Example #1
0
 //fade를 이용하여 씬 변경
 public void ChangeSceneOnFadeColor(int scene_idx, Color fade_color, float time)
 {
     this.next_scene_idx = scene_idx;
     this.fade_color = fade_color;
     this.fade_timepersec = 1.0f/time;
     this.scene_update = new SceneUpdate(ColorFadeIn);
     this.scene_gui = new SceneGUI(ColorFadeGUI);
 }
        private static SceneUpdate GetObjectInfo()
        {
            var scene = new SceneUpdate();

            scene.Ms      = (long)RenderingHub.Instance.FrameRenderTime.Subtract(startedTime).TotalMilliseconds;
            scene.FrameNo = RenderingHub.Instance.FrameNo;
            scene.Objects = RenderingHub.Instance.GetObjects().ToList();
            scene.Info    = RenderingHub.Instance.GetInfos().ToList();
            return(scene);
        }
Example #3
0
        public override void Update(float delta, float currentTime)
        {
#if DEBUG
            //CollisionManager.World.DebugDrawWorld();
#endif

            SceneUpdate?.Invoke(this, new EventArgs(  ));

            //Manager.Update( );
            base.Update(delta, currentTime);
        }
Example #4
0
    private void ColorFadeIn()
    {
        this.fade_factor += Time.unscaledDeltaTime * this.fade_timepersec;

        if(this.fade_factor >= 1.0f)
        {
            if(this.loading_scene != null)
            {
                this.ChangeScene(loading_scene,this.next_scene_idx);
                this.loading_scene = null;
            }
            else { this.ChangeScene(this.next_scene_idx);}
            this.scene_update = new SceneUpdate(ColorFadeOut);
            this.fade_factor = 1.0f;
        }
    }
Example #5
0
 private void ColorFadeOut() 
 { 
     this.fade_factor -= Time.unscaledDeltaTime * this.fade_timepersec;
     if(this.fade_factor<=0.0f)
     {
         this.scene_update = null;
         this.scene_gui = null;
         this.fade_factor = 0.0f;
     }
 }
Example #6
0
 void OnEnable()
 {
     updater = (SceneUpdate)target;
 }