Example #1
0
		/// <summary>
		/// シーンの事前読み込み
		/// </summary>
		/// <param name="sceneName"></param>
		/// <returns></returns>
		public static bool PreLoadScene( string sceneName ) {
//#if UNITY_EDITOR
//			if( GameWork.i.m_preloadOff ) return false;
//#endif
			_checkInstance();
			return GameSys.ChangeScene( sceneName , false, false );
		}
Example #2
0
		//public static void SpawnTimeLagPrefabs( Action comp = null) {
		//	instance.StartCoroutine( instance._SpawnTimeLagPrefabs( comp ) );
		//}

		//IEnumerator _SpawnTimeLagPrefabs( Action comp ) {
		//	foreach( var p in m_prefabList.m_Data ) {
		//		if( p.prefab == null ) continue;

		//		var instance = GameObject.Instantiate( p.prefab );
		//		instance.name = p.prefab.name;
		//		//if( instance.name == "SoundManager" ) {
		//		//	Debug.Log();
		//		//}
		//		yield return null;
		//	}
		//	comp.Call();
		//	yield break;
		//}



		/// <summary>
		/// スクリプトのインスタンスがロードされたときに呼び出されます
		/// </summary>
		void Awake() {
			if( instance != null ) {
				Destroy( gameObject );
				return;
			}
			DontDestroyOnLoad( gameObject );
			instance = this;

			//GameObject.Instantiate( m_SoundManager );
			 
			//m_AssetManager = gameObject.AddComponent<AssetManager>();
			//m_TimeManager = gameObject.AddComponent<TimeManager>();
			//m_SaveManager = gameObject.AddComponent<SaveManager>();

			SceneManager.sceneLoaded += OnSceneLoaded;
		}
Example #3
0
			} // OnSceneLoaded


		/// <summary>
		/// この関数はオブジェクトが有効/アクティブになった時に呼び出されます
		/// </summary>
		void OnEnable() {
			if( instance == null ) {
				instance = this;
			}
		}
Example #4
0
		public static void TogglePause() {
			GameSys.Pause( !pauseFlag );
			Debug.Log( "TogglePause" );
		}
Example #5
0
		public static void DisablePause() {
			GameSys.Pause( false );
			//UIHelpGuide1P.Pause( false );
			//UIHelpGuide2P.Pause( false );
			//SoundManager.PauseAll( false, 0x1000 );
		}
Example #6
0
		public static void EnablePause() {
			GameSys.Pause( true );
			//UIHelpGuide1P.Pause( true );
			//UIHelpGuide2P.Pause( true );
			//SoundManager.PauseAll( true, 0x1000 );
		}