IEnumerator Out(SCENE_RAVEL next, float sec)
    {
        GameObject temp = Instantiate(m_fadeEffect);

        temp.transform.parent = transform;
        yield return(new WaitForSeconds(sec));

        FadeManager.Instance.LoadLevel(next, 0.5f, null);
    }
Exemple #2
0
    /// <summary>
    /// シーン遷移用コルーチン .
    /// </summary>
    /// <param name='scene'>シーン名</param>
    /// <param name='interval'>暗転にかかる時間(秒)</param>
    private IEnumerator TransScene(SCENE_RAVEL scene, float interval)
    {
        //だんだん暗く .
        //GameObject.Find("EventSystem").GetComponent<EventSystem>().enabled = false;
        m_nowScene.FadeOutBefore();
        this.isFading = true;
        float time = 0;

        while (time <= interval)
        {
            this.fadeAlpha = Mathf.Lerp(0f, 1f, time / interval);
            time          += Time.deltaTime;
            yield return(0);
        }
        m_nowScene.FadeOutAfter();
        //シーン切替 .
        //Application.LoadLevel (scene);
        Debug.Log("buildID = " + scene);
        Destroy(m_nowScene.gameObject);
        m_nowScene                  = Instantiate(m_scenes[(int)scene]);
        m_nowScene.name             = m_sceneNames[(int)scene];
        m_nowScene.transform.parent = transform;
        SceneManager.LoadScene(m_sceneNames[(int)scene]);


//        Pauser.Pause();
        //だんだん明るく .
        m_nowScene.FadeInBefore();
        time = 0;

        while (time <= interval)
        {
            this.fadeAlpha = Mathf.Lerp(1f, 0f, time / interval);
            time          += Time.deltaTime;
            yield return(0);
        }
        m_nowScene.FadeInAfter();
        //GameObject.Find("EventSystem").GetComponent<EventSystem>().enabled = true;
        this.isFading = false;
    }
Exemple #3
0
 /// <summary>
 /// 画面遷移 .
 /// </summary>
 /// <param name='scene'>シーン名</param>
 /// <param name='interval'>暗転にかかる時間(秒)</param>
 /// <prama name= ''>
 public void LoadScene(SCENE_RAVEL scene, float interval, Texture texture)
 {
     m_texture  = texture;
     m_nowIndex = scene;
     StartCoroutine(TransSceneID(interval));
 }