protected Scene(string key) { Key = key; _status = SceneStatus.Inactive; _eventInputListenerIds = new List <int>(); _eventGlobalListenerIds = new List <int>(); }
public void StartScene() { playerVsBoot = info.PlayerVsBot; currentScene = SceneStatus.Battle; for (int i = 0; i < 3; i++) { playerCharacterBattle.Add(SpawnCharacter(true, Player[IndexCreatorPlayers])); enemyCharacterBattle.Add(SpawnCharacter(false, Enemy[(int)info.EnemyList[i]])); QueueOfCharacterBattles.Add(playerCharacterBattle[i]); QueueOfCharacterBattles.Add(enemyCharacterBattle[i]); } //QueueOfCharacterBattles.Sort(SortBySpeed); //playerCharacterBattle = SpawnCharacter(true, Player); //enemyCharacterBattle = SpawnCharacter(false,Enemy); SetActiveCharacterBattle(QueueOfCharacterBattles[0]); currentTarget = enemyCharacterBattle[Random.Range(0, enemyCharacterBattle.Count)]; currentTarget.EnableCursor(); if (activeCharacterBattle.isPlayerTeam) { state = State.WaitingForPlayer; } else { state = State.Busy; } UI_Menu.SetActive(false); UIinBattle.SetActive(true); }
public override void Update(GameTime p_gametime) { switch (SceneStats) { case SceneStatus.MOVING: if (mapView.X < map.Bounds.Width - mapView.Width) { mapView.X += 2; } if (mapView.X == 9000) { SceneStats = SceneStatus.EVENT; } break; case SceneStatus.EVENT: break; } base.Update(p_gametime); if (ship.State == PlayerShip.PlayerState.DEAD) { //ship.ResetBuffs(); ship.Restore(); } }
//Inject the scene dependencies public void InjectDependencies(SceneManager sceneManager, ContentManager contentManager, GraphicsDeviceManager graphicsManager, EventManager eventManager) { _sceneManager = sceneManager; _contentManager = contentManager; _graphicsManager = graphicsManager; _eventManager = eventManager; //Indicate the scene is now in a operable state but inactive Status = SceneStatus.INACTIVE; }
/// <summary> /// Starts the scene by updating the scene status /// </summary> public void Start() { if (_status == SceneStatus.Inactive) { _status = SceneStatus.Loading; Load(); Init(); } _status = SceneStatus.Active; }
// Use this for initialization void Start() { sceneStatus = SharedInfo.getSceneStatus (); if (sceneStatus.isVisited (currLevel)) infoPanel.SetActive (false); else { infoPanel.SetActive (true); SharedInfo.getSceneStatus ().setVisited (currLevel); } }
/** * Starts the scene by updating the scene status * */ public void Start() { if (Status == SceneStatus.INACTIVE) { Status = SceneStatus.LOADING; Load(); Init(); } Status = SceneStatus.ACTIVE; }
//some init public Scene() { Tags = new List<AbstractTag>(); Status = new SceneStatus(); ScriptFilePath = ""; ScriptContent = ""; CurrentLine = 0; ScenarioDict = new Dictionary<string, int>(); _engine = ScriptEngine.Instance; IsPhraseFinish = false; }
//some init public Scene() { Tags = new List <AbstractTag>(); Status = new SceneStatus(); ScriptFilePath = ""; ScriptContent = ""; CurrentLine = 0; ScenarioDict = new Dictionary <string, int>(); _engine = ScriptEngine.Instance; IsPhraseFinish = false; }
public void Save(List <Filho> _listFilhos, List <Quest> _listQuests, string _userID) { BinaryFormatter bf = new BinaryFormatter(); FileStream file = File.Create(Application.persistentDataPath + "/" + _userID + ".dat"); SceneStatus data = new SceneStatus(); data.listFilhos = _listFilhos; data.listQuests = _listQuests; bf.Serialize(file, data); file.Close(); }
// Use this for initialization void Start() { currentGame = new Game(CollectionInfoXML.text); currentSceneStatus = new SceneStatus("CameraFinder", "AfterCollection", "ARartefact", "ArtefactStory"); //currentSceneStatus = new SceneStatus ("CameraFinder","AfterCollection","ARartefact","ArtefactStory","ArtefactModel"); currentSceneStatus.setVisited("AfterCollection"); //currentSceneStatus.setVisited ("ArtefactModel"); //currentGame.getCollectionStatus ().setAsCollected (currentGame.getCollection ().getArtefactById (0)); //currentGame.setCurrentArtefact (currentGame.getCollection ().getArtefactById (0)); //currentGame.setArtefactJustCollected (true); }
// Use this for initialization void Start() { currentGame = new Game (CollectionInfoXML.text); currentSceneStatus = new SceneStatus ("CameraFinder","AfterCollection","ARartefact","ArtefactStory"); //currentSceneStatus = new SceneStatus ("CameraFinder","AfterCollection","ARartefact","ArtefactStory","ArtefactModel"); currentSceneStatus.setVisited ("AfterCollection"); //currentSceneStatus.setVisited ("ArtefactModel"); //currentGame.getCollectionStatus ().setAsCollected (currentGame.getCollection ().getArtefactById (0)); //currentGame.setCurrentArtefact (currentGame.getCollection ().getArtefactById (0)); //currentGame.setArtefactJustCollected (true); }
private void Awake() { if (instance == null) { DontDestroyOnLoad(gameObject); instance = this; } else if (instance != null) { Destroy(gameObject); } }
// Use this for initialization void Start() { GameObject plane = Instantiate(planePrefab); plane.transform.position = new Vector3(0f, 0f, 70f); gameStatus = GameStatus.Play; SceneStatus = SceneStatus.Waiting; uerInterface = FirstSceneControllerBase.GetFirstSceneControllerBase() as IUserInterface; queryStatus = FirstSceneControllerBase.GetFirstSceneControllerBase() as IQueryStatus; changeScore = FirstSceneControllerBase.GetFirstSceneControllerBase() as IScore; }
public void UpdateOnce() { sceneStatus = SharedInfo.getSceneStatus(); if (sceneStatus.isVisited(currLevel)) { infoPanel.SetActive(false); } else { infoPanel.SetActive(true); SharedInfo.getSceneStatus().setVisited(currLevel); } }
protected void ChangeScene(SceneStatus status) { switch (status) { case SceneStatus.Login: SceneManager.LoadScene("login"); break; case SceneStatus.Chat: SceneManager.LoadScene("chat"); break; } }
protected virtual IEnumerator ActivateAsync() { this.OnSceneStartedActivating(); this.status = SceneStatus.Acitvating; this.SetRenderSettings(); foreach (var p in this.SceneObjects) { yield return new WaitForEndOfFrame(); p.SetActive(true); } this.OnSceneActivated(); this.status = SceneStatus.Active; }
protected virtual IEnumerator DeactivateAsync() { this.OnSceneStartedDeactivating(); this.status = SceneStatus.Deactivating; this.SetRenderSettings(); for (int i= this.SceneObjects.Count - 1; i >= 0; i++) { yield return new WaitForEndOfFrame(); this.SceneObjects[i].SetActive(false); } this.OnSceneDeactivated(); this.status = SceneStatus.Hidden; }
//---------------------------------------------------------------------------------------------------- /// <summary> /// 過去シーンの処理 /// </summary> void PastSceneProcess() { MaskImage.raycastTarget = true; m_isChangeScene = true; m_countMaskTime += Time.deltaTime; m_workColor = MaskImage.color; m_workColor.a = m_countMaskTime / m_maskTime; MaskImage.color = m_workColor; //マスク処理完了 if (MaskImage.color.a >= 1f) { m_sceneState = SceneStatus.SceneChangeInProgress; } }
//---------------------------------------------------------------------------------------------------- /// <summary> /// シーンのチェンジ /// </summary> /// <param name="scene">シーン</param> /// <param name="isHideScreenQuickly">スクリーンを早く隠す</param> /// <param name="maskNum">マスク番号</param> public void ChangeScene(MyScene scene, bool isHideScreenQuickly = false, int maskNum = 0) { //遷移中 if (m_isChangeScene) { return; } //マスク画像の選択 maskNum = (maskNum >= MaskImages.Length) ? MaskImages.Length - 1 : (maskNum < 0) ? 0 : maskNum; MaskImage.sprite = MaskImages[maskNum]; //シーンチェンジ m_currentScene = scene; m_pastScene = (m_pastScene == m_currentScene) ? MyScene.Non : m_pastScene; m_sceneState = SceneStatus.PastScene; m_countMaskTime = isHideScreenQuickly ? m_maskTime : 0; }
protected override void OnUpdate() { bool isGenerate = false; Entities.ForEach(( ref FirstSetInfo info ) => { if (!info.Initialized) { info.Initialized = true; isGenerate = true; } }); //Entity blkEntity = Entity.Null; if (isGenerate) { // 初期配置ブロック生成. var env = World.TinyEnvironment(); for (int i = 0; i < FirstBlockNum; ++i) { SceneService.LoadSceneAsync(env.GetConfigData <GameConfig>().PrefabBlockStay); } } #if false if (blkEntity != Entity.Null) { Debug.LogAlways("--------------"); SceneStatus st = SceneService.GetSceneStatus(blkEntity); switch (st) { case SceneStatus.Loading: Debug.LogAlways("loading"); break; case SceneStatus.Loaded: Debug.LogAlways("loaded"); break; } Debug.LogFormatAlways("{0}", (int)st); } #endif }
public ListLoaded Load(string _userID) { if (File.Exists(Application.persistentDataPath + "/" + _userID + ".dat")) { BinaryFormatter bf = new BinaryFormatter(); FileStream file = File.Open(Application.persistentDataPath + "/" + _userID + ".dat", FileMode.Open); SceneStatus data = (SceneStatus)bf.Deserialize(file); List <Filho> listFilhos = data.listFilhos; List <Quest> listQuests = data.listQuests; file.Close(); ListLoaded listLoaded = new ListLoaded(); listLoaded.listFilhos = listFilhos; listLoaded.listQuests = listQuests; return(listLoaded); } else { print("Arquivo não encontrado."); return(null); } }
/// <summary> /// 切换场景的方式 /// </summary> /// <param name="next"></param> /// <param name="needLoad">是否需要异步加载</param> /// <param name="needSave">是否需要在切换后仍然保留当前场景</param> public void SetSceneStatus(SceneStatus next, bool needLoad = true, bool needSave = false) { //当前状态不为空时,则执行当前状态的end方法 if (current != null) { current.Exit(); } //更新当前状态 SceneStatus temp = current; current = next; //判断是否有已保存的场景 if (Record == next) { Record = null; return; } //根据新状态加载场景,若不需要加载,则直接进行start操作 if (needLoad) { //是否需要对当前场景进行保存 if (needSave) { mAO = SceneManager.LoadSceneAsync(current.SceneName(), LoadSceneMode.Additive); Record = temp; } else { mAO = SceneManager.LoadSceneAsync(current.SceneName()); } mHasStartDone = false; } else { current.Enter(); mHasStartDone = true; } }
// Update is called once per frame void Update() { gameStatus = queryStatus.QueryGameStatus(); SceneStatus = queryStatus.QuerySceneStatus(); if (gameStatus == GameStatus.Play) { if (SceneStatus == SceneStatus.Waiting && Input.GetKeyDown("space")) { uerInterface.SendUFO(); } if (SceneStatus == SceneStatus.Shooting && Input.GetMouseButtonDown(0)) { Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition); RaycastHit hit; if (Physics.Raycast(ray, out hit) && hit.collider.gameObject.tag == "UFO") { uerInterface.DestroyUFO(hit.collider.gameObject); changeScore.AddScore(); } } } }
private void Start() { _sceneStatus = FindObjectOfType <SceneStatus>(); isBreakable = tag == "Breakable"; if (_sceneStatus != null && isBreakable) { Color _color = Color.black; if (health >= 3) { _color = Color.red; } else if (health == 2) { _color = Color.green; } else if (health == 1) { _color = Color.cyan; } GetComponent <SpriteRenderer>().color = _color; _sceneStatus.AddToTotalScore(); } }
private void CheckAndSetStatus(SceneStatus sceneStatus) { //받은 입력값으로 조건처리함 switch (scenePos) { case ScenePosition.Intro: switch (sceneStatus) { case SceneStatus.Intro___SceneStart: Debug.Log("Intro__ 장비 확인"); // introSceneManager 로드 introSceneManager = GameObject.FindGameObjectWithTag("INTRO_1").GetComponent <IntroSceneManager>(); // SceneStart 상태에 관련된 메서드 수행 introSceneManager.statusChange(sceneStatus); break; case SceneStatus.Intro_0_DeviceCheck: Debug.Log("Intro_0 장비 확인 완료"); //씬 상태 변경 sceneStatus = SceneStatus.Intro_0_DeviceCheck; //장비 확인이 끝난 후 실행할 코드 introSceneManager.statusChange(sceneStatus); //장비가 확인된 경우와 확인이 되지 않은 경우를 파악할 코드를 어디에 넣을 것인가에 대한 문제 break; case SceneStatus.Intro_1_UserCheck: break; case SceneStatus.Intro_2_Manual: break; case SceneStatus.Intro_3_Narration: break; case SceneStatus.Intro_4_FTUser: break; case SceneStatus.Intro_5_SkipBtn: break; case SceneStatus.Intro_6_IntroTimeOut: break; case SceneStatus.Intro_7_IntroEnd: SceneManager.LoadScene("JH_02MainScene"); break; } break; case ScenePosition.Main: switch (sceneStatus) { case SceneStatus.Main_0_SceneChange: break; case SceneStatus.Main_1_MainMenuLayout: break; case SceneStatus.Main_2_Contents: break; case SceneStatus.Main_3_Manual: break; case SceneStatus.Main_4_Options: break; case SceneStatus.Main_5_Credit: break; case SceneStatus.Main_6_ProgramExit: break; } break; case ScenePosition.Contents: switch (sceneStatus) { case SceneStatus.Contents_0_SceneChange: break; } break; case ScenePosition.Manual: switch (sceneStatus) { case SceneStatus.Manual_0_SceneChange: break; case SceneStatus.Manual_1_ManualPlay: break; case SceneStatus.Manual_2_StopCheck: break; case SceneStatus.Manual_3_CreditEnd: break; case SceneStatus.Manual_4_ReturnMain: break; } break; case ScenePosition.Options: switch (sceneStatus) { case SceneStatus.Options_0_SceneChange: break; case SceneStatus.Options_1_OptionsMenu: break; case SceneStatus.Options_s_Options01: break; case SceneStatus.Options_s_Options02: break; case SceneStatus.Options_s_Options03: break; case SceneStatus.Options_s_Options04: break; case SceneStatus.Options_s_Options05: break; case SceneStatus.Options_2_SelectOptionsQuit: break; case SceneStatus.Options_3_ReturnMain: break; } break; case ScenePosition.Credit: switch (sceneStatus) { case SceneStatus.Credit_0_SceneChange: break; case SceneStatus.Credit_1_CreditPlay: break; case SceneStatus.Credit_2_StopCheck: break; case SceneStatus.Credit_3_CreditEnd: break; case SceneStatus.Credit_4_ReturnMain: break; } break; } }
protected Scene(string key) { Key = key; Status = SceneStatus.INOPERABLE; }
public GameScene() : base() { SceneStats = SceneStatus.MOVING; }
/** * Stops the scene by updating the scene status * */ public void Stop() { //unload textures Status = SceneStatus.INACTIVE; Unload(); }
public void SetSceneStatus(SceneStatus _sceneStatus) { sceneStatus = _sceneStatus; }
/** * Pauses the scene by updating the scene status * */ public void Pause() { Status = SceneStatus.PAUSED; }
//---------------------------------------------------------------------------------------------------- /// <summary> /// シーン変更中の処理 /// </summary> void SceneChangeInProgressProcess() { //ロードシーン SceneManager.LoadScene(m_currentScene.ToString()); m_sceneState = SceneStatus.CurrentScene; }
public void Return() { CleanUp(); currentScene = SceneStatus.MainMenu; }
/// <summary> /// Pauses the scene by updating the scene status /// </summary> public void Pause() { _status = SceneStatus.Paused; }
/// <summary> /// Stops the scene by updating the scene status and calling unload on the scene /// </summary> public void Stop() { _status = SceneStatus.Inactive; Unload(); }