public static void GoBack() { var backlocation = PreviousLocation; PreviousLocation = Application.loadedLevelName; FadeInOutManager.FadeToLevel(backlocation); }
//コンストラクタ public SceneController(TalkController gc) { //GameControllerへのインスタンス作成 this.gc = gc; //GUIManagerインスタンス作成 guiManager = GameObject.Find("GUI").GetComponent <GUIManager>(); //SceneHolderは初期化と共にtxtを //#scene=001のような記述ごとにScene型のリストに変換して保持しておく string scenarioPath = "ScenarioData/scenarios"; sceneHolder = new SceneHolder(scenarioPath); sceneReader = new SceneReader(this); background = GameObject.Find("BackGround").GetComponent <BackGround>(); background.Init(); fadeInOutManager = GameObject.Find("FadeInOut").GetComponent <FadeInOutManager>(); fadeInOutManager.FadeinStart(); //DoTween textSeq.Complete(); }
public static void NavigateTo(string destination) { if (destination == "Home") { GameState.PlayerReturningHome = false; } FadeInOutManager.FadeToLevel(destination); }
public static void NavigateTo(string destination) { PreviousLocation = Application.loadedLevelName; if (destination == "Home") { GameState.PlayerReturningHome = false; } FadeInOutManager.FadeToLevel(destination, 2f, 2f, Color.black); }
//コンストラクタ(戦闘マップ用) Background(背景)が存在しない public BattleSceneController(BattleTalkManager battleTalkManager, GUIManager guiManager, FadeInOutManager fadeInOutManager, GameObject talkView) { this.battleTalkManager = battleTalkManager; //GUIManagerインスタンス作成 ウィンドウのテキスト表示などを行うクラス this.guiManager = guiManager; this.fadeInOutManager = fadeInOutManager; this.talkView = talkView; string scenarioPath = "ScenarioData/battleTalkText"; sceneHolder = new SceneHolder(scenarioPath); battleSceneReader = new BattleSceneReader(this, battleTalkManager); //DoTween textSeq.Complete(); }
public static FadeInOutManager get() { if (FadeInOutManager.instance == null) { GameObject go = GameObject.Find("TextManager"); if (go != null) { FadeInOutManager.instance = go.GetComponent <FadeInOutManager>(); } else { Debug.LogError("Can't find game object \"FadeInOutManager\"."); } } return(FadeInOutManager.instance); }
//============================================================================================== // 静的メソッド. /// <summary>イベントアクターのインスタンスを生成する</summary> public static EventActorFading CreateInstance(string[] parameters, bool isFadeIn, GameObject manager) { if (parameters.Length >= 1) { FadeInOutManager fiom = FadeInOutManager.get(); float duration; if (fiom != null && float.TryParse(parameters[0], out duration)) { // アクターを生成. EventActorFading actor = new EventActorFading(fiom, isFadeIn, duration); return(actor); } } Debug.LogError("Failed to create an actor."); return(null); }
public void Action(GameObject cameraBase) { if (acting) { return; } fad = GameObject.FindObjectOfType <FadeInOutManager>(); if (fad) { if (fad.FadeOut()) { fad.OnFadeOutEnd += FadeEndAction; SEManager se = GameObject.FindObjectOfType <SEManager>(); if (se) { se.PlayBtnSE(); } acting = true; } } }
//============================================================================================== // 公開メソッド. /// <summary>コンストラクタ</summary> public EventActorFading(FadeInOutManager manager, bool isFadeIn, float duration) { m_manager = manager; m_isFadeIn = isFadeIn; m_duration = duration; }
//初期化メソッド public void Init(FadeInOutManager fadeInOutManager) { this.fadeInOutManager = fadeInOutManager; }
private List <string> viewedTalkList = new List <string>(); //既に表示した会話の再表示を防ぐ用 // 初期化 public void Init(BattleMapManager battleMapManager, GameObject talkWindow, GameObject talkView, FadeInOutManager fadeInOutManager) { this.battleMapManager = battleMapManager; this.talkWindow = talkWindow; this.talkView = talkView; battleSceneController = new BattleSceneController(this, talkWindow.GetComponent <GUIManager>(), fadeInOutManager, talkView); }