public static void LoadSceneAsync(SceneEnumName sceneEnumName) { SceneNames container = Resources.Load <SceneNames>("ScriptObjects/Scenes/NamedScenes"); string scene = container.GetSceneName(sceneEnumName); OnLoadSceneAsync?.Invoke(scene); }
public void InitializeFlowManager(SceneNames initialScene) { currentScene = initialScene; currentFlow = CreateFlow(initialScene); flowInitialized = true; currentFlow.InitializeFlow(); }
public static void LoadScene(SceneEnumName sceneEnumName) { SceneNames container = Resources.Load <SceneNames>("ScriptObjects/Scenes/NamedScenes"); string scene = container.GetSceneName(sceneEnumName); SceneManager.LoadScene(scene); }
public bool HandleEvent(IEvent @event) { //Debug.LogWarning("change scene event"); var sceneChangeEvent = @event as SceneChangeEvent; if (sceneChangeEvent == null) { Debug.LogError("SceneChangeEvent is null"); return true; } var data = @event.GetData() as string; if (data == null) { Debug.LogError("data is null"); return true; } try { this.currentScene = (SceneNames)Enum.Parse(typeof(SceneNames), data, ignoreCase: true); //Debug.LogWarning("change scene to " + this.currentScene ); } catch { //Debug.Log("unable to parse"); // do nothing } return true; }
private IEnumerator Co_LoadScene(SceneNames sceneName) { if (isLoadingScene) { yield break; } isLoadingScene = true; ToggleLoadingScreen(true); yield return(new WaitForSeconds(1)); //SceneManager.UnloadSceneAsync(scenes[activeScene]); AsyncOperation asOpLoader = SceneManager.LoadSceneAsync(scenes[sceneName], LoadSceneMode.Single); asOpLoader.completed += operation => { activeScene = sceneName; SceneManager.SetActiveScene(SceneManager.GetSceneByName(scenes[sceneName])); isLoadingScene = false; }; yield return(new WaitForSeconds(1)); ToggleLoadingScreen(false); yield return(0); }
/// <summary> /// Triggers a stateChange for the Application /// </summary> /// <param name="newScene"></param> public void TriggerStateChange(SceneNames newScene) { if (_OnSceneChange != null) { _OnSceneChange(newScene); } }
private int GetLoadingLevelIndex(string prompt) { switch (prompt) { case "Floor0": currentScene = SceneNames.Floor0; return(0); case "Floor1": currentScene = SceneNames.Floor1; return(1); case "Floor2": currentScene = SceneNames.Floor2; return(2); case "Floor3": currentScene = SceneNames.Floor3; return(3); case "FinalScene": currentScene = SceneNames.FinalScene; return(4); case "MainMenu": return(-1); default: return(-2); } }
public bool HandleEvent(IEvent @event) { var sceneChangeEvent = @event as SceneChangeEvent; if (sceneChangeEvent == null) { return true; } var data = @event.GetData() as string; if (data == null) { return true; } try { this.currentScene = (SceneNames)Enum.Parse(typeof(SceneNames), data, ignoreCase: true); } catch { // do nothing } return true; }
public void SwitchScene(SceneNames scn, bool reinit = true) { Scene = scn; if (reinit) { switch (scn) { case SceneNames.INTRO: logoScene.Init(); break; case SceneNames.MENU: menuScene.Init(); break; case SceneNames.NEWGAME: newScene.Init(); break; case SceneNames.OVERWRITE: overScene.Init(); break; case SceneNames.LOADGAME: loadScene.Init(); break; case SceneNames.INVALID: invalidScene.Init(); break; case SceneNames.HIGHSCORE: highscoreScene.Init(); break; case SceneNames.EXIT: exitScene.Init(); break; case SceneNames.INGAME: ingameScene.Init(); break; case SceneNames.PAUSE: pauseSceene.Init(); break; } } PlayMusic(); }
private void Awake() { // Create Init if it doesn't exist --> singleton if (Instance == null) { Instance = this; } else if (Instance == this) { Destroy(gameObject); } // Don't delete when switching scenes DontDestroyOnLoad(gameObject); // initialize the game strings instances SceneNames = new SceneNames(); Tags = new Tags(); // initialize the unit selection manager instance and add it to the Init game object _unitSelectionManager = gameObject.AddComponent <UnitSelectionManager>(); // initialize the player instance // PlayerData = gameObject.AddComponent<PlayerData>(); // initialize camera controller _cameraController = gameObject.AddComponent <CameraController>(); // finally, set up the game with the player progress SetUpGame(); }
public void ChangeFlows(SceneNames _flowToLoad) { flowInitialized = false; currentFlow.CloseFlow(); currentFlow = CreateFlow(_flowToLoad); SceneManager.sceneLoaded += SceneLoaded; }
public void FillSceneNames() { SceneNames.Clear(); foreach (var newScene in editorService.GetAllContentNamesByType(ContentType.Scene)) { SceneNames.Add(newScene); } }
public void LoadScene(SceneNames sceneName) { if (isLoadingScene) { return; } StartCoroutine(Co_LoadScene(sceneName)); }
private void UIViewState__OnSceneChange(SceneNames newScene) { bool isActive = (newScene == scene); Debug.Log("isSceneActive" + isActive); gameObject.SetActive(isActive); }
public void InitializeFlowManager(SceneNames initialScene) { currentScene = initialScene; currentFlow = CreateFlow(initialScene); flowInitialized = true; currentFlow.InitializeFlow(); FloorManager.Instance.Initialize(); PlayerManager.Instance.Initialize(); }
public static int GetOffset(SceneNames value) { var type = value.GetType(); var field = type.GetField(value.ToString(), BindingFlags.Static | BindingFlags.Public); var attributes = field.GetCustomAttributes(typeof(CameraXOffsetAttribute), false); var attribute = attributes[0] as CameraXOffsetAttribute; var offset = attribute.Offset; return offset; }
/// <summary> /// Method that starts a coroutine to load the next scene. /// </summary> /// <param name="scene">Next scene to load</param> private void SetLoadingScene(SceneNames scene) { loadingScreen.gameObject.SetActive(true); if (loadSceneCoroutine == null) { loadSceneCoroutine = StartCoroutine( LoadNewScene(scene)); } }
//Initialize FlowManager public void Initialize(SceneNames scene) { //Initialize first scene currentScene = scene; //Create Flow for the right scene currentFlow = CreateFlow(scene); flowInitialized = true; currentFlow.InitializeFlow(); }
/// <summary> /// await で待つ場合 /// </summary> public static async Task AddptiveLoadAsync(SceneNames sceneNames) { // 遷移エフェクト await SceneManager.LoadSceneAsync(sceneNames.ToString(), LoadSceneMode.Additive); SceneManager.SetActiveScene(SceneManager.GetSceneByName(sceneNames.ToString())); // 遷移エフェクト }
public void DrawNewRecord() { float bestTime = SaveData.GetFloat("Stage" + SceneNames.GetStageNam(SceneManager.GetActiveScene().name) + "-" + SceneNames.GetFloorNam(SceneManager.GetActiveScene().name) + "ClearTime"); //比較 if (bestTime > time) { newRecord.gameObject.SetActive(true); StartCoroutine(NewRecordFade()); } }
// Use this for initialization void Start() { stageNameText.text = FloorNameList.FLOOR_NAME[SceneNames.GetStageNam(SceneManager.GetActiveScene().name) - 1][SceneNames.GetFloorNam(SceneManager.GetActiveScene().name) - 1]; stageNameTextShadow.text = FloorNameList.FLOOR_NAME[SceneNames.GetStageNam(SceneManager.GetActiveScene().name) - 1][SceneNames.GetFloorNam(SceneManager.GetActiveScene().name) - 1]; towerImage.sprite = towerImageSprite[SceneNames.GetStageNam(SceneManager.GetActiveScene().name) - 1]; towerFloorImage.sprite = towerFloorImageSprite[SceneNames.GetStageNam(SceneManager.GetActiveScene().name) - 1]; floorImage.sprite = floorImageSprite[SceneNames.GetFloorNam(SceneManager.GetActiveScene().name) - 1]; baseY = siroImage.rectTransform.localPosition.y; setTowerNam(0); }
/// <summary> /// クリアタイムのセーブ /// </summary> public void SaveClearTime() { //元データ取り出し float bestTime = SaveData.GetFloat("Stage" + SceneNames.GetStageNam(SceneManager.GetActiveScene().name) + "-" + SceneNames.GetFloorNam(SceneManager.GetActiveScene().name) + "ClearTime"); //比較 if (bestTime > time) { //セーブ SaveData.SaveFloat("Stage" + SceneNames.GetStageNam(SceneManager.GetActiveScene().name) + "-" + SceneNames.GetFloorNam(SceneManager.GetActiveScene().name) + "ClearTime", time); } }
public static void InitializeModules(Balance balance, Timers timers, Localization localization, SceneNames sceneNames) { Balance = balance; Timers = timers; Localization = localization; SceneNames = sceneNames; TSVReader = new TSVReader(); Pathfinding = new SimplePathfinding(); Localization.Initialize(); }
//Change the currentFlow public void ChangeFlows(SceneNames flowToLoad) { flowInitialized = false; //Close the currentFlow currentFlow.CloseFlow(); //Create new flow currentFlow = CreateFlow(flowToLoad); //Add the function to the event SceneManager.sceneLoaded += OnSceneLoaded; SceneManager.LoadSceneAsync(flowToLoad.ToString()); }
/// <summary> /// Coroutine that loads a new scene. /// </summary> /// <param name="scene">Scene to load.</param> /// <returns>Returns null.</returns> private IEnumerator LoadNewScene(SceneNames scene) { YieldInstruction waitForFrame = new WaitForEndOfFrame(); AsyncOperation sceneToLoad = SceneManager.LoadSceneAsync(scene.ToString()); // After the progress reaches 1, the scene loads while (sceneToLoad.progress < 1) { yield return(waitForFrame); } loadSceneCoroutine = null; }
/// <summary> /// If the player is in vicinity of the door, another room is loaded and the current room is unloaded, bringing the player avatar to a new room. /// </summary> public void Enter() { if (this.isRandomDestination) { if (PedagogicalComponent_v2.Instance.CurrentTopic() == SceneTopic.NONE) { this.goingTo = SceneNames.BETA_TESTING_PRE_BOSS; } else { this.goingTo = SceneNames.RandomSceneName(); if (GameController_v7.Instance.RoomCountCheck()) { this.goingTo = SceneNames.BETA_TESTING_RANDOM_END; } } } Debug.Log("Player Went In " + goingTo + " " + doorNumber); // spawnPointManager.UpdatePreviousScene (SceneManager.GetActiveScene ().name, this.doorNumber); GameController_v7.Instance.UpdatePreviousScene(SceneManager.GetActiveScene().name, this.doorNumber); GameController_v7.Instance.GetObjectStateManager().RecordPlayerStats(); // objectStateManager.RecordPlayerStats (); Parameters parameters = new Parameters(); parameters.PutExtra("IS_HARD_SAVE", false); EventBroadcaster.Instance.PostEvent(EventNames.SAVE_DATA, parameters); // EventManager.RemoveHintOnTrigger (); EventBroadcaster.Instance.PostEvent(EventNames.REMOVE_HINT); EventManager.ResetTriggerSceneTitle(); #if UNITY_ANDROID // EventManager.EnableBothButtons (); #endif //Load Scene Connected to this entrance. LoadingScreen loadingScreen = FindObjectOfType <LoadingScreen>(); if (loadingScreen != null) { loadingScreen.LoadScene(goingTo, false); } else { Instantiate(loadingScreenPrefab); } // SceneManager.LoadScene (goingTo); }
private Flow CreateFlow(SceneNames flowToLoad) { Flow toRet = null; //Check the name of the scene to create the new flow switch (flowToLoad) { case SceneNames.MainMenu: toRet = new MainMenuFlow(); break; case SceneNames.Game: toRet = new GameFlow(); break; default: Debug.Log("Unhandled switch " + flowToLoad); break; } return(toRet); }
private Flow CreateFlow(SceneNames _flowToLoad) { Flow toRet; switch (_flowToLoad) { case SceneNames.MainMenu: toRet = new MainMenuFlow(); break; case SceneNames.MainScene: toRet = new GameFlow(); break; default: toRet = new GameFlow(); Debug.LogError("Unhandled Switch: " + _flowToLoad.ToString()); break; } return(toRet); }
private Flow CreateFlow(SceneNames flowToLoad) { Flow toRet = null; //Check the name of the scene to create the new flow switch (flowToLoad) { case SceneNames.Lobby: toRet = new Flow(); break; case SceneNames.Game: toRet = new GameFlow(); break; default: toRet = new GameFlow(); break; } return(toRet); }
public void LoadLevelAsync(string sceneName) { int requestedIndex = GetLoadingLevelIndex(sceneName); if (requestedIndex >= 0) { TitleScreen.SetActive(false); isLoading = true; LoadingScreens[requestedIndex].SetActive(true); StartCoroutine(LoadAsynchronously(sceneName)); } else if (requestedIndex == -1) { SceneManager.LoadScene("MainMenu"); currentScene = SceneNames.MainMenu; TitleScreen.SetActive(true); } else { Debug.Log("Invalid scene name requested."); } }
void Start() { SceneNames sceneNames = new SceneNames(); levelsScenesName = sceneNames.levelsScenesName; // levelsScenesName[0]="Tutorial_scene"; // levelsScenesName[1]="SampleScene"; Player = GameObject.Find("Player"); GameObject canvas = GameObject.Find("Canvas"); if (canvas != null) { GamePausedScreen = canvas.transform.GetChild(0).gameObject; } sceneActive = SceneManager.GetActiveScene(); if (!sceneActive.name.Equals("titlescreen")) { StartCoroutine(TransitionAnimationIn()); } }
public void ChangeScene(SceneNames scene) { string nameScene = ""; switch (scene) { case SceneNames.MAIN_GAME: nameScene = "MainGame"; break; case SceneNames.DIE_MENU_SCENE: nameScene = "DieScene"; break; case SceneNames.SCOREBOARD: nameScene = "Scoreboard"; break; } Debug.Log(nameScene); if (nameScene != "") { SceneManager.LoadScene(nameScene); } }
/// <summary> /// Stores the running State /// </summary> /// <param name="newScene"></param> private void AppllicationSceneController__OnSceneChange(SceneNames newScene) { _model.RunningScene = newScene; }