private IEnumerator StartLoading_2(int scene) { int displayProgress = 0; int toProgress = 0; AsyncOperation op = SceneManager.LoadSceneAsync(scene); op.allowSceneActivation = false; while (op.progress < 0.9f) { toProgress = (int)op.progress * 100; while (displayProgress < toProgress) { ++displayProgress; SetLoadingPercentage(displayProgress); yield return(new WaitForEndOfFrame()); } } toProgress = 100; while (displayProgress < toProgress) { ++displayProgress; SetLoadingPercentage(displayProgress); yield return(new WaitForEndOfFrame()); } op.allowSceneActivation = true; DelayComponent.Delay(100, () => { UIManeger.Instance.Show <MainView>(); }); }
public override SensorComponent MakeComponent(GameObject gameObject) { DelayComponent component = gameObject.AddComponent <DelayComponent>(); component.input = input; component.onTime = onTime; component.offTime = offTime; component.startOn = startOn; return(component); }
public override void Execute(PolicyController controller) { DelayComponent dc = this; GameObject.FindGameObjectWithTag("GameController") .GetComponent <TurnController>() .DelayAction(turns, () => { PolicyController pc = Instantiate(policyControllerPrefab); pc.island = controller.island; pc.Execute(false); Destroy(pc.gameObject); if (repeat) { dc.Execute(controller); } }); }