/// <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 ); }
//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; }
} // 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; } }
public static void TogglePause() { GameSys.Pause( !pauseFlag ); Debug.Log( "TogglePause" ); }
public static void DisablePause() { GameSys.Pause( false ); //UIHelpGuide1P.Pause( false ); //UIHelpGuide2P.Pause( false ); //SoundManager.PauseAll( false, 0x1000 ); }
public static void EnablePause() { GameSys.Pause( true ); //UIHelpGuide1P.Pause( true ); //UIHelpGuide2P.Pause( true ); //SoundManager.PauseAll( true, 0x1000 ); }