public void transition() { Scene curr = SceneManager.GetActiveScene(); string nextRoom = ""; if (curr.name.Equals("test1")) { nextRoom = "test2"; } else if (curr.name.Equals("test2")) { nextRoom = "test1"; } SceneStateManager.GetInstance().TransitionTo(nextRoom); }
//这里处理一些在各个场景都要用到的事件,如 弹出警告框,货币更新等 public override void OnAction(SceneAction gameAction, object data) { //GameLog.Debug("current State : " + Tag + " OnAction " + gameAction); SceneStateManager mgr = this.SceneStateManager as SceneStateManager; switch (gameAction) { case SceneAction.Tips: break; case SceneAction.BackButton: this.ChangeState(mgr.InitialState); break; default: GameLog.Debug(Tag + ":" + gameAction + " No Match"); break; } }
// Loads the values in a save into the GameManager for resuming a game public void loadGame(Save save) { saveName = save.saveName; gameName = save.gameName; sceneTime = save.sceneTime; totalTime = save.gameTime; currScene = save.currScene; prevScene = save.prevScene; _difficulty = save.difficulty; playerData = save.playerData; _damageTypeUnlocks = save.dtUnlocks; _abilities = save.abilities; loadData(saveName); playerSpawnType = SPAWN_AT_SVPNT; SceneStateManager.GetInstance().JumpTo(save.currScene); }
public void Update() { if (target == null) { return; } if (turning) { //turn align with "door" Vector3 finalDir = transform.up; Vector3 currentDir = target.transform.up; float dp = Vector3.Dot(finalDir, currentDir); float a = dp / (finalDir.magnitude * currentDir.magnitude); float angleTo = Mathf.Rad2Deg * Mathf.Acos(a); if (angleTo > 5f) { target.transform.rotation = Quaternion.Lerp(target.transform.rotation, transform.rotation, Time.deltaTime * 3f); } else { turning = false; } } else { //accelerate off screen, triggering a transition when fully off screen target.GetComponent <Rigidbody2D> ().AddForce(target.transform.up * 2f, ForceMode2D.Impulse); Vector2 screenPos = Camera.main.WorldToScreenPoint(target.transform.position); if (screenPos.x > Screen.width + borderPadding || screenPos.x < -borderPadding || screenPos.y > Screen.height + borderPadding || screenPos.y < -borderPadding) { SceneStateManager.GetInstance().TransitionTo(destination); } } }
public SceneStateManager(SerializationInfo info, StreamingContext context) { Type scene_type = typeof(Dictionary <string, Dictionary <string, SeedCollection> >); Type rt_type = typeof(Dictionary <string, float>); scenes = (Dictionary <string, Dictionary <string, SeedCollection> >)info.GetValue("scenes", scene_type); resetTimers = (Dictionary <string, float>)info.GetValue("resetTimers", rt_type); ignoreSet = new HashSet <string> (); int igSize = info.GetInt32("ignoreSetSize"); for (int i = 0; i < igSize; i++) { ignoreSet.Add((string)info.GetValue("ignoreSet" + i, typeof(string))); } //replace existing SSM SceneManager.activeSceneChanged -= instance.ActiveSceneTransitioned; SceneManager.activeSceneChanged += ActiveSceneTransitioned; instance = this; }
public void Awake() { if (_instance == null) { _instance = this; DontDestroyOnLoad(gameObject); } else { Destroy(gameObject); } SceneStateManager.GetInstance().IgnoreCurrentScene(); paused = false; pauseLock = false; saveName = ""; gameName = ""; sceneTime = 0f; totalTime = 0.0; currScene = ""; prevScene = ""; _difficulty = Difficulty.easy; _player = null; playerData = null; playerSpawnType = 0; _damageTypeUnlocks = 0; unlockDT(DamageType.PHYSICAL); _abilities = 0; saveDirectory = Application.persistentDataPath + Path.DirectorySeparatorChar + "saves" + Path.DirectorySeparatorChar; dataDirectory = Application.persistentDataPath + Path.DirectorySeparatorChar + "data" + Path.DirectorySeparatorChar; }
public override void OnAction(SceneAction gameAction, object data) { SceneStateManager mgr = this.SceneStateManager as SceneStateManager; switch (gameAction) { case SceneAction.ToTest: this.ChangeState(mgr.TestState); break; case SceneAction.ToGame_1: this.ChangeState(mgr.Game1State); break; case SceneAction.BackButton: this.ChangeState(null); break; default: base.OnAction(gameAction, data); break; } }
// Save the SceneStateManager public void saveData() { if (!Directory.Exists(dataDirectory)) { Directory.CreateDirectory(dataDirectory); } FileStream file = File.Open(dataDirectory + saveName + ".dat", FileMode.OpenOrCreate); BinaryFormatter formatter = new BinaryFormatter(); try { formatter.Serialize(file, SceneStateManager.GetInstance()); } catch (SerializationException se) { Debug.LogException(se); } finally { file.Close(); } }
private void Awake() { if (instance == null) instance = this; }
protected BaseSceneState(SceneStateManager stateManager) : base(stateManager) { this.SceneStateManager = stateManager; }
public MainState(SceneStateManager sceneStateManager) : base("02Main", sceneStateManager) { }
public LevelState(SceneStateManager Manager) : base(Manager) { this.StateName = "LevelScene"; Ass.Instance.Initinal(); }
public void debugSSM() { Debug.Log(SceneStateManager.GetInstance().ToString()); }
void Start() { stateManager = GameManager.instance.GetComponent <SceneStateManager>(); roomState = GameObject.Find("Boxes").GetComponent <RoomState>(); }
/* Instance Vars */ /* Instance Methods */ public void ContinueGame() { //TODO continue button functionality SceneStateManager.GetInstance().JumpTo("test1"); //DEBUG temp continue func }
protected override void Update() { base.Update(); // ESC if (Input.GetKeyDown(KeyCode.Escape)) { Debug.Log("press key ESC : Application Quit"); DebugConsole.Log("press key ESC : Application Quit"); if (Application.platform != RuntimePlatform.WindowsEditor) { // アプリケーション終了 Application.Quit(); } } // D if (Input.GetKeyDown(KeyCode.D)) { Debug.Log("press key D : Visible Debug View"); DebugConsole.Log("press key D : Visible Debug View"); // デバッグ表示のトグル DebugManager debugManager = AppMain.Instance.debugManager; debugManager.IsDebug = !debugManager.IsDebug; debugManager.ToggleShowDebugView(); } // C if (Input.GetKeyDown(KeyCode.C)) { Debug.Log("press key C : Clear DebugConsole"); DebugConsole.Log("press key C : Clear DebugConsole"); // デバッグコンソールのクリア DebugConsole.Clear(); } // W if (Input.GetKeyDown(KeyCode.W)) { Debug.Log("press key W : Change DebugConsole Mode"); DebugConsole.Log("press key W : Change DebugConsole Mode"); // デバッグコンソールのモードを切り替える if (DebugConsole.IsOpen) { if (DebugConsole.Instance.mode == DebugConsole.Mode.Log) { DebugConsole.Instance.mode = DebugConsole.Mode.WatchVars; } else { DebugConsole.Instance.mode = DebugConsole.Mode.Log; } } } // G if (Input.GetKeyDown(KeyCode.G)) { Debug.Log("press key G : System GC Collect"); DebugConsole.Log("press key G : System GC Collect"); // 強制CG System.GC.Collect(); } // R if (Input.GetKeyDown(KeyCode.R)) { Debug.Log("press key R : Reload ApplicationSetting"); DebugConsole.Log("press key R : Reload ApplicationSetting"); // 設定ファイルの再読み込み ApplicationSetting.Instance.LoadXML(); } // Space if (Input.GetKeyDown(KeyCode.Space)) { Debug.Log("press key Space : Change Stage"); DebugConsole.Log("press key Space : Change Stage"); // ステージの変更 SceneStateManager sceneStateManager = AppMain.Instance.sceneStateManager; TimeManager timeManager = AppMain.Instance.timeManager; if (sceneStateManager.CurrentState == SceneStateManager.SceneState.STARTUP) { sceneStateManager.ChangeState(SceneStateManager.SceneState.WAIT); } else if (sceneStateManager.CurrentState == SceneStateManager.SceneState.WAIT) { sceneStateManager.ChangeState(SceneStateManager.SceneState.PLAY); } else if (sceneStateManager.CurrentState == SceneStateManager.SceneState.PLAY) { timeManager.timerEvents[0].StartTimer(ApplicationSetting.Instance.GetInt("GameTime")); } else if (sceneStateManager.CurrentState == SceneStateManager.SceneState.RESULT) { sceneStateManager.ChangeAsyncState(SceneStateManager.SceneState.WAIT); } } }
void Start() { sceneStateManager = new SceneStateManager(); sceneStateManager.SetState(new StartState(sceneStateManager), false); }
public ISceneState(string sceneName, SceneStateManager sceneStateManager) { mSceneName = sceneName; mSceneStateManager = sceneStateManager; }
public Game1State(SceneStateManager stateManager) : base(stateManager) { this.BaseSceneController = new Game1SceneController(); }